This is an unfinished project that Richman has decided to release.
There is no combat and I had to load a couple of maps manually.
The final 4 images were taken with cheats on.
Starting in a courtyard area, you must work your way through certain parts of the hospital.
It almost seems alive and aware of your presence.
Can you reach the main exit or will you succumb to the horrors that await you.
Only time will tell.
I love reading more than any other entertainment activity. I couldn’t imagine not reading.
I have my favourite authors, like everybody, and very occasionally if funds allow I like to buy a hardback book.
6th April 2012 16 Comments
The NewBlackMesaVille theme was pretty simple: Create a map with the feel of Black Mesa but try to make it seem new with new textures or just interesting layout.
This map was the only entry into the NewBlackMesaVille mapping competition. A few others promised to send entries, but circumstance got in the way. They all promised to release their work at some point in the future.
I have included more screenshots than I would normally for a map this size, because I took a good look around and wanted to record all the intersting points.
Be warned, there is no “actual” combat.
You play an elite soldier, who is sent in to perform a number of tasks on an abandoned research facility.
Your commander is in contact with you via screen text.
He gives you clear instructions for each section.
Can you make it out alive?
As a level designer I often take a keen interest in the puzzles that others include in their maps. Half Life 2 offers a huge wealth of puzzle possibilities due to the physics engine and the gravity gun. If you ask a player what their favourite puzzle in a game was they could probably tell you immediately (I’d like to know yours by the way) but they may not be able to tell you why.
Equally they may struggle to explain why a bad puzzle doesn’t work, but in reality there are rules to a good game based puzzle and if you follow them, as a mapper you can’t go wrong.
Here’s my rules that I’ve learnt through creating maps and playtesting on how to create a good puzzle.
1st April 2012 13 Comments
“The Hazardous-Course 2 is a spoof of the original “Hazard-Course” from Half-Life, which resembles the first player training levels. In contrary to this, the Hazardous-Course, as it’s name let’s suggest, is much more dangerous. Although it’s a mod for a first person shooter, the player can only wield a weapon at the designated target range. So it plays more like an adventure.”
It might seem such an obvious answer but I don’t think they should.
Here is how my thinking goes…
Regular first person shooters don’t always get harder as the game or mod progresses.
They tend to get more complicated, because you get better weapons, which means the enemies get bigger or harder. But that in itself doesn’t mean the game is harder.
1st April 2012 13 Comments
I’ve probably posted more of Miigga’s maps on PP than anybody else.
Well, I finally managed to arrange an interview with him and here it is.
We chat about his mapping, his maps, his map names and even why there seem to be so many mappers from Finland!
Hope you enjoy it.
If you have any questions of your own, please post them as comments and hopefully he will be able to answer them for you.
27th March 2012 17 Comments
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