PDA

View Full Version : hdn_forgotten



biohazard-uk
18th January 2009, 09:44
Yet another map! :D

Reminds me abit of hdn_derelict, anyway...

1 of the features is the Wehrwacht crate can be moved in way of door to block it from being opened, therefore IRIS must either go back outside or go through a room where they could have many heavy items falling on them. Other traps are scattered about as well.

Screenshots:
http://img149.imageshack.us/img149/8847/41582411ur6.th.jpg (http://img149.imageshack.us/my.php?image=41582411ur6.jpg) http://img262.imageshack.us/img262/3500/59376502gr5.th.jpg (http://img262.imageshack.us/my.php?image=59376502gr5.jpg) http://img262.imageshack.us/img262/4961/65625824mk5.th.jpg (http://img262.imageshack.us/my.php?image=65625824mk5.jpg) http://img168.imageshack.us/img168/5/63233169so8.th.jpg (http://img168.imageshack.us/my.php?image=63233169so8.jpg)

[EDIT]
Beta 3: >>Download<< (http://files.filefront.com/hdn+forgotten+b3rar/;13036395;/fileinfo.html)

To do:
Expand map with underground passage/sewer from lower storage to IRIS spawn? expand big building near IRIS spawn to have more rooms.

Cheesey
18th January 2009, 10:39
Wow, you're an unstoppable map-making-machine, Sir...

Darkhand
18th January 2009, 20:57
I like this one too! :)

So far:

-Hard to tell which doors are real and which are just for looks. (Although I really like the one door with the blood smear leading into it :eek::D)

-Too easy to simply hang out in the large area with the fire near IRIS spawn... I didn't even know the other half of the map existed for the first round.

-I'm not sure if I like or hate that it's very dark in many areas... :D On one hand it adds to the ambiance well and forces me to use the flashlight, on the other hand it makes me want to avoid those areas completely because I hate not having my laser sight. :) Many of the coolest looking things (like the bloody door) are hidden away in the dark.

-I really like the dynamic-map concept of being able to block off doorways (like knocking the dumpsters into the ramps in Trainyard), and the traps. :D There just needs to be more incentive to go in those areas.

It's live on the Super Server!

Paegus
19th January 2009, 10:49
specific points...
squareness is so... quake. the IRIS truck could be at an angle
door open/close noises
locked door jingle
some subtle clue as to the door's usability. a light shining under it, a decal, something...
the texture transition from lower to upper building sections could be hidden-only ledges. wedge-marine-clips so they slip off. hidden would of course show up when moving about. of you could make some piping running along it and have randomly configured triggers to make the pipes groan from time to time... just to screw with people. might get a bit ent-heavy though.
there is way too much space on either side of the shipping crates adjacent to the IRIS truck. screams invisible-wall.
what's with that white cross-walk pattern on the ground under the bins?
the truck on the other side of the fence is square on. :(
you could probably fit 2 there
that hummy electric room could be damaging/able to effect the map?
the crates-room crates are all very nicely aligned. :(
round-start music is hl2... not sure i like it.
those trap plants break under foot but not under fire


otherwise...
the map is very square. the buildings seem very boxy and everything is neatly aligned. though i suppose that's to be expected in the usual industrial/warehouse district layouts.
the map does seem a bit dark. and while dark maps do have their benefits, the ability to over-driver one's gamma settings ruins any atmosphere it may have had.
i was waiting the whole time to hear a ship horn or something. as in i half expected it to be near a dock.
the place doesn't seem particularly IR to me... apart from the crate anyway.

biohazard-uk
19th January 2009, 16:44
What's with that white cross-walk pattern on the ground under the bins?
To show that, that area is for neatly placed dumpsters only :d


that hummy electric room could be damaging/able to effect the map?
Was thinking of doing that so it affected lights in upper/lower storage (not pitch black though). Or something similar done to that power box used to climb up into wooden walk-way thing...


round-start music is hl2... not sure i like it.
Wasn't sure about it, was thinking that map would be better without music?


those trap plants break under foot but not under fire
The 1's on that wooden walkway thing to upper storage? they broke when I shot them to climb up D:


i was waiting the whole time to hear a ship horn or something. as in i half expected it to be near a dock.
Custom soundscape needed? and I'll add a skybox At least I got the dock/harbor atmosphere right :F

Sounds and indication of usable doors I'll add. Would expanding the map in some way be necessary?

[TSAT]Flow
19th January 2009, 16:53
those trap plants break under foot but not under fire

You just shot the ones that aren't supposed to break! :rolleyes:

biohazard-uk
20th January 2009, 13:51
Well anyway here's the 3rd version (download link above, in 1st post)

Hopefully its fixed some stuff including it's neatness :P