Description

Gordon Freeman and other survivors flew to the airport, but he was captured by HECU. The task of Gordon Freeman is to clear the way for moving to another place.

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HECU airport
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PsyWarVeteran
PsyWarVeteran - - 1,859 comments

Not a bad map at all, I guess we finally got out of the plane from your previous map :)

Here's some feedback:

- There is a bit of a scaling issue, some areas are too large and empty while others are too cramped.

- Fighting with grunts in long hallways without cover isn't that fun, it's always peek behind a wall, shoot a bit, return to cover, repeat. Grunts will work better in areas with obstacles, they will take cover, flank etc.

- You should increase the max viewable distance when designing large / long areas otherwise the player can't see what's in front of them. Alternatively you can block the view with something, this will not only look better than a long empty hallway but help with frame drops.

- Some brushes look pretty nice while others need more details. Avoid making too many tiny / slim parts while detailing. If you have to do it, don't forget to tie them to entity. Func_wall or func_detail work great.

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mr_spirit Author
mr_spirit - - 29 comments

I made a map based on what a real airport might look like.
The corridors at the airport are large and free, while the utility rooms and warehouses are very busy with items.
Open large passages are made for the variability of the passage of the map.

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PsyWarVeteran
PsyWarVeteran - - 1,859 comments

Of course you can do open areas and yeah, airports have tons of big open spaces, much bigger than hallways.

I wasn't saying don't create them, I meant sprinkle cool stuff to make them more impressive / fun to play around in. For example, you can add pillars to the hallway and a couple of benches to each side of the pillar to not only make it resemble a real airport more but also give grunts and player some cover.

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mr_spirit Author
mr_spirit - - 29 comments

Good. I was making a map similar to real places, I understood well what you meant. I already have experience in creating maps.

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monster_urby
monster_urby - - 3,025 comments

Not a bad map, but there are some glaring issues/bad habits which should be addressed:

1. Use func_detail for furniture/wall art. Your props are carving up your geometry which will mess up your lighting and make your compile take much longer.

I.imgur.com

2. Compile with VIS. I don't know if you turned VIS compiling off, you're using outdated tools or your map has a leak which you didn't fix but good lord. The entire map is being rendered at all times. Something has gone very wrong here:

I.imgur.com

3. Place info_nodes to guide your enemies. Despite the map being decent, the enemies are exceptionally dumb. This is because there is no node graph so they cannot reliable navigate the map. Grunts work best when they can flank and chase down the player. They can barely exit a room in your map.

4. Lastly, I appreciate wanting to create a realistic take on an environment, but when your map stops rendering at a certain distance it's time to start breaking up sightlines. This is a major factor when using an older engine like Goldsource. Break things up. Add obstacles or just scale things down a little. There's a reason the cinema in Duke Nukem 3D only had one theatre screen. :P

Like I said, not a bad map, but it'd be good to start working on optimisation now and get into the habit of doing it. Maybe look at varying your lighting a little as well. Just helps make things look a teeny bit more interesting. :D

Keep it up!

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mr_spirit Author
mr_spirit - - 29 comments

Thanks for the criticism. I'll make a better map next time.

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monster_urby
monster_urby - - 3,025 comments

I'm sure you will. Looking forward to it. :D

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