SPC_Beta5

Half-Life: Deathmatch HLDM
SPC_Beta5 by Orpheus
Posted 17 years ago2007-01-08 20:10:07 UTC • Completed • Half-Life: Deathmatch
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Name
SPC_Beta5
By
Orpheus Orpheus
Type
Map
Engine
Goldsource
Game
Half-Life: Deathmatch
Category
Completed
Included
BSP
Created
17 years ago2007-01-08 20:10:07 UTC
Updated
17 years ago2007-01-08 20:16:39 UTC
Views
3721
Downloads
972
Comments
6
Rating
4.33 (3)
Reviews
0
full star full star full star full star half star Download (2.1mb)

OK, this map is 100% completed. As completed as it will ever be anyway. The only change left to make will be its permanent name. When we decide, I will edit this file. I ask that when that occurs that you either rename the BSP yourselves, or re-download the last/final version. This map is a group effort map that was in progress for quite some time at Snarkpit. 7 of us got together to build this monster. This map meets or exceeds nearly every limitation the HL1 engine has. We had to tweak the map several times and tweak the compile settings just to get it to complete. The map has several distinct areas built by each member and a nameplate to designate each as well. To my knowledge, this map is fully playable but with its size, it would handle a full server and you'd still be searching.
The authors included some of the best out there, and I was proud that they accepted my request for them to join me in this endeavor.
The authors included: Alien_Sniper, Dietz, Grimlock, MazeMaster, ReNo, Yak_Fighter and of course, myself.
I am uploading this map, but it is definitely a collective effort and each person deserves credit. For the record, this map has been lost for ages and I but recently found it. It is old now, but unplayed. Enjoy yourselves.
Thanx in advance for looking.
Orph

6 Comments

Commented 17 years ago2007-01-08 23:13:51 UTC Comment #13949
Quite a monster map. Possibly the biggest hldm map out there.
I think everyone did a great job since there wasn't any noticeable quality decrease while moving from one area to another. I think what makes each area different from the rest is probably lighting. For example, Orpheus' area is brightly lit and Reno's has a dark orange lighting. I think it actually helps in navigation.
Most of the traps were quite good, and would ensure the fun IF you could get an insane number of people to play the map at once. Think "1 vs 1 in Bootcamp" or something like that ;)
In general terms, I don't really like the theme because there isn't one. It's one of those maps with generic HLDM style, like "scary1" and similar maps. It's obvious that it was needed in order to make the collective idea work, but it's a pity that the map is a huge.... gameplay area, instead of something more defined. Brushwork was still very correct throughout most of the map, and visually pleasing in most areas.
Some details are architecturally very strange, but I won't bother commenting them because we are mappers, not architects building real things :)
I see no big flaws with this map, besides the size making it mostly unplayable. It's definately worth a look and worth a 5 star rating for the effort.
Commented 17 years ago2007-01-09 00:04:00 UTC Comment #13950
I'd like to preface any further reviews by saying that The time and place for gigantically huge maps like this has come and gone. Some really great maps thematically--like that persian nights one you made me aware of--was superb in every way besides it was built 10-times bigger than it should have been imo. This is a compilation map, so technically you get a pass on that respect, but that reason alone doesn't make the map more playable.

My review will also be largely incomplete, considering again the sheer size. It's hugeness and my short attention span are not a good combination, so it would take an enromous amount of time for me to play the whole thing through, get an accurate feel for everything, and therby give a decent review.

That all said, I can only offer a few misc comments atm. If I find the time/inclination to play it more, I'll give more comments.

I liked Grimlock's Area the best. With the doodads and interesting looking structures, it was by far my favourite in terms of design.

The segues between maps was seemless, and it was difficult imo to tell where one began and ended, which is a really good thing for a map like this. Whomever merged the maps kudos to you :)

Whomever had the neat neon-like orange rims around the window thingies, those were pretty neat and stood out. The lift in the center was definitely unique, if not unrealisticly fast-moving.

A few random things I remembered from your portion:

+I liked the general design and relief of the room
=maybe could do with a stronger theme, unless your theme was to be completely neutral :)
=it's hard to nicely light a room like that, imo, and you did a pretty good job considering
-some structures looked blocky like the light fixtures and some of the ceiling parts.
-some things look unrealisticly too thin, like the middle platform and the unsupported stairway leading to it. The crete platform itself had no supports at all, making it not only unrealistic, yet kinda boring to look at.

I'd like to play this some more sometime some more, and give a more complete review. Maybe I will sometime, and I'll forgo any rating 'till then.
Commented 17 years ago2007-01-09 10:35:43 UTC Comment #13951
OK, lets see if I can do this any justice. Originally the map was going to be a compilation of Snarkpitters with the theme of "Traps" This map was my brainchild but it soon became apparent that the trap idea was going to have to be sidelined. The traps would have added to the MAX overages beyond any ability to rectify.

Grimlock got the map first, obviously he took the theme to heart but, the idea was for each of us to build ONE AREA. Grimlock did much more. I got the map next and my area was added... (Bare in mind that it was my job to join these areas originally so I was damned sure not making to many areas like Grimlock.) I forget who was next but the only other person to create only one area was Dietz. However Dietz created several nooks and cubbies. Mazemaster volunteered to fix many of the rocks and to put in the null textures and whatnot so he really didn't add rooms. He helped to fine tune the problems this thing had. Alien_Snipers area was more/less only one too.The real champion is Yak_Fighter, he built so many areas its incredible. Last I counted, he made like 6 distinct rooms that joined all the passages that the members left empty to connect the sections and removed all the dead ends.

This map exceeded so many of the limits that we were scrambling to find a cure for them all. The compiles were monstrous too and then HL2 arrived and ruined any chance of this maps future.

We abandoned it. This compile was the last known to exist. It needed one more I think, but theres no way I could remember all the settings I had to use to get the tools to cope.

Lighting was the sole remaining issue but it never got addressed.
Hence, here we are.
I have seen dozens of co-jointly made maps and few approach the seamlessness of flow and looks that this map has. It almost.. Almost looks like one person built it and that is a true badge of honor for so many working independent of one another.

My area was redesigned 1/2 a dozen times, in a vain attempt to reduce the MAX this and MAX thats.. It suffered slightly.

Also, I was one of the least talented among the group so the room would be the least likely to look good.

/story about PitCrew.
Commented 17 years ago2007-01-09 14:43:52 UTC Comment #13952
Well... it's an interesting project, certainly. I am quite impressed with the sheer size and the optimization this map must've gone through. I noclipped up, above the map, just to see how big it was... incredible. Over 6000 Wpoly up there, too :) .

Anywho, as for the gameplay, I can't say much... I haven't tested it in MP. Ask Muzz to get it on the HLDM server and we might play it sometime. But my initial reaction is, this map is far too big for HLDM. Already on default maps that are one third the size of this, I have trouble finding people when playing. HLDM usually isn't that populated... 8 players is the maximum amount of players on lots of servers - you'd walk through lots of emptiness before reaching an enemy in this map. Size does matter, but bigger isn't always better.

The look of the map is fairly generic... really nothing special to comment about. Everything looks sort of decent, nothing that really stands out. I noticed some small details that I enjoyed, like the little non-sensical concrete platform in one hall and the moving, pumping machine in one of the walls... small details like that really do liven up the area, but they weren't enough to raise the general feel of the map's look.

The lighting was, as well, fairly generic. The dark-orangey part was pretty nice, but those orange, bright wall-lights (bah) looked horrible. The red-lit ventilation thingy was also way too dark. I hate having to stumble around with the flashlight to find my way. I was playing at Brightness 63 - I usually have 0.

Score... 3/5. The size alone deserves a star.
Commented 17 years ago2007-01-09 20:38:23 UTC Comment #13956
Some people have been asking how big this map is. I dunno if this helps but:
http://www.snarkpit.net/pits/orpheus/pitcrew/map_info.jpg
Commented 17 years ago2007-01-09 22:26:14 UTC Comment #13957
This map has so much detail and size it practicly shouts 5 stars itself.

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