Half-Life: Deathmatch HLDM
portalis by cetinakyuz
Posted 4 years ago2018-02-27 12:03:33 UTC • Completed • Half-Life: Deathmatch
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cetinakyuz cetinakyuz
Half-Life: Deathmatch
4 years ago2018-02-27 12:03:33 UTC
4 years ago2018-03-18 11:35:38 UTC
4.33 (3)
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A multiplayer map with portals.

Portals' fade and sound effects fixed. I checked map with bots so i need humanly feedbacks, please.

Added some visual improvements.


Commented 4 years ago2018-02-27 20:23:14 UTC Comment #21283
i see you worked a bit on previous map. i appreciate yor effort on making a better map. it seems you worked hard. i see some talent in this version.

i loved this version of your map. i love its atmosphere, i really loved details of this map. really nice design. my favorite thing in this map is that outdoor areas.

i wonder why you didnt use your talent on previous version. maybe you didnt spend enough time on that before.

i couldnt find satchel, tripmine and the gauss gun. i assume you may take my some advices too serious. i said players may trap other players with mines. but its ok to trap them if there is no RPG in the cage. and i dont know why you got wrong my advice on gauss.
Commented 4 years ago2018-02-27 20:44:57 UTC Comment #21284
hfc, thank you for all good and bad comments.
i don't prefer gauss in maps have open area and no satchel and tripmine, just a choice.
i said before, your comments are inspiring.
Commented 4 years ago2018-02-28 11:05:02 UTC Comment #21285
one last thing, next time dont forgot to add fork to the forklift :)
Commented 4 years ago2018-02-28 12:23:39 UTC Comment #21286
Wow. You cheater :D
Commented 4 years ago2018-02-28 16:18:44 UTC Comment #21287
Alright, this map is better than I expected. The problem is, the map is blocky, really, it looks like it was made back in 1998-2000 and therefore it could benefit from additional detailing. Though, gameplay-wise it should be good, I like how it's laid out. Nice start overall.

Some flaws, however, could be removed:


There's an invisible wall over that railing. Not a good thing to have in a deathmatch map.


The transitions between the cliffs could be more soft.


I had to press E a few times to figure out that button is not useable. You could make it more obvious by adding sparks or a red glow over it.


Not really a bad thing but, are you sure the table and the lamp are func_detailed? Judging by the chopeed brush under the lamp, it's either because both the lamp and the table are world brushes or they both are a single func_detail/multiple func_details with same detail levels.
It's easily fixable though. All you have to do is tie the table to func_detail, then tie the lamp to func_detail as well and set the latter one's detail level to 2.

The map has flaws, yes, but it's just the beginning for you. Map more and you'll learn more. It would be nice to see more from you in the future.

P.S. The screenshots seem to appear oversized. Use the links manually instead.
Commented 4 years ago2018-03-01 08:34:05 UTC Comment #21288
Windawz, thank you for your comments.
I edited points you marked. I use ZHLT and don't see func_detail so made tables and desk lamps as func_wall.
Making cliffs is realy funny but after a time really makes me blue because of invalid solids.
Commented 4 years ago2018-03-01 14:44:34 UTC Comment #21289
ZHLT is obsolete and has been replaced by VHLT. I recommend to switch to the newest compilers as soon as possible. VHLT provides its own fgd file which can be used along with your primary one.

Func_detail, as well as many other useful entities, is only available if you're using VHLT and its fgd file. All brushes that are not supposed to affect visibility significantly should be tied to this entity. It also applies to complex geometry.

The more you practise the better you understand the vertex manipulation tool. After some time invalid solids will no longer be a problem to you.
Commented 4 years ago2018-03-01 20:19:27 UTC Comment #21290
I liked it and I would gladly put it on our partly active HLDM server if not for the massive stutters caused by the flickering lights. At least I think they are the cause. Do you get it on your machine?
Commented 4 years ago2018-03-01 20:42:27 UTC Comment #21291
Bruce, do u mean desk lamp's flickering or teleportal fade? Or something else?
Commented 4 years ago2018-03-01 22:02:33 UTC Comment #21292
All lights that have an appearance/effect rather than being static tend to cause these stutters. Not sure why it happens but it's better to avoid it. Usually the stutters occur when you look at the direction where it is. You can PM me with a version without flickering lights and I'll check if stutters still occur.
Commented 4 years ago2018-03-02 04:49:34 UTC Comment #21295
Ummm. There is no flickering light accept one desk lamp. Any screenshot about that?
Commented 4 years ago2018-03-03 05:32:23 UTC Comment #21296
The desk lamp and the red fade could cause it. I sent you a PM
Commented 4 years ago2018-03-14 22:43:44 UTC Comment #21305
Have recently played this map on Bruce's server and I noticed that the portals are unuseable. Yeah, the fade effect appears when you try to enter one of them, but neither one of the portals works. It would be nice if you look into this issue.
Commented 4 years ago2018-03-15 06:59:23 UTC Comment #21306
Windawz, have other players troubled with that? It works on my pc and seems ok. If u wish i can share rmf.
Commented 4 years ago2018-03-15 13:22:09 UTC Comment #21307
I was alone on the server when I found the bug. I'm not sure if it's present in the version that is currently on the site because I suppose that the version used by the server has been altered in some way.
It also may be that the portals won't work only in multiplayer which sounds weird, but I recall having a similar problem on another map with a trigger_push which couldn't be disabled by another trigger no matter what you do, while in singleplayer the setup worked just fine.
Although I doubt it, my connection could be the problem as well.
Commented 4 years ago2018-03-15 15:49:18 UTC Comment #21308
I checked map both single and multiplayer modes but i can't see the bug. Just one thing that i couldn't manage is if one player enters a portal, all players hear the sound and see the fade. Any idea about it?
Commented 4 years ago2018-03-16 21:23:07 UTC Comment #21309
Env_fade has a flag that makes it appear only for the activator.
As for the sound effect, you probably have the "Play Everywhere" flag checked. Uncheck it and set the radius by picking one of 3 other flags.

As said, probably it's just the connection that caused the issue. Also, I assume that if portals emit a sound before teleporting a player then there's probably a trigger_multiple that first activates the sound and then a multisource to enable the trigger_teleport. The problem is, multisource is a bit buggy when it comes to multiplayer maps.
I'll check if the issue is still there when I get a chance.
Commented 4 years ago2018-03-17 09:36:40 UTC Comment #21310
Windawz, i checked env_fade and saw activator thing that u said. thank u.
But i can't fix portal sound issue. Unchecked "play everywhere" and checked other three radius options. Then no portal sound.
Commented 4 years ago2018-03-17 10:00:23 UTC Comment #21311
You don't need to check all of the radius flags. You just need to pick one.

EDIT: I remember I had a problem like that in one of my maps and, well, the only solution I can think of is either checking the "Play Everywhere" flag or stripping the portals of sounds effects completely. But you still can try to find a better way to fix this issue.
Commented 4 years ago2018-03-17 12:30:15 UTC Comment #21313
I mean checked all three options one by one but no solution same as yours. Which is better, play everywhere or no sound? I can't decide.
Commented 4 years ago2018-03-17 17:25:35 UTC Comment #21314
I don't think players would like to hear random sounds while playing so if I were you I'd remove the sounds completely or try to find another solution. You can try adding a little delay the sound is triggered and see if that works.
Commented 4 years ago2018-03-18 09:24:11 UTC Comment #21319
I added 0.5 delay to portal sounds and it's ok. How did i control?

I created a simple map has very long hall and i put portals far from each other. I added a balcony that bots won't reach, only i can. Then i started a bot match, climbed to balcony and watched bots. When i go near green portal which has fade and TP sound, i could see the fade and hear the sound. When i was far from green portal, i couldn't able.

So, Windawz, I really appreciate you. Now i just only need a test by real players.

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