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5 ratings / 4.8 stars
5 ratings / 4.8 stars
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5 ratings
5201 views
1585 downloads
Game: Half-Life 2: Deathmatch
Added Wed Nov 7th 2012

Map Description

This map has a discussion topic which can be visited here

The basic idea of the map was to create a tower that repeats endlessly and creates the illusion of infinite height. It has 3 floors that are designed in such a way that they can seamlessly be stacked on top of each other and thus in theory create an endless map.

In practice this is obviously not possible. I created a single set of 3 floors and connected the bottom and top with teleporters. This is the only practical way to make a working map based on the idea. Unfortunately the illusion of a continuous space is mostly destroyed by the teleporters. I wish I had real portals (as in the game 'Portal') to connect the floors. With those the idea would work much, much better. Alas, there is no way to get portals to work in Half-life 2 multiplayer. It's a different version of the source engine. So I have to live with the 'simple' teleporters. I hope basic idea still becomes apparent when you play the map. Another unique element in the map is the architecture. Unlike most maps it was not build on the editors basic grid that creates a lot of 90 degree angles. Instead I used a 'fake' grid with a 60 degree angle between the x and y axis. That allowed me to create a hexagonal layout for the tower.

With a hexagonal shape for the basic layout I could do some very interesting things. Three corners of the tower form big open shafts that allow sunlight pass directly to the center. The other 3 corners of the tower form 'usable' space where the player can walk. This partitioning of the space is extended by the vertically repeating layout of the tower. In the vertical direction the open and the walkable spaces alternate. This effect is achieved by the fact that the 3 floors are not designed to be simply stacked on top of each other. Each copy of the 3 floors also has to be rotated by 60 degrees to connect flawlessly with the lower set of 3 floors. So in essence the tower is an endlessly winding structure with 3 big shafts that alternate their orientation each 3 floors. I hope this doesn't sound too confusing. Just play the map ... it should make things more clear smiley


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Discussion
0 starsPosted by Cassius on Thu May 23rd 2013 at 2:30am

Seriously stunning. I thought I'd made some pretty advanced brushwork, but I don't know how I'd even get started trying to recreate some of that architecture.
4 starsPosted by Whipper on Mon Nov 26th 2012 at 11:49am

Hello there...

Some very nice work Radon.I would agree alot with what haymaker has said, make sure to make good use of playerclips and weapon placement, the RPG will draw-in alot of spammy rpg campers which in turn will induce combat in that area, maybe make it alil harder to get the RPG...Nice use of textures and i like how you have used a white light texture for the skybox around the map.I found myself getting alil disorientated running around and going through teleports (landmarks would help greatly with that),as for portal teleports im sure some use of texture work and fancy effects you would beable to create something similar to the portal teleports.

Keep up the good work and if your ever looking to frag hook me up through steam {BB}Whipper_snapper89 smiley
0 starsPosted by haymaker on Tue Nov 13th 2012 at 11:41pm

More brushwork wizardry by Radon. This certainly has your signature on it. I know this is an early iteration, but i'll still point out some stuff;

- It's very easy to get stuck in the acute angle wall/ceiling intersections

- I know your weapon layout is a first pass but it's not in great shape yet ( perhaps you'd like to to put a game_text asking server owners not to run it until later versions ). The RPG, well, you've done that before...perhaps work it into the teleport system somehow?

-Again I know you know this but the lighting and texture combination is dullsville, especially compared to the amazing brushwork.

-I found landmarking somewhat difficult, needs "named" areas, and differentiation ( is that a word? ) of these

Great stuff so far!
0 starsPosted by omegaslayer on Fri Nov 9th 2012 at 2:36am

Looks very "Halo-y" (by no means a bad thing - like the original Halo). Seeing this map makes me want to DL and install HL2: DM just to jump into the level and see the interesting architecture you've put together. Alas time escapes me. I also kinda feel bad that your stuck with the old low-rez HL2 textures (portal's textures I bet would work well here), with some custom textures to match/complement your architecture it could look even better, but don't get me wrong what you've done with what you were given looks amazing!

As per the portal thing: I wouldn't worry about it, just have some cool effect that the player sees when he/she walks through it and folks will overlook it.
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