Half-Life: Deathmatch HLDM
dm_undergroundlab by The Mad Carrot
Posted 14 years ago2009-07-20 09:27:14 UTC • Completed • Half-Life: Deathmatch
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The Mad Carrot The Mad Carrot
Half-Life: Deathmatch
14 years ago2009-07-20 09:27:14 UTC
14 years ago2009-07-20 15:10:15 UTC
5.00 (4)
full star full star full star full star full star Download

This is my entry for the second "Map from Layout" compo.

It's not perfect, as i screwed up bigtime near the end of the compo, forcing me to make an alternative path not shown on the layout image.
But i think i got the overall layout pretty much right.

Also, i just played through it again, and i think i've put in too little weapons. Ill fix that.

This map features the best vertex manipulation work i've ever done before.

A potential candidate for World Crafter's HLDM server?

  • Fixed ladder
  • Fixed monitor


Commented 14 years ago2009-07-20 12:44:02 UTC Comment #17659
The layout is fine, I did an overview. Although, I spotted that the ladder didn't work.. nvm eh. The offset/diaganol halway was a little bland for one of your maps :(

Theres some epic use of submerged.wad though. Huge ammounts of geometry detail.
Commented 14 years ago2009-07-20 13:03:08 UTC Comment #17660
Yeah i noticed the ladder not working, its compiling the new version right now. Ill upload that when it's done.
Commented 14 years ago2009-07-20 13:57:40 UTC Comment #17662
Great map, mastery of both VM, normal brushwork,and submerged.
There were just a few flaws. There was the ladder, as above, and there is also the credits screen. It was backwards, and you could see the void. Just put some black back there, and align it to face.
Beautiful map. Now if only I could play it with opponents...
Commented 14 years ago2009-07-20 14:08:50 UTC Comment #17663
I already fixed all that, im recompiling the map as we speak. Be sure to check it out again. :)
Commented 14 years ago2009-07-20 17:36:22 UTC Comment #17665
K. As long as it's all fixed.
Commented 14 years ago2009-07-20 18:00:47 UTC Comment #17666
Ok, the map was pretty good and clean. Brush work and vertex manipulation was really good and the map was very fluent. The textures looked nice but a little too repetetive as well as the lighting. Ambience was only in one small area of the map. You would expect much more in a map full of monitors and computers. Vertical gameplay seems to be the biggest flaw in this map being that there isn't much. It just seems kinda flat with not much vertical release. Also, you should'nt block the player from jumping into the ceiling beams with the gauss. Over all the map was well molded together but the textures and gameplay seemed like it could be better. Also a brush in the big rock ceiling area opens to the void and really effects the area in a bad way. Good job pretty much sticking to the floorplan its fun walking through another deathmatch map with the same layout as one I just made.
Commented 14 years ago2009-07-21 09:09:05 UTC Comment #17668
I redownloaded and now I can't see a problem with it at all!

I would change to a 5 star if I could.
Changed it for you -O
Commented 14 years ago2009-07-21 09:40:21 UTC Comment #17669
The plan was to add more monitors and computer mainframes and stuff, but i was running out of time.
Commented 14 years ago2009-07-21 17:07:48 UTC Comment #17671
absolutely amazing. with every new map you put out your skill increased. I love the design of the archways and the way you have the neat trim "cutting" into them.

I love the layout and texturing throughout. It's not too big or small, too complex or too simple. while most all the areas look great, some areas seem to be pretty wide open, though there is still cover points all around. I love the way the lighting looks through most areas(did you use different colors under some of the archways?), it's varied and light coming from the little floor trim lights and computer consoles looks neat.

I didn't notice any sounds except in the cave room, some more would probably be nice, maybe some computer sounds announcements, or anything really.


The cave room is extraordinary but a couple nitpicking notes:

1. It's super hard to appreciate exotic brushwork in goldsource. you could have made the cave structure 2/3 less complex, and it would look almost identical with the same texturing. the only way around this is to maybe use a different texture or smaller texture scale, or even tweak the alignment, to make your individually hewn out faces you worked so hard on, to show up better. You can also try using the lighting down but then you get some harsh shadows and completely dark faces sometimes.

2. I only saw one visual glitch in the cave room above the little room at the top of the stairs.

3. the ductwork looks unnaturally bright like it's glowing. I know it was probably a challenge to light this room properly, so you might have it as good as it can get. Possibly darkening the whole cave area might solve this and other problems, but probably not.
Commented 14 years ago2009-07-21 17:41:34 UTC Comment #17672
I might work on those issues when the compo results are in. :)

Thanks, Captain!
Commented 14 years ago2009-07-23 16:21:29 UTC Comment #17679
I haven't downloaded the current version yet, but I just noticed the easter egg. :) Great use of the content.
Commented 14 years ago2009-08-11 05:31:25 UTC Comment #5675
Excellent looking map! But here are some of the flaws I noticed:

1. The credits screen have text written in the wrong order.
2. There an invalid face(?) in the rock wall.
3. The stairs nearest to the rock wall glitch have a problem at the top. You "sink" into the ground if you walk down the stairs in a wrong angle.
4. I don't know if this is a mistake but the pyramid type thingie near the stairs mentioned above has a round sprite which seems to appear only when standing in specific places. I think this is because the sprite is set too low; the edge of the tip of the pyramid is blocking its visibility.

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