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The reactor has gone critical. You need to shut it down and save the life of thousands.
This is my submission for the HL1-HL2 short but sweet mapping competition. I have worked very hard on this, and it is also my first ever map for HL2 singleplayer and it is quite an achievement for me. This map does not really include NPCs, because it didn't really fit the storyline, but i am fine at ai scripting :D
This map may have a few bugs, but i cant really help that, its a natural part of mapping when your crushed for time.
This is my first real (decent) map made, so be nice :)
Please give feedback and rate the map!
**This map is for Half-Life 2**
- A really nice looking map for a first release. Quite the accomplishment in my opinion.
- The level of detail was great, but not the same everywhere.
- Explosions are used just enough. I particularly liked the one with the energy beams to the sides, caught me by surprise.
- The hole in the wall with cables and destroyed concrete was nicely made, I stared at it 'cause it's really hard to make these things looking like they should be there. (I'm talking about the one after you fall into the pit protected by shields before you disable them.).
- When you grab the gravity gun and activate the first button the door closes. It took me some time to think I should shoot the button of the door to make it work. You should had some sparks if you don't want to feel guilty about torturing poor retards like me.
- When the player needs to jump over a pool of electrified water, he dosen't have the sprint, making it really difficult to pass without loosing a decent amount of health points.
- There are some neat "blue reactors", but the room took their potential away. There's a button, it turns off the lights, just that. I was disappointed, I was expecting something better and the room really felt like "out of topic".
- At some point I've stumbled across a strange looking green screen between two cut pillars. There was a "screen texture" and a concrete looking wall displayed. It felt pretty odd and out of place.
- In the final room there are four "power supply reactors" next to the big one. One of them is getting jumpy but after you shoot the energy balls inside (ten or fifteen) there's nothing, just a white light. That was bad in my opinion since it was an important sign that things were getting messy.
- The end is what I find really bad, I thought I made a mistake with the particles folder or something. The reactor is supposed to be a dangerous threat and yet is in another "out of topic room". Then I touch the last button of my life and BAM! Blank screen, nothing afterwards and worst of all: I think there's something wrong since I still hear my player walking.
- A beginning maybe. It's the perfect set for the player to be comfortable in his chair, overseeing his monitors like a lazy Homer and then "BAM!" or "Alert!", lights turns red and we're in deep shit. Not a must, but it's always a pleasing thing to see when testing/playing a map.
- More space, there's a set of narrow corridors with an "energy thing" in a wall and it feels strange. Reactors places aren't supposed to be this tight, it increase the risk of fire.
- The sparks for the gravity gun room.
- A "disconnect" thingy in the script, it'll keep the player away from thinking he can get away while hearing his player still walking.
- Despite the fact that I've found many things that should be corrected, I must insist that it's a really good first release. I did many "first release attempt" and never released one, and I respect you for having the courage I did not have.
- I wish you good luck for your future projects, with such a beginning I guess you'll do wonders in no time x)
First is first, over all this map has some pretty decent features which forces a dynamic play style which I like very much.
It is very apparent that the lab around you is crumbling more and more as you progress through the map, adding to the immersion and creating a sense of panic the way it should be, and would be in real life.
The turrets with lasers was a great hit with me, I'm guessing they're custom because I haven't seen them anywhere in half-life, none the less it was pretty great.
Various different explosions, sprites and dramatic noises were used to keep the player on edge, and rightfully so!
Many small details were used and it definitely pays off, I found myself stopping and staring at alot things to see how they were created, in easier words the map is a fascinating piece of work in it's own unique way, but is in no way perfect which brings me on to part 2.
The bad bits
It felt very cramped in some areas and don't get me wrong it's probably what you intended to be, but for me personally it didn't work
Its nice to give players plenty of space to run about, an example would be the room where the (pulse sphere machine?) was in.
it was extremely small and it just didn't feel natural to be confined in such an environment with loads of things to look at a press e on.
This could be just me but would you rather live in a big house with wide coridoors and massive rooms, or a tiny bungalow with door ways fit for a hobbit, it's getting that balance that will secure you a lot of good marks, and you just fell short on that front.
The ending was what scored lowest for me, the build up, the effects, the sounds were all great, but then there was nothing afterwards?
it felt like playing your favorite drum n bass track and pausing it just as it reached the drop, which is dissapointing i'm sure you'll agree.
ending credits, small 5 second ending, gman talking. Almost anything would have been decent instead of a blank white screen!
To conclude, you've done very well for yourself. I know it's not easy making a map within a small time frame, especially for half life 2.
so you have my respect for that indeed, you definitely know how to make a convincing scene that's for certain, but working on the way it's presented in a dramatic way is probably a good idea.
Good job on getting tied 3rd place!
> **Posted by IChurchXxI**
> I will, been a little busy coming back to school this week. In fact i'll take a look right now
> I looked at the map, overall the particle effects are sweet, the idea for the map is very cool, but there seems to be a few optimization issues.
> Have you used area portals in this map? I can see that in Mat_Wireframe, parts of the closed off level continue to be rendered. Another thing that I found a bit annoying was the continued alarm sounding, at a certain point, the loud alarm could have been transitioned in volume. The alpha textures and use of scrolling textures for water, is pretty cool, but the level feels a bit bland. Perhaps the user could escape the reactor shutdown. With the proper use of areaportals, func_detail, hints, skips, the fps could be increased tremendously. The scripting is very good, and the premise is very cool.
Thanks for the feedback! And before i say anything else i agree with most of what your saying. The fps was fine for me though, probably because i have to say i have a bloody full tower beast :P, I did myself feel the ending was a bit bland. I am not sure what is happening with parts of the map still being drawn, because if you look at the visleaves, it is not seeing those parts. :/
Anyway thanks for rating etc.
I will, been a little busy coming back to school this week. In fact i'll take a look right now
I looked at the map, overall the particle effects are sweet, the idea for the map is very cool, but there seems to be a few optimization issues.
Have you used area portals in this map? I can see that in Mat_Wireframe, parts of the closed off level continue to be rendered. Another thing that I found a bit annoying was the continued alarm sounding, at a certain point, the loud alarm could have been transitioned in volume. The alpha textures and use of scrolling textures for water, is pretty cool, but the level feels a bit bland. Perhaps the user could escape the reactor shutdown. With the proper use of areaportals, func_detail, hints, skips, the fps could be increased tremendously. The scripting is very good, and the premise is very cool.