burningoffice

Half-Life: Deathmatch HLDM
burningoffice by Dimbeak
Posted 13 years ago2011-03-08 21:46:07 UTC • Completed • Half-Life: Deathmatch
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Screenshot Thumbnail
Name
burningoffice
By
Dimbeak Dimbeak
Type
Map
Engine
Goldsource
Game
Half-Life: Deathmatch
Category
Completed
Included
BSP
Created
13 years ago2011-03-08 21:46:07 UTC
Updated
13 years ago2011-03-10 20:28:51 UTC
Views
3806
Downloads
779
Comments
9
Rating
2.00 (1)
Reviews
0
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One of the maps I've taken a bit more seriously, but rushed at some parts, such as the cargo hold, or the walkway over the cargo hold. However, though it is small, it has many different areas characters can sneak around in or hide in.
I would like to confirm this is the first serious map, and I hope that you like it, and anything you recommend will be use. Thank you.

Mod edit: Replaced the pointless screenshot (bmp!) from the zip file.

9 Comments

Commented 13 years ago2011-03-09 00:05:35 UTC Comment #18867
"will be use"? lol I think you mean "will be useful"
Commented 13 years ago2011-03-09 14:55:45 UTC Comment #18869
Ok, first of all, this would be great map for singleplay, but for deathmatch, it really won't play well. Here's why:

1. Dead ends. Deathmatch maps should never have any dead ends in them. There's just no flow.
2. Annoying doors. Not very common in deathmatch maps either. Either keep them open or remove them.

I've also noticed that some of your brushes seem to split up other brushes. This is called facesplitting. This happens when, for example, a solid brush like a wall poster touches the wall behind it which is also a solid. This is easy to fix: Turn the poster into a func_wall or a func_illusionary. Note that illusionaries are nonsolid and that players and bullets pass through it.

On the map screenshot above, you see all kinds of junk on the desk. You want to func_illusionary all of them (except the box). This fixes all the facesplitting on the desk and it's easier for players to jump over it to go behind the desk.

There are some things you don't want to make illusionaries. Larger objects like the chair, the light fixtures and other "larger" detail objects are better func_walled. This also fixes facesplitting but they'll still block the player and bullets.

Im giving you 2 stars for now. If you fix the things i've said, you'll get more. :)
Commented 13 years ago2011-03-09 17:58:33 UTC Comment #18871
He still uses carving, yet we have told him NOT to do so.
Commented 13 years ago2011-03-09 18:04:42 UTC Comment #18873
Thanks for the tips Atom.
Commented 13 years ago2011-03-09 18:11:58 UTC Comment #18874
No problem, and don't use the carve tool. It's bad.
Commented 13 years ago2011-03-11 04:33:26 UTC Comment #18876
Don't tech him lies atom! Sure the carve tool can provide you with problems, but when creating some complex objects where vertex cannot be manipulated, carve tool can come in handy.
Commented 13 years ago2011-03-11 11:24:25 UTC Comment #18877
8D
Commented 13 years ago2011-03-24 17:33:55 UTC Comment #18913
There's only one spawn point!
I tried playing this map with HPB bots, and there was nothing but spawn-frags. Add more spawns, plz :D
Other than that, it is a cool map, but I agree with The Might Atom. The doors are annoying XD
Commented 13 years ago2011-05-20 11:07:45 UTC Comment #19136
may be this is singleplayer map?but the game is HLDM.

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