hq_firstblood

Half-Life: Deathmatch HLDM
hq_firstblood by xDDGx
Posted 13 years ago2011-04-22 08:10:27 UTC • Completed • Half-Life: Deathmatch
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Name
hq_firstblood
By
xDDGx xDDGx
Type
Map
Engine
Goldsource
Game
Half-Life: Deathmatch
Category
Completed
Included
BSP, RMF/VMF
Created
13 years ago2011-04-22 08:10:27 UTC
Updated
13 years ago2011-04-22 08:29:37 UTC
Views
1177
Downloads
720
Comments
1
Reviews
0
Download (5.28mb)

This map made in Half-Quake and Half-Quake: Amen style, ideas, content, design (but map use and custom textures and ideas). Half-Quake is a crazy mod for Half-Life (you can find it at http://www.planetphillip.com/ or on official site - https://www.halfquake.com/ or (recommended) on ModDB: https://www.moddb.com/mods/halfquake-sunrise ).

Archive (size 5 MB, solid 7-zip) contains Half-Life, Half-Quake and Half-Quake: Amen versions of map. Also archive contains packgage of weapon models, which was retextured in Half-Quake style. The models you can copy to Half-Life, from hquake2models folder in this archive to valvemodels.
You can download only Half-Life version of the map from http://www.map-factory.org/half-life/deathmatch/hq-firstblood-3029 (size 7 MB, zip).

Firstly was made Counter-Strike version of this map, which you can download from http://www.gamebanana.com/maps/153137 (4 MB).

____________________
Sorry for the bad English grammar...

1 Comment

Commented 13 years ago2011-05-05 10:24:11 UTC Comment #19052
Wow pretty neat map! i previewed the valve version quickly, but it was in a sun-bleached room, so it was pretty hard for me to see the main area cuz it's so dark. Should tell you that i never played the original quake, so i can't make comparisons to the original game.. SORRY! =)

++neat, interesting structures
++neat multi-part doors!

-the doors for the main hall overlap with the wall, making an ugly view when it opens and the wall/door try to occupy the same space =(
-door parts can fall out of sequence if the player touches them or jumps on top of them.
-double doors will open only one at a time sometimes, depending on position of the player. fix by having a trigger_once in front/back of the doors targeting them, so they always open together.

I couldn't really check out the two "back rooms", because of my lighting situation making it impossible to see anything in the dark parts of the map.

Very cool stuff!

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