Half-Life: Deathmatch HLDM
dm_particle by Taylor
Posted 16 years ago2007-11-11 07:06:14 UTC • Completed • Half-Life: Deathmatch
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Taylor Taylor
Half-Life: Deathmatch
16 years ago2007-11-11 07:06:14 UTC
16 years ago2007-11-11 07:06:14 UTC
5.00 (2)
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My entry for compo24. I originally wanted to make a highly interactive map, where you could shoot out pieces from walls, break every table and chair, but as I made like two rooms with such complexity, the r_speeds started hitting 1000, so I abandoned the idea. I based the theme of the map on the movie "Hard Boiled", so that's why the map was supposed to be called dm_particle, referring to the flying particles. I sticked with the name and the theme, but not with the flying particles, unfortunately.


Commented 16 years ago2007-11-11 09:56:38 UTC Comment #15926
Nice. A bit dark in places for me, but nice and neat overall.

Where it's not too dark, the lighting is good. I like the sprite-illusions of light glare that you've put on appropriate lights. And those stairs (which you can see in the screenshot too) look lovely.

A good level of detail throughout.

Some sound ambience, but lacking in some areas. Once again though, put some gunfire in and you probably would never notice.

Judging this compo looks like it's going to be tough!
Commented 16 years ago2007-11-12 05:27:51 UTC Comment #15943
The light that goes through the stairs makes an unnatural shadow on the wall. The light would, because of the difraction, turned a bit, and light wall more intensivly. I know it's not your fault, this the way the rad works.
Commented 16 years ago2007-11-12 08:46:11 UTC Comment #15946
That effect wasn't generated by rad. I made that effect with a couple of func_illusionaries. I know, that they're not quite accurate, I don't care, I just wanted to have a bit scary, dark mood to that room.
Commented 16 years ago2007-11-13 16:09:51 UTC Comment #15970
+ Amazing detail, like the shadows and furniture.
+ Textures were nice, I don't think I recognized them.
+ Layoutlolzorz.

= Maybe a bit too dark. I had to flashlight to get around sometimes.
= Exit signs could illuminate the doors. I couldn't always find them or know if they opened.

- Not enough ambience. An easy fix for interior spaces with not much going on is to take the exterior sounds and and muffle them out. Gives the place a depthy feel.

One of my more favorite maps of the compo entries for gldsrc.
Commented 16 years ago2007-11-13 16:36:04 UTC Comment #15974
Lights: Well yeah, I kinda noticed, that it was too dark in some places, but thought it was ok, 'cos it was bright enough on my laptop. Walking through the map again...yep, the restaurant is too dark, especially the stairs.

Ambience: That was the last thing I was adding to the map, and didn't have enough time, to tweak around with it for too long. Not much of an excuse, but true.:)
Commented 16 years ago2007-11-16 17:11:41 UTC Comment #16003
to bad it's not singleplayer game with monsters. To dark for multiplayer.

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