My first map. If it looks good to you, great! If it doesn't, I hope my future maps look better :-)
"There is this old facility of some unknown, old company. Documents are very scarce, as much of it has been destroyed. We sent some researchers in there to see what the hell happened, but things haven't been going as planned..."
"This is the first field test of this new model, and results may vary. It was given very simple instructions: 'Minimize Civilian casualties, and get those damn aliens out of there. Anything thats unaccounted for you kill.' We are expecting good results. Even if we dont, we are shipping it. We will not address its flaws. It's been having some issues with commands, but thats for after shipping."
"We unfortunately could not supply it with a gun, or any weapons for that matter."
Your job is to kill all the aliens you can find. Of course, there is one variable that they forgot to address. You have free will, do as you please.
In the second section (after you fall down the pit) you MUST kill every enemy you encounter.
Not too bad. A couple of things to be aware of for next time though.
1. info_nodes: These help your NPCs navigate the map. Your map has no node graph and as a result the enemies are extremely dumb, usually unable to even chase the player once they lose line of sight.
2. Use a higher grid setting. There are a lot of telltale signs throughout your map that you either used a very low grid scale or disabled grid snapping completely. Half-Life's textures are made to work with a 16x16 grid at a minimum and using this grid size will make it much easier to build rooms quickly and avoid leaks. By all means use a smaller grid size when creating small details, but when making floors, walls and ceilings, stick to the grid.
3. Don't just hit "fit" when texturing. This can impact your compile times and map optimisation considerably as well as looking terrible when textures are stretched or squashed.
and finally 4. Use rendermode solid for ladders and railings, not additive. Additive makes them glow as well as showing glass decals when shot. :)
Looking forward to seeing more in the future. :D
Thanks!
I'll make sure to keep these in mind.
Still learning the ropes, so I'm glad that I was able to make something that was interesting.
Stick with it. :D
There's a site called TWHL . info that has a bunch of tutorials and threads as well as a Discord server if you're looking to join an active and helpful Goldsource mapping/modding community.
Just added nodes -
Wow. Despite being a 1998 game, both enemies and allies still feel smart in fast pace situations. Plus, they actually go after the scientists and barneys. Thanks for pointing that out!
No problem. Glad to hear it. :D