Never Ending

Half-Life: Deathmatch HLDM
Never Ending by Bruce
Posted 5 years ago2019-03-30 23:10:41 UTC • Completed • Half-Life: Deathmatch
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Never Ending
Bruce Bruce
Half-Life: Deathmatch
5 years ago2019-03-30 23:10:41 UTC
5 years ago2019-04-07 17:28:45 UTC
5.00 (4)
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Never Ending is a collaborative mapping experiment between me and Trempler. We worked on it on and off since April 2016. Finally this crazy map is seeing the light of day. Have fun.

Some descriptive updates here: I think it was me who came up with this idea of making a map collaboratively. But it was Trempler who made the initial piece. Then we slowly cobbled the layout. In the process we referred to the project simply as the "collab". In the beginning the pace of map exchange was rather steady but only when recently Trempler asked me when are we going to release the map, there was already a year or two of no work. I guess we have been busy with the so called real life. Tremp would return his contribution far quicker than I would, usually I would take months, days at best, he would sometimes send it back hours later. This method of exchanging the map is not that bad. Although I would boast and say that me and Trempler are on a similar level as mappers. Definitely he is more productive though. Not sure how would this go on if the contributors were very differently experienced. Trempler added some highly detailed stuff and even though we tried to optimize it as much as possible, there was still an area nearing 5000 polies and there wasn't much we could do. But I would say the map is playable. Even on my Intel graphics and 1.7Ghz CPU. One thing I learned is that func_detail in some cases is still not as good as real entities like func_wall when it comes to very small details. Also this map greatly benefited from a tool called Map2Curve by ToTac who recently released the tool here on TWHL. Many of the curved pipes in this map were remade with his tool for the release, saving probably a few hundred polies. Basically it is able to create toruses aka donuts without triangulation. I planned to make the rocket fly in the beginning of the development years ago but only found the motivation to do it soon before release. So I recommend everyone to try this way of mapping. It is fun and probably gives you some experience of teamwork.


Commented 5 years ago2019-04-09 05:35:52 UTC Comment #101944
Architecture — 9
Texturing — 10
Ambience — 9
Lighting — 10
Gameplay — 7

This map is really cool. The architecture is more than perfect. I don't know how many brushes you have taken for the medkit and the H.E.V regenator, but it stunned my point of view away. The texturing is also really detailed and accurate. Really great work there. The ambience is also great. There are sounds, some glows and smokes, but maybe on some places you should have putted some sounds, or at least change the env_sound. The lightning is stunning and where there are dark areas, they are for hiding spots. The lights are reserved mostly for the places where shooting is going to happen. The gameplay is great, but not much. I think that the map is too big for a deathmatch one. Also the stunning graphics are something which blows you away from shooting. Also there aren't much guns and their placement is not good. I'll give you some examples of that:
-I thought that the longjump module should be more hard to see. The longjump should be on that duct up there, instead of putting at the mid of a hall.
-I found an MP5 clip. After whole 4 minutes of searching I found the MP5 on a place, that I might have passed 100 times.
I think you get it what I mean. More guns and placements.
Commented 4 years ago2019-05-07 02:21:35 UTC Comment #101974
Those toxic waste pipes are just awesome :D
Really cool map!
Commented 2 years ago2021-08-14 19:28:57 UTC Comment #103672
Absolutely mind-blowing. Brilliant design - I love the massive, imposing A-frame doorways.
Commented 1 year ago2022-06-19 00:23:57 UTC Comment #104563
Just brilliant details and brushwork/texture work.
You must have spent a lot of time making this one, it shows.

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