Disco Stu's cubicles project entry

Half-Life HL
Disco Stu's cubicles project entry by DiscoStu
Posted 10 years ago2010-03-22 23:16:53 UTC • Completed • Half-Life
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Disco Stu's cubicles project entry
DiscoStu DiscoStu
10 years ago2010-03-22 23:16:53 UTC
10 years ago2010-04-07 18:51:26 UTC
4.25 (4)
full star full star full star full star half star Download

My finished cubicle. I hope you enjoy it! Ratings are enabled now.

Hints: Eh... whatever. Go somewhere. Walk around.

Useless trivia: On the last test run, instead of getting shot, I got kicked in the groin. That'd be the very first time I get that in Half Life.

Update: Due to popular complaints, added more hints at how to get upstairs. And fixed some misaligned textures.


Commented 10 years ago2010-03-23 13:03:44 UTC Comment #18016
No wonder they get stuck, you've placed the grunts inside the skybox!
Ill fix that.
I also turned the window frame into illusionaries to make sure the grunts don't get stuck on that. It's a pretty tight space there.

Here you go: http://www.themightyatom.nl/stuff/discostu_cubicles_fixed.zip
Commented 10 years ago2010-03-23 15:43:49 UTC Comment #18017
Thank you. Actually I expected the model to extend downward from its origin - it seems it doesn't. Then I forgot about that, since the grunts actually appeared under the sky brush.
Commented 10 years ago2010-03-23 18:07:23 UTC Comment #18018
I just got that picture.
That's incredible.
Commented 10 years ago2010-03-26 07:40:15 UTC Comment #18026
Great cubicles entry!

Nicely constructed and detailed, and very nice use of
the original textures.

I'd rate 5 if you had them not disabled..


Commented 10 years ago2010-03-27 01:32:10 UTC Comment #18041
Thanks! I'll enable ratings when I post the final version. It'll be up very soon.
Commented 10 years ago2010-04-04 19:11:11 UTC Comment #18073
very good intricate stuff. superbly crafted, detailed and lit. however i couldn't figure out how to make it to the seccond floor so i had to noclip t activate the power.

great stuff all around, a really good cubicles entry!
Commented 10 years ago2010-04-05 01:34:37 UTC Comment #18015
I'm sorry, this isn't a 5 star map. It's nice, but it's not mindblowing.

You did well enough with the default textures.
The architecture was mostly very thick, and the map felt very flat because of it. The trims were very nice, though, especially on the ceilings.

It also sounded like that computer noise was coming from nowhere, certainly not from the computer at least.

If there was supposed to be some way to get to the two upper floors, I either missed something obvious or the map broke on me. There was nothing tall enough to push to be able to jump onto the trims, and scouring the map in a use-button frenzy revealed nothing helpful.
Commented 10 years ago2010-04-06 00:56:59 UTC Comment #18000
Well, there IS a way... maybe the solution is not obvious enough. I wanted it to be logical, and not simply just put in front of your eyes for an unexplained reason. Just make sure you check all you'd check if there was no power and needed to go up ;)

Does it have to be flat? Do you see sharp? :P

Do you mind explaining how does it look flat? I'd like to learn how others see my map...

Thanks for comments & ratings :)
Commented 10 years ago2010-04-06 05:49:55 UTC Comment #17886
Nice map. Looks very similar to the offices in half-life. Whats with the sudden change to red lights tho? :P
Anyway, i couldn't find a way to get upstairs, If your even able to go there anyway. 4 stars for this small area.
Commented 10 years ago2010-04-07 19:06:41 UTC Comment #18085
Vas is das?
Commented 10 years ago2010-04-07 19:25:34 UTC Comment #18086
Logical doesn't have to mean ridiculously obscure.
Commented 10 years ago2010-04-07 19:38:46 UTC Comment #18087
It wasn't ridiculously obscure. I found out how immediately. I assumed what I would do in a real life situation as well and it worked. Really nice job and very fun. Reminds me of when I first played half life. I really like these kinds of puzzles, they add so much to a level. And wow does it look better than how it did at first or what! You did an amazing job using the hl textures but man am I sick of them, you should try using more if not possible all custom textures.
Commented 10 years ago2010-04-07 22:11:56 UTC Comment #18088
"I'm sorry, this isn't a 5 star map. It's nice, but it's not mindblowing."

In the context of the competition, i think it is, but as a stand-alone map i would agree with you. I disagree with you tho, i think it is a superbly well-crafted map, and if it was a normal size, it would be worth 5 stars on it's own.
Commented 10 years ago2010-04-08 00:01:52 UTC Comment #18089
@Striker: My entry for the cubicles project?

@SM: Look again... please

@Zeeba: Thanks. I'm sick of the original textures too. But I suck at making custom textures and don't know where to get more, so I work with what I have.

@Capt: Once again, thanks! (But if it were a normal size, maybe I wouldn't be able to finish it :P)
Commented 10 years ago2010-04-08 03:12:01 UTC Comment #18091
hehe i managed to get upstairs, neat obstacle there but in my mind should of been a little more obvious, i only noticed the openable bit in the elevator due to a texture error. Whats up with the grunts? I've got no guns!
Commented 10 years ago2010-04-08 13:33:52 UTC Comment #18092
I'm afraid you must be wrong. Texture error? Impossible, I checked that part fifty times. Are you sure what you saw wasn't a handle? PM me a screenshot please. And check again, you should be able to make it back to the lobby safely ;)
Commented 9 years ago2010-07-12 13:12:23 UTC Comment #18264
Nice! I like it. I found the gun in the... well I won't spoil it.

I like the wire coils. Perhaps you should use the toolbox .mdl file instead of the brush one? Just a suggestion.

Breakable screens in the lobby = happy :)
Commented 2 years ago2018-03-17 22:11:19 UTC Comment #21316
That was awesome.

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