Half-Life HL
c31_captainterror by Captain Terror
Posted 6 years ago2011-11-25 01:28:46 UTC • Completed • Half-Life
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Captain Terror Captain Terror
6 years ago2011-11-25 01:28:46 UTC
3 years ago2014-10-18 06:33:10 UTC
4.75 (12)
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BSG flightpod
A recreation of one of the Battlestar Galactica flightpods for half-life. Also has brush-based MK I/MK II/MK VII Viper props, and part of the flight deck (which is actually supposed to be on top of the hangar area accessed by elevators). =>

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This was supposed to be a DM map, but the high wpoly(+9000!) made that kinda unworkable, so I decided to make an SP campaign instead.

The player would have to save the ship by decompressing a hangar bay that is on fire, and then take refuge in a raptor to survive the decompression. From there i toyed with the idea of having the raptor travel to a nearby moon to take advantage of some of those organic textures in the pack.. =)

Lots of other ideas too. i wanted to recreate a brief cinematic of a base star launching nukes at the Galactica, with those crazy camera pans the series used. =)

Besides the gameplay, I really wanted to add small detail to the map, special effects, and play with the lighting a lot more.


Commented 6 years ago2011-11-25 07:32:55 UTC Comment #19563
Oh shnjitz :( GG CAPTAIN GG!
Commented 6 years ago2011-11-25 11:31:55 UTC Comment #19566
Holy [bad word]!! O_O

This is amazing! I love it, its so cool, futuristic stile, and oldschool at that too!

5/5 Captain T, 5/5.
Commented 6 years ago2011-11-25 23:53:51 UTC Comment #19573
This map is very well made, but I can't help feel all the misaligned textures (textures being the main aspect of the competition) really ruin the amazing geometry. It's almost as if you have slapped the textures on afterwards with little regard. You could have a massively impressive map if you fixed this; you could improve the lighting to do different things with the textures too. Don't take my critism to heart, I just wish to help you improve.

Apart from that the geometry is absolutely astonishing.

Good luck anyway, Caption Terror!
Commented 6 years ago2011-11-26 02:38:47 UTC Comment #19579
Hot damn! This is truly some exquisite brushwork you have got here Cpt. Terror, I am truly blown away by how much life GoldSrc has when handled correctly. =] I agree with Moaby that the texture's could have been aligned better, but It is definitely not detrimental enough to take away from what an awesome entry this is! I personally love the lighting, and as for this complex brushwork... Really awesome when you can just walk backwards into a corner and take it all in! =D

Great work!
Commented 6 years ago2011-11-26 08:51:18 UTC Comment #19585
The design on this piece of beauty blew me away. I love the creative architecture and the general atmosphere it creates. I bet you worked countless hours just on the minor details, and I'm not talking about those jet fighters... which are lovely.
The only problem this map seems to suffer from is what I like to call "staticness". A lot of maps are created this way, like a "museum". Players love to play with dynamic things, even if it's just a simple lift. In your map, you could have made one of your planes a func_train that goes somewhere... wouldn't be much, but it makes the player stay and admire more your map.

There's no doubt I'm gonna rate this 5 stars, but please take in consideration my point in the future :).
Commented 6 years ago2011-11-26 09:06:22 UTC Comment #19586
That is an excellent example of how the imagination can do some magic out there. I really admired the outcome of your efforts on that one. It's just amazing... I should give you a credit for not using the models as well. I always liked maps with brush details only apart from ones where were models (it's a cheat). R_speeds? Who cares now about that? THIS has got to be single player mod, period. I will be really mean to you if you are not going on with the work. It definitely worth continuing. The only advice I can give you is to work more towards lightning. I don't really enjoyed the current one, it's too grey and boring. Sci-fi should be colorful and fuzzy as hell, trust me. Moreover, there plenty of new compile tools out there nowadays, which can bring the lightning to a completely new levels and standards.

Anyways, I wish you best of luck and wait for more good deeds from you!
Commented 6 years ago2011-11-26 10:45:39 UTC Comment #19588
I just love this map. How on Earth did you compile this map, just great. When i try to make huge map with many details like this one I usually get errors when I'm not nearly done.
Commented 6 years ago2011-11-26 12:20:24 UTC Comment #19589
i liked the metal fences and the vehicles for sure it might be goldsrc winner
i didnt like the lighting :P
Commented 6 years ago2011-11-26 15:05:09 UTC Comment #19591
Now this is what i call awesomeness.

I agree with Moaby that your texturing, especially on the jets, feel like you really just slapped them on afterwards, look at the wings for example. BUT! If you look at the other parts of the jets, you can clearly see that you've spend a lot of time fiddling with the settings on the Face Properties window to get it to look cool, and that's what really impresses me. Sure, there are seams all over the place, but what can you do about that? Nothing. It just happens.

You get 5 stars for me!

Also, @Deathan: HLFix made this map possible. :)
Commented 6 years ago2011-11-26 18:24:50 UTC Comment #19592
Really, really creative use of the texture set. Awe inspiring mapping and I love to see people push the GS engine right to its very limits.

Of all the entries I've seen so far, this one feels the most unique.
Commented 6 years ago2011-11-27 00:01:11 UTC Comment #19593
It seems like the textures as mentioned by Moaby could have been altered with lighting because of their bland consistency. Different colored lighting could have altered the texture's appearance in defferent areas. And where was the ambience???

Other than that it was very well done. The slight bends in the walls in the big ship room while harder to do than straight were well worth the awesome effect with the ceiling beams altering directions. The windows also looked really cool in the area.

I also really liked the open "ship exit" hallway. Really cool architecture. Some things seemed to deadend like the ends of the main hangar, the ceiling detail could have continued to the floor or had a better connection to the wall.

Overall, a great entry and use of textures, and great use of the oldsource. Ambience and lighting could have been used to your advantage but even without them you managed a very nice map. I think the big ship hangar is the strongest part of this map and will nudge you towards the top in this competition though i've yet to check other entires out. Good luck.
Commented 6 years ago2011-11-27 19:53:40 UTC Comment #19594
Superbly detailed, and very solid design.

Five stars, great job TRUE HOMIE!
Commented 6 years ago2011-11-29 07:37:13 UTC Comment #19599
so jealous you got yours to run with 9000+ wpolys and mine kept crashing with around only 4000 :(

It looks awesome! Lovely detail with the railings, the lights, the floor stripes. I liked that you included the catapult launch tunnel, and the Colonial One ship!

You did great with the textures. I wish you had more variety to make it more realistic, cause I doubt anyone else has done a better remake of BSG for half life!

Ok, criticism time:

Where are the dang cylons that have boarded, I'm so ready to blow their toaster heads off!

And I agree with cStriker, give it more life. Though I'm sure the reason your map is lacking in this area, as well as gameplay, is due to time constraints. I would suggest maybe like steam exhaust from a vent or smoke from a damaged engine. Ambient sounds (though I know no custom snds were allowed for the compo.. so.. kinda limited there.) Maybe some vox sentences playing randomly, but that could be inconsistent with the theme.

And excellent work modelling the 2 versions of the Vipers in hammer!
Commented 6 years ago2011-12-30 05:38:01 UTC Comment #18832
As usual, your brushwork is extraordinary. Your usage of the textures was also extremely creative. Using those red-trimmed wall textures for ship paint? Brilliant.

I do think there are too many misaligned textures, though. That's understandable in some of the more complex shapes, but I see misaligned textures on pillars, windows, trims, and even plain walls. There's no excuse for that :P

There were a few issues with brushes intersecting other simple brushes. I noticed this a lot in the corridors (on the ceiling), on one of the ship's feet (they were inside the ground), and the little windows that overlook the big ship.

I know you wanted to play with the lighting more, but it is what it is. The lighting is pretty bland; I wouldn't have minded seeing some cautionary red lights, at least.

Lastly, there's also the issue of zero sound. That alone is an automatic 4 stars from me.
Some interactivity would have been nice, but you were rushed enough as it is. I'm not counting off for that.

Your skill with brushwork is probably the best out of anybody on TWHL, but I can't give a map 5 stars for brushwork alone. It really is damn impressive, it's just not so polished. Great work.
Commented 2 years ago2016-01-26 00:51:41 UTC Comment #20134
I'm back here to say that according to a 2016 quote, your map not only that is cool(already proved by the many positive reviews), but it has 13% more quality because of jets!


Source of above source

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