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Being Imprisoned in Venice is the least of your worries... Gordon attempts his escape from the dark prisons, as he travels a brief part of the Italian city, and attempts to escape the heavily guarded combine outpost. Wake up Dr. Freeman
**Play this map with HDR on for an overall more aesthetic appearance. The map is certainly playable without but it provides a more captivating environment**
Hopefully you guys enjoy this short adventure...
The map has been optimized with proper use of func detail, disabled shadows, higher lightmapgrids in large open areas, areaportals, hints, skips and proper allocation of nodraw textures.
materials, sounds and models have been pakratted into the bsp File
**P.S. I am used to mapping for CSS so I do not know if pakrat works properly in hl2. If it doesnt, please let me know and I will quickly change the files**
For the 1 person who dled the map please type buildcubemaps in console or redownload the map.
**This Map Is For Half Life 2**
My my, this has in the post for a while hasn't it, sorry for the delay, here's a proper review of your map.
The following is a review, not just straight feedback for the designer.
Your fades into focus, your in a prison, guards watching your every move and corpse lies in the cell next to you. The music kicks in the heightens the mood, it's safe to say, it's a pretty good start. You begin by finding your escape route out from your cell and grabbing a HEV suit and crowbar from the other side, something that I found a little too easy and basic. But I suppose it's a necessary part of any level and had to be dealt with.
Anyway, around the next corner your confronted with lone combine guard. You take him out, take his weapon, progression as usual for a half-life experience. Some more enemies around the next corner lead you into another fire-fight which keeps up the pace gets the player in the sort of mood to really get going. If I was the sort to use harsh language, I'd say this is the kind of level that doesn't fuck around. The architecture and lighting around this area is smooth and well finished, thought it would have been nice to see some slight changes in lighting colour that differ from the bog standard yellow which seems to be featured all almost all maps.
Again, minor gripes, it all works nicely and helps build the right atmosphere.
For what complaints I have about the lack of detail in some areas, and some less that amazing ambient effects in others, I can almost instantly dismiss by the superb placement of pick-ups and AI direction taken. Not once did I find myself too high or too low on my ammo counter, but the level still managed to keep me on my toes none the less. Exploration is also rewarded as hidden area and weapon caches and littered around the level, players with a more tactical approach might also appreciate the generous positioning of explosive barrels around combat hot spots, typically also evolving some nice physics debris flying in many directions in the process.
In addition to the opening music, sound is used to excellent effect throughout, ambient sounds and extra pieces of music kick in at just the right moments to keep the player focused and alert.
As for improvements to make, I might suggest introducing some more set pieces for certain AI, such as combine police grappling down from behind bridges or other such areas. I would also have to comment on the lack of detail and lack of focus in some of the outside areas. Granted these spaces are used for enemy encounters, but some little extra bits of architecture of cove never hurt anyone. Also, ramp that you use to escape the city, I found myself being able to jump over and prematurely end the level before acquiring the hover boat.
I'm sure there was something else I was going to mention but somehow the last few lines I just wrote have deleted themselves and now I can't remember what I was going to say.
Anyway, despite my critiques this is still an extremely fun map to play and surprisingly polished considering the time span given to create it, very deserving of 1st place. Congratulations, and good luck with any of your future projects!
> **Posted by Korpor4l**
> I'm not too great at reviewing, but I must say this was pretty amazing. Despite of a few problems (that I'm sure you are aware of), it does not diminish gameplay much at all. Congratulations on first place!
Thanks bro. Your map was actually quite cool. The scripting and the ambience along with it was pretty awesome
I'm not too great at reviewing, but I must say this was pretty amazing. Despite of a few problems (that I'm sure you are aware of), it does not diminish gameplay much at all. Congratulations on first place!
> **Posted by redhottree**
> - Turning on your Flashlight in the jail create's a wierd lighting effect
This one, sorry to say, was unavoidable. I used a projectedtexture entity which dynamically casts very realistic lights, in which the bug was that flashlight effects in hl2 are overridden until you reached a point where the visleaves did not render the light at all. This is because the flashlight inside the game is also a projected texture entity, and the engine physically limits the amount of those to 1 per map. I am very sorry about that one, but it was done for a more aesthetically pleasing atmosphere as you leave the prison cell.
Thank you for your feedback. I have taken them into consideration, and realize the con's could have been made better.
- The music was epic and just enhanced the map
- The look and feel of the map was great and HDR made it better
- The Ending was....was...OMG AWESOME!!!!
- In the kitchen in the jail I could see behind the fridge thingy a Map Crack (Could see Blue Hell)
- *open's door* Random citizen "ZOMBIES!!!" Me "Oh gawd those are awkward'ly placed zombies"
- Turning on your Flashlight in the jail create's a wierd lighting effect
- The cons
- This map was great the pros overpower the cons but The cons are still there...Watching. All-in-All This map is (Atleast in my opinion) The winner of the contest
Hey there, although I dropped out of the contest I thought I'd come and do a quick review of some of the entrant's maps.
The presence of soundscapes and AI planning in this map is outstanding. The flow of the map is complete and features most aspects of a full-fledged game. Many situations arise when the player is required to take a step back and evaluate the situation before sacrificing their life - very nice. Optional paths with bonuses are plentiful and so are cover and hiding spots. A true feeling of desire to proceed through the map without dying is present here. The overall map design reflects its real-world location in a fantastic way, and the level of detail is high. The theme of the map is distinct from the beginning straight through until the end.
There are a small number of areas where the map could have been designed to allow the player more ease of access to certain areas, although this also works as a challenge in other regions of the map. Weapons and ammo are found extensively throughout the map which slightly takes away from the feel of desperation, having just escaped from a jail cell.
Overall, this map is action packed throughout and combines a top notch choice and design of map structure, graphical features, audio, and AI scripting. Although some minor adjustments, additions, and subtractions could be made to take the map a step further to flawlessness, the map is generally very fun to play - more than just once.
> **Posted by StealthShadoW**
> Oh well I'm screwed. Hope you have portal 2 already so if I come second I can snag it.
hahahah, don't worry, I just spent way too much of my holiday time on this... Way too much. I do have portal 2 though. Besides, I'm just in it for the points lol