Half-Life: Deathmatch HLDM
dm_perthowned by Silvertongue
Posted 1 year ago2020-02-20 13:07:28 UTC • Completed • Half-Life: Deathmatch
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Silvertongue Silvertongue
Half-Life: Deathmatch
1 year ago2020-02-20 13:07:28 UTC
1 year ago2020-02-20 13:07:28 UTC
4.80 (5)

I don't want to talk about it.


Commented 1 year ago2020-02-20 14:54:10 UTC Comment #102542
Amazing map my friend! Just tried it out. :crowbar:

We're discussing it in TWHL's Discord server, please join us!
Commented 1 year ago2020-02-22 03:48:40 UTC Comment #102543
The amount of detail you've managed to cram into this map while still allowing it (just barely!) to compile is nothing short of mastery of the craft.
Not that you needed them, but bonus points for the piped-in music in the lobby, and the awesome rocket launch.
Commented 1 year ago2020-02-22 13:23:08 UTC Comment #102544
Gorgeous map but not the most optimized it could be. With something like this, your VIS settings matter a lot and there are things that can be done to lower the r_speeds and increase frame rates. But overall it is a masterfully constructed map. Bravo.
Commented 1 year ago2020-02-23 00:24:13 UTC Comment #102545
Despite the high detail level, the map could've been better. Sure, a lot of hard work has been put into fleshing out every little piece of geometry, but the layout is actually quite simple, if not boring. Maybe I have missed some places where gaussjumping could be applied, but I felt like there's not enough vents to crawl and ledges, platforms or pipes to jump on, climb or walk.
The lack of interaction is a flaw too, the map could have had a lot more moving parts. It wouldn't have been a big issue if many static pieces of detail also didn't look distracting. They tend to attract attention as if they were useable, especially that one yellow valve which I thought does at least something. I often found myself walking up to things and pressing Use in hopes that something will happen, but nothing did.
The optimisation... Well, not like anything could be improved as the map is a bunch of very open areas with barely any hallways to serve as VIS-blockers. In some spots the wpoly count would reach the ridiculous amount of +10,000, which didn't impact my framerate much, but Bruce had 10 fps on the map at average. I do understand that this map's excessive detail is part of the idea, but that doesn't make it a better HLDM map.
I'd like to mention the good usage of angled geomtry, though. It gives some areas a very interesting look. The curved parts of the map are also well done!

Clearly, a lot of effort has been put into the map. I assume the main goals were to make a very, very detailed map and to only use the stock textures. But as a HLDM map, this one isn't very interactive nor fun, leaving you to admire only its rich detail.
Commented 1 year ago2020-02-23 00:29:48 UTC Comment #102546
Oh and the effects on launching the rocket engine are cool. Good idea with using env_shooter for the smoke clouds.
Commented 1 year ago2020-02-28 01:05:32 UTC Comment #102556
This is nuts. Amazing work.

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