Dying at Sea

Half-Life HL
Dying at Sea by 2muchvideogames
Posted 8 years ago2009-12-17 04:09:50 UTC • Completed • Half-Life
Loading...
Screenshot Thumbnail
Name
Dying at Sea
By
2muchvideogames 2muchvideogames
Type
Map
Engine
Goldsource
Game
Half-Life
Category
Completed
Included
BSP
Created
8 years ago2009-12-17 04:09:50 UTC
Updated
8 years ago2010-01-26 06:02:31 UTC
Views
2826
Downloads
716
Comments
8
Rating
3.50 (4)
Reviews
0
full star full star full star half star empty star Download

For those cool people who still play Half-Life ONE, I have here a short single-player mission where you are given objectives to complete and enemies to deplete. The setting is on a ship in the ocean (rather unconventional for Half-Life maps. Most take place in a lab or a warehouse...you know.) And there is a bit of stealth involved, (not the impossibly difficult stealth sequence from The Gate, no this one is fairly reasonable.)

8 Comments

Commented 8 years ago2009-12-17 22:08:08 UTC Comment #4407
Pretty good for your 3rd map.
*Sequences for the grunts were used well, like the guy that falls off the boat when you kill him, and the patrols, ect. I especially liked the guy working on the crack in the wall.
*Props were used well, and they're not usually used in vanila HL.
*The lighting was pretty moody and nice, too.
Now, a minuses
*With the loud AR and pistol, it didn't feel very stealthy to run around the level.
*It was kinda a drag to not be able to pick up the rocket launcher.
*No autosaves! With a level like this, I can't stress autosaves enough!

Good setting and whatnot, but I'd work on brushwork a bit. It wasn't bad, but kind of plain. I look forward to you getting better, your maps are good for a beginner. Try to work on your skills in textures and whatnot, at the very least it would be nice to have some custom signs in your levels.

Keep at it!
Commented 8 years ago2009-12-20 17:12:55 UTC Comment #4381
I agree with JeffMOD here. I would like to add the follow though:
  • Try using texture lights, they light up your map much more realistic way.
  • The wooden crates annoyed me. Noone enjoys whacking a crate for like 10 seconds only to find out there's nothing in it. Crates should be destroyed in 1 or 2 crowbar hits.
  • I suggest compiling with HLFIX. Take the wooden chair in the control cabin for example: it looks weird. HLFIX fixes that.
  • Is there an ending? After clearing that room with the unusable rocket launcher, i was looking all over the place for an exit. Make it clear to the player when he's finish the map by using a game_text entity and/or a trigger_end_section.
Still, good job, and keep mapping!
Commented 8 years ago2010-01-03 19:18:13 UTC Comment #4329
Feedback received. I really appreciate that which others can see what I see not. I'm glad the sequences are working nicely (they were responsible for the crashes experienced in earlier stages of development..)

Unfortunately I have no ability to chug out custom content, including silenced weapon models, sounds, textures or even better architecture (remember I'm your low-level WON Software buddy.)

ON A SIDE NOTE: The outdoor crates are purely for ambience/cover and have nothing in them. But the crates indoors can have stuff and should be destroyed 'in one or 2 crowbar hits'. And also there is an endsection; it is triggered when you have completed all four objectives listed in the readme. (Wow, my first time using multisource) I'm not sure of the text limit on game_text so I didn't use it. Once again, thanks for them feedback and especially them encouragements!
Commented 8 years ago2010-02-06 13:46:20 UTC Comment #17944
+Nice old-school architecture
+lighting
+ambience
+scripted_squences
+nice use of func_tank but kind of useless (the machine gun)
+RPG grunt

-I danced in front of the scripted_grunts, they did nothing.
-I need some armor to kill all of those grunts.
-Rooms can use some detail.
-A bit hard perhaps, I didnt see any health chargers, maybe I missed it.

But very good for a 3rd map. If it is your 3rd map.
Commented 8 years ago2010-02-08 21:44:58 UTC Comment #17896
sajo: which grunt(s) did you dance in front of? I find that there is a dilemma between using script sequences and path corners, there are problems with both setups..

btw there is a health charger, in the bathroom.
Commented 7 years ago2010-09-25 17:19:34 UTC Comment #18566
I find that often times I'm spotted right as the map loads and then I get all the grunts outside attacking me at once.
Commented 7 years ago2010-09-27 21:15:55 UTC Comment #18574
reely? I don't think I've ever seen that happen before. what can I say about them scripted_sequences.
Commented 4 months ago2018-03-17 23:00:18 UTC Comment #21317
Some truly awesome scripting, too bad HL doesn't integrate it too well with AI.

You must log in to post a comment. You can login or register a new account.