BSG flightpodA 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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A BImgur GalleryMore InformationThis 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.
This is amazing! I love it, its so cool, futuristic stile, and oldschool at that too!
5/5 Captain T, 5/5.
Apart from that the geometry is absolutely astonishing.
Good luck anyway, Caption Terror!
Great work!
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 :).
Anyways, I wish you best of luck and wait for more good deeds from you!
i didnt like the lighting
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.
Of all the entries I've seen so far, this one feels the most unique.
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.
Five stars, great job TRUE HOMIE!
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!
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
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.
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