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"Hell is breaking through in the Caverns. If that portal isn't closed before those ships arrive, Earth will be destroyed. Earth... That's what they've always wanted... they were there, once; lost it in the dawn of time. Now it's so close, they can taste it..."
* Game Type - Half-Life Deathmatch
* Map Size - Small
* Recommended Max Players - 6
* Available Weapons - Shotgun x1, MP5 x2, Crossbow x1, Gluon Gun x1, Tripmines x2, M203 Grenades x2
Note to Software Mode Users: This map makes extensive use of transparency and oriented sprites. As a result, it will be completely unplayable in software mode even on powerful CPUs. OpenGL or Xash3D are required. OpenGL GoldSrc is recommended.
Note to Xash3D Engine Users: Xash3D has various inaccuracies compared to the original GoldSrc engine. Some effects will look incorrect, such as the fog effect and light beam effects. For best results, use GoldSrc (Steam or WON) Half-Life.
For a long time now (most of my mapping career, in fact) I've had an unhealthy obsession with the aesthetics and architecture of the 'Caverns 1' level from Doom 3. The combination of gloomy subterranean caverns, heavy industry, and prefabricated infrastructure just hits all the right notes for me. If you're familiar with my work, you've no doubt seen the influence in some of my maps; "Cavernous" is probably the most recent and prominent example, but it was there even as far back as "BMRF Sublevels". This is the first time, however, I've actually made a map explicitly themed after the Caverns.
This is also the first time in a long time that I've completely cut loose. Again, if you're familiar with my work, you'll know that most of my recent maps are heavily constrained to work on older hardware, mostly by staying below 1200 WPoly. This time, however, I decided to sww what would happen if I *didn't* limit myself. The result is still below 3000 WPoly, but uses a lot of complex effects, so if you're playing on a toaster, you probably can't run this map.
Finally took the time to actually take a look at the level in game. Digging the feel of the map and the sound + effects really give it some nice pop. My only real knock on it is that is small and I wish it was bigger =) Also just a heads up...you are missing a sound file in the zip. sound/dm_hellhole/amb_ominous.wav
Well done! Another good looking map from you Victor! Just added it to my maps list! I hope we will see other ones soon!
I just think the doors/elevator delay could be slighly increased (like +0.5 second), same remark on secret garden (doors are cloosing too soon, you know, when you see it opened, you throw a granada, then the door close and your granada hit the closed door, then you got self-humiliated by your own granada! Because it kills you!). It's funny but when it repeats again you start getting angry against those doors! However, on the map, as a short default, you cannot climb on the box at the right-down of the stairs (on the zone with the closed elevator), then a short invisible area prevent us to put ourselves in the angle. This is the kind of thing I like to do not see, for realism & gameplay, but not dramatic.
APART: Respect the wpolys to prevent low FPS should always be among the mappers priorities. Some mappers made pieces of arts (about design), but at some areas the FPS are just too low and make the maps unpleasant to play, I personnaly do not put on my servers maps where I go below 70 FPS when I test them alone, because with other players, this will be worse (like 50), especially on huge areas. Besides the latest Steam-legit client (from 2013 & + with azerty keyboard...) has lower FPS than the previous from 2009..., so it's important to consider this. I've notified that under HL this is less annoying, but when you put them under CS or CZ (as I do), this is much more unpleasant, mainly with the CS's crosshair which is slow to take back its original form, etc. Decent hardware helps, for sure, very well at fighting low FPS, but when a map is not well-made about wpolys, this can't fix the problem no matter how powerful it is...
Besides, I don't see the point to like & play good-looking maps like yours with well-designed & modern textures, in the horrible software mode (cubic graphisms...), this just makes no sense at all to me (just saying that for the people who will like your maps but play in software). Either you like quality and people adapt their settings in consequence, either you do not then you play 20 years old crappy maps! It's a bit like appreciate girls with cute face but with fat body! I know they are multiple different tastes but this remains illogic for my opinion!
Looks good. Going to take a look this weekend. As far as r_speeds... I wouldn't sweat it. The majority of steam users are using hardware better than a toaster lol. Those wanting nostalgia and busting out thier old 400mhz and voodoo banshee set ups are probably playing crossfire anyway hahaha. My rig is dated and it runs every hldm map I throw at it. At this stage I said look at the r_speeds but don't hold back on your maps to keep them down. Push it to the max at this point! Check what steam users are running.