op4_park

ZeeM

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Is there any remake of op4_park? That map has to be my favorite.
 
why don't you make one?
what's the point of a thread just asking for one?
 
hes not asking for one, hes asking if there is one.

not sure zeem.
 
not that ive seen yet and i hope there isnt..

park was waaaaay too big for hl2dm...would take years to get from one end to the other
 
bi0_gauss said:
would take years to get from one end to the other
For most of the gamers it still does in the original game, because of not using advanced movement and the map is still very popular among them.
 
I always wondered why I never saw an HL1 version of that map. Would love for an HL2 version (along with a longjump pack). ;)
 
it wasn't for hl1 because it was released after it... and by that time valve was focusing on CS cause it brought in loads of $.

there was a hldm compatible edit made by santagauss, called ag_park; and finger mapped out a version from scratch that was similiar... named op4_park2k and park2k, for op4 and hldm / AG, respectively.

and, unless scaled down considerably, it would be horrible to play for hl2dm because of the style of play.
 
Who defines the "style of play" for HL2DM? I don't think there is any one type of style for a game. HLDM evolved and changed. When HLDM emerged, there weren't maps like Eden, Castle Overload, ChaosCity3, etc. But players loved those maps because it was different. I got bored of Lockdown and Overwatch immediately, but the variety of HL2 maps that have quickly emerged is evidence enough that there isn't "one style of play." If op4_park wouldn't work in HL2, then why does Gasworks work so well? I don't recall enjoying Gasworks this much in HL1.

op4_park would be a blast... obviously the weapons would change, so there's one thing that could be "adjusted" for HL2DM. One could easily make some additional changes, add some secret passageways, or slightly modify the layout to allow better playthough.

I've never made a map before, but hell, I think I'll have to tackle this... and prove you wrong. ;) I'll see you in dm_park, Skie.
 
Heh. Well, I'll wait and see what you come up with. op4_park is one of my homes in Op4DM.

Oh and examples of maps that suck in the 2DM.. boot_camp (too big) and park is bigger than booty.. soooo, I'd say it's a bit of a pointless effort.
 
Sure, we'll see what happens. Hell, I know I'm talking out my ass, not knowing much about mapping. But why not give it a shot? I'll learn something, right? Even if I fail, it will be interesting to try it...
 
The style of play comes from the community... and from the best of the best to those who just picked up the game, there isn't a huge difference in how fast a player can move; whereas in HLDM / OP4, if you were decent at all, you could at least longjump. If you knew what you were doing you could wallstrafe or gauss jump. Finally, if you were really skilled, you could bunnyhop and do laps around the map in under a minute.

Yes, there are exploits and tricks in HL2, such as running over objects and getting launched, or setting yourself up with a see-saw and going flying - but these either take too much time, aren't reliable, or aren't down to an exact science [yet].

I loved park, bootcamp, and many of the maps for HLDM / OP4, but it's not the same game so porting the map won't be the same. The best you can hope for is some nostalgia effect where it reminds you of the old map, and still plays well. There is no way you'll be able to get 95% of the HLDM / OP4 maps to have the same feel. Before HL2DM came out I was hoping for just a HLDM-Source game - all the old stuff with the new engine. Turns out Valve didn't take that route (understandable, as it would have been a cop out), but lucky for me and people who felt the same way, there is a team making AG2, and it will have bunnyhopping and gauss jumping - in that mod these HL1 -> HL2 ports will work because the game play will be similar.

So far, I've checked out dm_stalkyard, bounce, and a very small bit of the bootcamp. None of them play remotely the same as the original. In stalk there is no box run, or even any real motivation for controlling the box room. Both booty and [the un-resized] bounce feel like a rats map, being so small, moving so slowly.

If you really do want to make a dm_park, more power to you. I'll help you playtest and give suggestions, all I'm saying here is that they gameplay won't be the same.
 
I'm probably gonna make a map based off of a Hitman 2 park. :). I remember taking out a guy. Talking his cloths. Getting my sniper gun and waiting straight behind a guard, used my silecned pistol to kill him. Walked up to the tall top of the building. Killed one more, sniped 2 guys. Mission was complete. Walked out without them ever finding me :). Just gotta add a bunch of trash cans :) & things.
 
Skie said:
The style of play comes from the community... and from the best of the best to those who just picked up the game, there isn't a huge difference in how fast a player can move; whereas in HLDM / OP4, if you were decent at all, you could at least longjump. If you knew what you were doing you could wallstrafe or gauss jump. Finally, if you were really skilled, you could bunnyhop and do laps around the map in under a minute.

Yes, there are exploits and tricks in HL2, such as running over objects and getting launched, or setting yourself up with a see-saw and going flying - but these either take too much time, aren't reliable, or aren't down to an exact science [yet].

I loved park, bootcamp, and many of the maps for HLDM / OP4, but it's not the same game so porting the map won't be the same. The best you can hope for is some nostalgia effect where it reminds you of the old map, and still plays well. There is no way you'll be able to get 95% of the HLDM / OP4 maps to have the same feel. Before HL2DM came out I was hoping for just a HLDM-Source game - all the old stuff with the new engine. Turns out Valve didn't take that route (understandable, as it would have been a cop out), but lucky for me and people who felt the same way, there is a team making AG2, and it will have bunnyhopping and gauss jumping - in that mod these HL1 -> HL2 ports will work because the game play will be similar.

So far, I've checked out dm_stalkyard, bounce, and a very small bit of the bootcamp. None of them play remotely the same as the original. In stalk there is no box run, or even any real motivation for controlling the box room. Both booty and [the un-resized] bounce feel like a rats map, being so small, moving so slowly.

If you really do want to make a dm_park, more power to you. I'll help you playtest and give suggestions, all I'm saying here is that they gameplay won't be the same.


I have a better understanding of where you're coming from now. Thanks for posting all of the above.

Check out the beta4 of Gasworks. I spent two hours in Teamplay last night, and had a ball. I always thought that map was ok in HL1, but the tau whores ruined it for me. In HL2DM, it works MUCH better, IMHO.

I have some ideas for a conversion of op4_park, ideas that will make it more playable in HL2 while giving it something new. I have no room for nostalgia, merely an "update" of an old friend. Sort of a "pimp my ride" for an old map. :)

By the way, somebody already made a map called dm_park, so I'll have to find a different name.
 
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