Half-life MP maps

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I wonder if they do happen to make HL2 deathmatch, if they will redo some of the old multiplayer maps. I'd like to see some bootcamp in hl2 :)
 
probably new maps but im sure if Valve doesn't, then someone out there will convert some of the more popular HL1 maps.. its just natural..somehow. ;)
 
A Crossfire-style map in HL2DM would be amazing... you could use the manipulator to stack furniture and debris in front of the blast door and keep opponents out as it closes. And the explosion would be a real mushroom cloud, not just a flash of white.
 
^^^^^^^

Completely agree... crossfire was awesome when I played HLDM in the good old days :p
 
In HL2 I'd like to see these maps:

- Prison
- Mall
- Abandoned City
- Junkyard (Manipulator Mayhem!!)
- Cliffside
 
id love to see black mesa all in high def lol, it sounds like that side of things wont be improved to much in the source port, but heres to hoping!
 
Oh man....

All the maps from TFC that were super-sized livingrooms and kitchens and stuff....I think one was called like Rats2 or something
 
Bounce was my favorite DM map in HL and I'd like to see something similar in HL2.
 
Myself, i'd like to see like a HL2 resistance MP, like combine vs. resistance fighters. I never really played much DM, mostly TFC.
 
Six Three said:
In HL2 I'd like to see these maps:

- Prison
- Mall
- Abandoned City
- Junkyard (Manipulator Mayhem!!)
- Cliffside

That's what I am thinking.
 
SMT said:
A Crossfire-style map in HL2DM would be amazing... you could use the manipulator to stack furniture and debris in front of the blast door and keep opponents out as it closes. And the explosion would be a real mushroom cloud, not just a flash of white.

Actually they could like utilize the 3d skybox and have a nuke appearing when it's activated. And then a mushroom cloud in the skybox, and then after 1 or 2 second you get vaporized :D
 
I really hope they will make a DM game. At least if they aren't there's stll the HLDM:Source ;/
 
Yeah, there hasn't been any info about the sky, has there? I remember on HL when i created a map you could clearly see the ends of the sky and I had to make one "skywall" so high that it would be from up to down so it would look better when looking through a certain window.

Is it the same thing in HL2?
 
Beserker said:
Yeah, there hasn't been any info about the sky, has there? I remember on HL when i created a map you could clearly see the ends of the sky and I had to make one "skywall" so high that it would be from up to down so it would look better when looking through a certain window.

Is it the same thing in HL2?


Look through the Info from Valve thread.

I e-mailed them about it and got a very detailed description on how it works.

(i'll put it here when i find it)
 
Here...


Hi Nathan,

I can answer your question for you Making 3D skyboxes is very easy.
What the skybox really is, is a separate map usually placed next to or
below the main map. This skybox map is usually on a 1:16 scale so all
of the terrain and buildings etc are 1/16 scale designed just like you
would design your game map. You'd add clouds etc whatever you wanted
in
the skybox to the skybox map. In the very center of the skybox map you
would have a smaller square that represents the actual game map, near
the edges of this square you'd blend the game map texture with the
skybox map texture so it's not obvious where the game map ends and the
skybox starts

Then the way this works in the game is there is a "viewpoint" that is
located in the skybox map that moves as the player moves and is used
effectively as a camera that draws the 3D skybox from the viewpoint's
view. Doing this you can have buildings move appropriately when you
move etc even though you cannot actually ever "get" to them.

I hope this makes sense. If you have any questions about it feel free
to email me.

Thanks,
Rick
Valve


Anyway.....I just can't wait for all the original levels to be converted to Source. Gas Works is going to rock. I think the idea of a junkyard would rock. The only problem would be having too much "stuff" that might slow down the game. It could work though.
It'd be great to make levels where all you can use is the manipulator, and the level's full of blades and stuff.
 
Spirit Of Half-Life has a similar if not the same affect. I've used it and it's not that hard to create the effect there are huge towers in the distance.
 
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