shanty

Half-Life HL
shanty by Disco Clone
Posted 2 years ago2022-06-26 16:11:16 UTC • Completed • Half-Life
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Name
shanty
By
Disco Clone Disco Clone
Type
Map
Engine
Goldsource
Game
Half-Life
Category
Completed
Included
BSP, RMF/VMF
Created
2 years ago2022-06-26 16:11:16 UTC
Updated
1 year ago2023-12-20 12:44:03 UTC
Views
2282
Downloads
457
Comments
6
Rating
5.00 (3)
Reviews
0
full star full star full star full star full star Download (2.98mb)

// LAST UPDATED 08/08/2022 \\

This map pack includes 7 maps (and their jmf files) as well as an additional informational text file.
It's short and shouldn't be too difficult, so hopefully it makes for a nice little session if you're in the mood for some vanilla-style custom content.

Whilst I likely won't update this particular map pack, feedback is still useful for future projects and is still appreciated!

I appreciate the comments by everybody who has commented so far and I hope people who play it enjoy their time.

6 Comments

Commented 2 years ago2022-06-26 19:17:50 UTC Comment #104583
I like it very much, nice old school mapping.

The only thing I'll say is that you rely boxes as decoration way too much. Not really a problem, this is something I also do from time to time. Boxes are simple to create and lay down, they can also easily make an empty area look busy. Though some areas could use pipes, vents, conveyor belts and other fitting objects to make your maps look more complex and unique.

Hope you continue friend.
Commented 2 years ago2022-06-26 21:13:05 UTC Comment #104584
Noiceee
Commented 2 years ago2022-06-30 14:09:14 UTC Comment #104596
I'd say you've got a very solid couple of maps here. My only critiques would be nit-picking really. The one or two large sealed doors that I guess would be the means of getting stuff in and out of the area are just flat surfaces, flush with the wall. I would personally build them as though they were going to open, even if they're not going to. Just inset them a little or build a supporting frame around them.

At first I was concerned that there were node graph files included with the map, and upon loading into the map I couldn't see any node paths. However, I see that these are indeed included and just limited to the combat areas. While this prevents grunts from pursuing you if you leave the area, this is actually a really clever way of preventing the player from leading the grunts into a single file death trap. Nice work there.

Otherwise, I'd have to agree with what PsyWarVet has said already: It's very heavy on the crates. It'd be great to see some alternate forms of cover in there. Maybe a couple of military trucks to explain their presence as well as a forklift or two. The original maps in WHG featured some overhead cranes and pulleys as well.

Like I said previously though, two VERY solid maps and they absolutely hit the nail on the head in terms of that classic Half-Life design. Hope to see more from you in the future.
Commented 2 years ago2022-07-06 22:16:24 UTC Comment #104617
Just finished the final (?) version, I enjoyed it.
Here's some feedback:
  • There are no ambient sounds anywhere. Some distant machine groans or humming sounds near vending machines etc. would make your maps feel much livelier.
  • shanty2 has a misaligned shotgun that clips through the box its standing on.
  • shanty4 is too gray and has way too many empty rooms, not even crates are there to fill up space this time. At the start of the map you created two paths, one goes to the right and one to the left. The path on the left leads to a small room that has only a single headcrab and nothing else, made me wonder why it was even created to begin with.
  • The ending is pretty lacking, if you're going to finish up a mod / mappack but don't want to do something extraordinary you can always throw in a boss. Since we're on topside, a helicopter battle would suffice for example. Instead of a text saying "lazy ending" make the player arrive to a helipad, make them fight with some soldiers and finally a helicopter or a tank they call up. Once the boss is killed make it trigger a fade, give it an ending text or simply a "The End" and make it spit player out to the main menu. As is, we can see that there is nothing behind the door the player opens up after the fade disappears.

You map fast and clearly have skill. If I were you, I would re-visit the already finished maps and give them more details (or even connect a couple of them as one) and add interesting scripted sequences, create a couple more topside maps and end it properly with a nice setpiece or a boss. This Shanty of yours can be a well made medium sized mappack with 10+ maps (4 storage - 3 offices - 3 topside maps for example) if you commit to it.

As is I still enjoyed it, but there are definitely aspects that can be improved.
Commented 2 years ago2022-07-07 18:04:50 UTC Comment #104624
Found a secret while replaying with cheats
noice
Commented 2 years ago2022-07-09 22:09:39 UTC Comment #104633
Jamie, you are consistently terrible at sharing images... :lol:

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