Half-Life 2: Deathmatch HL2DM
dm_useless by Playbus
Posted 12 years ago2009-11-27 17:13:47 UTC • Completed • Half-Life 2: Deathmatch
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Playbus Playbus
Half-Life 2: Deathmatch
12 years ago2009-11-27 17:13:47 UTC
12 years ago2009-11-27 17:33:53 UTC
3.00 (1)
full star full star full star empty star empty star Download (Hosted Externally)

My first ever released hl2dm map!

It's not intended as any kind of tournament map. It's probably really poorly balanced to be honest.

It's a pretty big map and may suffer from poor fps on lesser computers. It was made primarily as practise for constructing large outdoor areas, with large buildings you can explore. Basically, it was all an exercise in neatness.

I happen to be playing more DM lately, and I joined a clan so I figured I should make a map for the servers. This is it. I spent about a week (not full time, but several very late nights) doing it, with another day later on after some testing, to fix a few bugs which were found.

You'll no doubt see this map in a more refined form in something singleplayer that I make in the future (If you like that sort of thing). I don't have plans for it right now, but no doubt at some point down the line I'll get lazy and use it again. Currently, I wouldn't be happy with the building interiors in this map if it were for a single-player experience - they are dreadful in places and I had to bite my lip and tell myself that it was just too much for DM, and that few would be looking so closely whilst blasting off heads.

I'm aware of many criticisms which could be justified toward the map - it's nowhere near perfect and in places it's downright boring. However, given the scale (and purpose) of the map, I feel it is on a balance point. To detail the interiors much more than they are now, would start to really sap the frames per second, and that's already a borderline problem for some people anyway - especially online when there's a lot of action going on.

If you want to play the map online, it's on the rotation and votelist on the clanservers, the addresses for which are in the text file included in the download.

Some players said that they didn't like playing the map because they got low fps - which is an understandable complaint for online deathmatch. But I hope most of you are still able to enjoy this map, even if you just have a look around.



Commented 12 years ago2009-11-27 17:46:45 UTC Comment #4512
1. Looks fairly good, I'll be sure to download it once I get highspeed and can actually play my copy of HL2DM.
2. Playbus? Is that really you? It's nice to see you're back. :)
Commented 12 years ago2009-11-27 22:05:09 UTC Comment #4513

*downloads immediately
Commented 12 years ago2009-11-27 22:27:43 UTC Comment #4514
Wow, where to start...

I like this map. I like it a lot.
In some places it's downright beautiful, and there's a real flare of design.

That said, in some places it's ugly as hell.

I have never been so split over a map before. There are some excellent features such as the rotating death-ray and numerous tactical locations; and yet there are some things which seem insanely poor in comparison. Truly this map has one of the worst elevators I've ever seen in a game, and the giant water tower? Most of the upward faces aren't drawn on the model, so to allow the players access is a very odd decision.

A lot of the rubble casts unconvincing shadows, the texture scale is very high around the terrain, there are HUNDREDS of clipping issues (use simple geometry player-clips over complex terrain to stop people getting stuck on things,) most of the indoor locations are very blocky and finally a map with such expansive views desperately needs a 3D skybox.

I know I'm sounding very, very negative - but it's only because I know you're capable of making this so much better.
I hope you update this.

P.S - Correct me if I'm wrong, but isn't that the church from The Citizen?
Commented 12 years ago2009-11-28 06:18:28 UTC Comment #4468
Yeah. It's the church from Citizen. I credited Kasperg in the text file in the download (and in the in-map credits, if you can find them). We have an agreement about using each other's stuff.

(Everything else in the map (apart from a bunk bed model - see credits) is me)

The water tower - it wasn't originally accessible. But, the first time this map was tested online, the no.1 request made by players was to have that tower accessible as a sniper spot. So I figured I might as well please the crowd. I'm not a great fan of it either - although it does offer a nice view of the death-ray trap.

Clipping. Yes. I was lazy with the clipping. You can get stuck on stuff. I might fix that when I am terminally bored sometime.

I guess one of my sub-aims in this map was to see if a 3D skybox could be made to seem unneccesary. But it doesn't look like that worked so well.


about the high texture scale on the displacements -- it's as low as Hammer would allow it to go! (I'm talking about the lightmap scale, which I hope is what you're talking about too)
Commented 12 years ago2009-11-28 16:40:19 UTC Comment #4428
Playbus ? :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o


I'm not currently home, but as soon as I get home I'll have to download this map :D.

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