[WIP] My first map: dm_jump

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Pretty simplistic. The lights on the floor indicate jump pads. They give a large speed boost (so you can jump over the water. I might add it's perfectly possible to navigate the entire map at high speed :)

Anyway C&C welcome :)

(I'm aware it's a bit killbox, and looks a little undetail atm btw :P )

dm_jump0001.jpg


dm_jump0006.jpg


dm_jump0007.jpg


dm_jump0008.jpg


For all screens, check the URL below


http://resonance-mod.com/comradebadger/maps/jump/

Thanks to R E S O N A N C E for image hosting :)
 
If i would have seen this before i saw the goldeneye facility map i would have said it was awesome, but now my expectactations for community made maps have been raised... meh :(
 
Its a decent arena style map. But now, if you want for people to play it, it has to be unique. Just my two cents.

:cheers:
 
Thanks :)

Yeah, like I said, just getting to know the tools n such :D

I don't think I'll ever release this, as it messes with the physics engine :\ Havok doesn't like players travelling over 2000 iches/second :E
 
needs more stuff to throw at other people.... melons, barrels and toilets etc!
 
Possible idea to make the jump pads more visible while still being styley - have shafts of light (as in, cones from like a streetlight/scanner) shining down on them.

Looks promising, but not as varied and interesting as some other maps out there, but I think you know that. A lot better than some though *coughcubixcough*.
 
I dunno if it's just my monitor, but that map is dark as I'll get out. In many of those screens, all I can see are some vague outlines and the red squares on the roof.

As for the map itself, it 'aint my cuppa tea. Mostly because arena maps don't really belong in HL2DM, since it's not designed for arena gameplay. At least not killbox-type arenas.

The #1 rule for a good HL2 map, for me, would be to ask "is the shotgun a valid choice of weapon in this map?"
If the shotgun can be made equal in power to, say, the magnum, your map is officially good.

#2 is that if you truly must make a killbox, make sure that at least 50% of the rest of the map is killbox-free, for us normals to use. :P

Criticism aside, that's damn good for a first attempt.
I'm not seeing any fullbright, and although the geometry is blocky, it's incorporated into the design well enough that it looks like it was an intentional decision. So, it's better than 80% of the stuff out there.
 
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