23mbWell, here it is. My first HL1DM map. I don't know what started me doing this. I had this weird ship map idea 2 or 3 years ago and I started with a basic shape. Then my idea caught form.
Ok, here's the thing: this was designed to be an open-space map, and you all know how
awful is goldsrc at this. Then you also know me- I always like to throw all kinds of crazy contraptions in there. I couldn't do that a lot because... goldsrc. But all this results => insane r_speeds.
I warn you, if you have older computers you should expect low framerates.
Archie said he bought a server for us, so probably in a couple of days we can beta-test this together. Please have a critical look at my map, pointing out what I could do better to optimize. Also, please report any bugs, this is a beta version because I simply don't know what to optimize anymore so I can make it better. Also the weapon placement probably sucks, I expect some ideas for that too.
High-res screenies:
A B C D E FThank you for your time! If I receive enough suggestions/help, I will upload a revision.
The only nitpick i can see from the screens is the stock sky, even if it does fit your theme. There are way nicer skies out there that will better match your beautiful map
Also, why dropbox when you can upload it to fpsbanana, and link this to the download?
[EDIT] Ok, here's an effect which is mostly hidden from the one that causes it. There's a valve in one of the engine rooms in the ship that when used will cause a short quake and some sounds coming from outside. Tip: sv_cheats 1, noclip and then use the valve, get outside quickly, look towards the ship antenna and then watch what happens.
I love this.
Couple of possible issues from my quick run around:
Replace the Egon with the Gauss gun and consider adding another Gauss elsewhere as well. The Egon is horrible for gameplay in HLDM and the Gauss provides a much more fun way to travel a map this large, particularly in combination with a longjump module, which I also never found.
A few more basic weapon drops on the lower levels would be good as well. Couple more assault rifles and shotties - maybe a couple of 357s and satchel charges, too.
The interactive elements are awesome. Your maps always feel so damn unique and fun to explore. Perhaps make a few custom sign textures to make interactive cause and effects more obvious. Also a lot of elevator buttons are quite vague and are often weirdly high-up.
Oh, also maybe clip the back of the fence near the egon gun. Once you're round the back there the clipping with the cliff is really bad and sticky.
Great work.
That jetboat func_train is awesome. i probably drove around for 5 minutes taking in the pretty sights. It really reminds me of a classic ride at Disneyworld tbh(which is awesome), and it's really nice how fluid/realistic you made the movement. That, coupled with that beautiful prefab boat makes for quite a surreal experience, particularly in the GS engine
Some astonishingly pretty brushwork in here. These arches are a great example the smooth-looking, natrual shapes you can achieve in GoldSrc, coupling the right brushes with proper texturing. Ciao bella! =P
The elevator is another example of an interactive doodad you built very well and also made it function in kind.
Speaking of interactivity, maybe add some "cs_assault" trigger_cameras in one of the control rooms, and place some func_tanks weapons about to increase the fuckery even more(tho you possibly don't have the resources available to add much more..) =P
I like how you have very pretty vistas outside, but also very pretty(and extensively detailed and distinct)interiors; you really fit a lot of neat stuff in this map
Looking forward to updates! if you want some more nitpicks, pm me and i can send you a list of minor things i noticed(which i'm sure you are probably already aware of).
The map played more like a singleplayer map than a deathmatch or multiplayer map due to the way it was laid out. Usually, in deathmatch maps, or any kind of multiplayer map, doors are always or partially open. You don't have to interact with it to open it, to keep the flow and speed of the level. Although it's always fun to place a tripmine behind a door and surprise the crap out of everyone.
Another point is weapon placement. I agree with Archie that the Egon is horrible, get rid of it. Also, more shotguns and 357's! I've only found one of both in our playtest.
Other than that, a great map, and worth playing again. Wonderful visuals and details everywhere, and yes, that's gonna cost you, resource wise. So maybe you'll have to cut down on detail here and there. R_speeds r_no problem, it played very smoothly on my end, but I did notice that sometimes entities such as weapons and health kits disappear and reappear a second later due to the max entities in the visible packet list. It'll be tricky to fix that.
Looking forward to updates as well, hit me up on Steam if you need me for another playtest.
Thanks for the review, I will once again take into consideration the advice.
Intel Pentium Dual Core E6500
AMD Radeon HD4850 512mb
4Gb of RAM
This is a PC I've built between 2007-2010, with the motherboard being the oldest. It was a decent computer for the time, but now modern gaming is simply not possible with it, only at ridiculously low details.
When I designed the map I was aware that people with slower computers are going to go crazy, so I accept your criticism.
(I understand the others gave me 5 stars for encouragement, or maybe sincerely, but for my own pride this map is not a 2 star-map, it's a not detailed box
I will be motivated though to optimize the shit out of it)
I'm guessing you are on a laptop with a not-so-great gfx card, or a REALLY old desktop?