Half-Life: Deathmatch HLDM
bdaw_shockstorage by Skals
Posted 9 years ago2009-06-06 14:30:28 UTC • Completed • Half-Life: Deathmatch
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Skals Skals
Half-Life: Deathmatch
9 years ago2009-06-06 14:30:28 UTC
6 years ago2012-01-21 08:57:23 UTC
5.00 (2)
full star full star full star full star full star Download (Hosted Externally)

update2: no more annoying beams. removed black spaces.

update: fixed wierd bug on a corner, better and less doors, some placement of entities adjusted, some textures fixed. (small fix) also ran a full compile which i didnt before.

map: bdaw_shockstorage ; by skals.

this map is a hl1 dm map based on a
svencoop campaigne / hl1 mod called "bad day at work"
im currently working on.
This map contains the following:

2 shotguns, 1 gauss, 1 egon, 1 granade,
1 trip mine, 1 satchel charge, 1 crossbow,
alot of machineguns, 4 killer beams
and probably more stuff i forgot of.
the objectives:

this is deathmatch, kill eachother as mutch as you can,
the person with the most kills wins.

[ additional files used: submerged.wad ]


Commented 9 years ago2009-06-06 15:47:30 UTC Comment #17541
If you had wadincluded submerged.wad, and got rid of all those bmp (!!!) files, then you could upload your map to TWHL just fine, because its under 2 MB that way.

About the map:

Not bad at all. Very decent mapping there, however, there are a couple of issues:

1. Having doors that open/close in deathmatch isn't really a good idea, it slows down gameplay a lot. I'd say keep them open, or make them open up faster.

2. If you decide to keep the doors, at least add a lip value for the sliding doors, they will dissapear in the wall if you leave the lip value 0, which is weird and unrealistic.
Doors that swing open open too slow. Give them some more speed.
Commented 9 years ago2009-06-06 16:10:10 UTC Comment #17542
ok ill try that.
Commented 9 years ago2009-06-06 16:15:59 UTC Comment #17543

Doors in a DM is a bad idea. IF you still do, add sliding doors and make them FASTER. Jexus
Commented 9 years ago2009-06-06 16:22:25 UTC Comment #17544
raver that thing with the wall is pretty random. i dont know why it happens but i will try to fix it. also i removed some unnecesarry doors and made the rest much faster :)

edit: added a few changes and fixes. should improve the gameplay.
Commented 9 years ago2009-06-07 06:49:32 UTC Comment #17546
I had a test play with Skals on my server, and I've got to say its his best outcome until now. Keep it like that skals !

In this map getting the most powerful weapons is what defines fun. The weapons are intelligently disposed around the map. Very fun indeed.
There are some problems here and there, near a vent there is a "hall of mirros" error, but the map seems pretty "alive" to me and that's what makes a map.
Lighting ? Excellent !
The architecture of this map doesn;t let you eyes tell you "it's boring ...", so that's a major plus. A minor problem was that it's kinda ... claustrophobic around some places. There are few open spaces and when the server would get filled of players this can be a real problem. Otherwise, it's good.
I'm a modest mapper, so from my opinion this map gets 5 stars.
Commented 9 years ago2009-06-07 07:37:36 UTC Comment #17547
thanks. i fixed the "hall of mirrors" bug already.
Commented 9 years ago2009-06-07 08:46:19 UTC Comment #17548

It looks very good and it's the best Skals map I've played, however, the lasers you have to jump over are really annoying. I would prefer there was only one laser you had to jump over or if there was a way to turn them off. Also, I expected the wooden crates to be breakable.

4.3... almost, almost 5.
Commented 9 years ago2009-06-07 09:27:04 UTC Comment #17549
True, those lasers you have to jump over are indeed annoying. Get rid of those, its deathmatch afterall, not singleplayer. :)

And yeah, add some additional architecture behind that big door, creating the effect that the map is bigger.
Commented 9 years ago2009-06-07 12:02:40 UTC Comment #17551
Also, remove those instant deaths. It annoys players.
Commented 9 years ago2009-06-07 15:59:17 UTC Comment #17552
well i didnt get totally rid of them, i lowered them and made them only do 35 not 10000 dmg. potatis and muzz / mighty atom, i added more stuff in that bit of the image. you should not see a big nice room not blackness.

however i do not agree with the crates. they are there as obstacles and objects to hide behind. its like that in most of the deathmatch maps. ill keep the crates the way they are.

edit: i will upload new one soon.

edit: ok its uploaded. good enough?
Commented 9 years ago2009-06-08 07:34:38 UTC Comment #17556
The new room you added is a bit square, but a lot better than nothing. You also fixed the laser problem. 4.6/5. How do I change my rating? If an administrator/moderator reads this, please change my rating to 5 instead of 4. Thank you.
Commented 9 years ago2009-06-08 11:28:27 UTC Comment #17557
thanks potatis, really apreciate it.
Commented 9 years ago2009-06-13 15:15:02 UTC Comment #17581
Everything seemed great except for those damn vents. More than once, I accidentally fell down into a vent and was forced to crawl for what seemed like miles until I reached one of the two exits.
There needs to be a ladder or something to prevent that sort of thing.
Commented 9 years ago2009-06-16 13:29:59 UTC Comment #10942
well, i designed them that way as a quick escape and a place to store the best weapons in the map, since its easy to get in but takes a while to get out
Commented 7 years ago2011-04-05 05:27:37 UTC Comment #18943
Download link is bad :/.

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