1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
This Thread
  • Everywhere
  • This Thread
  • This Forum
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Discussions
  3. Level Design

[HL2DM] dm_arbogast

  • Mazy
  • October 7, 2008 at 8:06 PM
  • Mazy
    • October 7, 2008 at 8:06 PM
    • #1

    Okay, so this map has been lying around for AGES, collecting plenty of dust, and when I recently started getting the suspicion that my computer might be dying, then I figured it was probably a good time to just release this thing. The compile in the zip is from the beginning of this year, but before there I had worked on it a lil bit in 2006, a lil bit in 2005 and I started it in 2004. I guess what I'm trying to say is that its okay if its not mind blowing, its amazing that it actually got anywhere

    Anyway, apart from that there's not that much to say. Its a HL2DM map, old tired City 17 textures and props, but with a very open layout that leave plenty of opportunities for improvisation.

    I'm not entirely sure if that weapon placement and general pickup placements are that balanced, but to be honest I cant be bothered to look at it anymore, plus my Hammer viewports are completely black when I open the level, so I think that its way of saying "Put a stop to this for fucks sake"

    If anyone is interested in play testing it I would be thrilled, but this is more about just releasing it and bringing a bit of closure to this levels life

    MAP DOWNLOAD:

    http://www.mazy.net/maps/dm_arbogast/dm_arbogast.zip

    Or if you're like me and can't be bothered to check it out ingame, here's some pics

    [Blocked Image: http://www.mazy.net/maps/dm_arbogast/arbogast_01.jpg]

    [Blocked Image: http://www.mazy.net/maps/dm_arbogast/arbogast_02.jpg]

    [Blocked Image: http://www.mazy.net/maps/dm_arbogast/arbogast_03.jpg]

    [Blocked Image: http://www.mazy.net/maps/dm_arbogast/arbogast_04.jpg]

    [Blocked Image: http://www.mazy.net/maps/dm_arbogast/arbogast_05.jpg]

    [Blocked Image: http://www.mazy.net/maps/dm_arbogast/arbogast_06.jpg]

    [Blocked Image: http://www.mazy.net/maps/dm_arbogast/arbogast_07.jpg]

    [Blocked Image: http://www.mazy.net/maps/dm_arbogast/arbogast_08.jpg]

    [Blocked Image: http://www.mazy.net/maps/dm_arbogast/arbogast_09.jpg]

    [Blocked Image: http://www.mazy.net/maps/dm_arbogast/arbogast_10.jpg]

  • Freak
    • October 7, 2008 at 8:58 PM
    • #2

    gonna take a look at it tomorrow, seems to be a more or less open map.. i´ll see ingame

  • Minos
    • October 7, 2008 at 10:42 PM
    • #3

    Finally

    Looks pretty good man!

  • dux
    • October 8, 2008 at 6:23 AM
    • #4

    De ja vu? Wasn't this posted a while ago in the finished work gallery? I'm pretty sure it was.

  • -HP-
    • October 8, 2008 at 10:33 AM
    • #5
    Quote from dux

    De ja vu? Wasn't this posted a while ago in the finished work gallery? I'm pretty sure it was.

    exactly what i thought, DEJA VU??

  • Freak
    • October 8, 2008 at 1:16 PM
    • #6

    The overall look of the map is nice, good job!

    Anyway, some things i noticed:

    - the ladder leading out of the water part doesn´t work

    - in the area on the lasst screenshot you´ve posted theres a stair down blocked with a grid, you can see the void down there

    -too little physics in the outside areas

    -some shop windows are leading to a wall

    just little things, i guess the map is quite fun with about 5-8 players

  • Punky
    • October 8, 2008 at 2:01 PM
    • #7

    Looks really good, I'm gonna try this map now

    Edit: just played through your map, and must say that it is really good it has a lot of detail, and still is really big, it made me think of dm_overwatch directly, which is a compliment so good job, I noticed a few bugs though, thought that I should point them out;

    -at the underground part, where the fence is and you can see down a stairway, you can look over the stair if you jump or get really close, and you'll get a HOM(hall-of-mirrors) in the distance, this is what I mean, it's not really clear on my screen, but if you check it out in-game you'll notice it.

    [Blocked Image: http://www.cubeupload.com/files/d94690dmarbogast0000.jpg]

    -the debris laying on the street has bad clipping, which made me get to places that I'm not supposed to get to...

    [Blocked Image: http://www.cubeupload.com/files/4999f5dmarbogast0001.jpg]

    [Blocked Image: http://www.cubeupload.com/files/4a5bedmarbogast0004.jpg]

    [Blocked Image: http://www.cubeupload.com/files/390a89dmarbogast0005.jpg]

    here I jumped over a wall, it was noclipped on the other side, so you won't see the wall, and when I got in there, I had to noclip out;

    [Blocked Image: http://www.cubeupload.com/files/26ec14dmarbogast0003.jpg]

    This are all the small bugs I could find, and it are just minor things, it doesn't make your map less nice I'm going to post a link to this map on the forums of a big HL2DM clan I'm in now (»Яąẅ«) and ask them to upload it on their servers

  • aaron_da_killa
    • October 9, 2008 at 1:50 AM
    • #8

    Looks quite nice, I've been waiting for a Half-Life 2/ HL2DM map for me to check out.

    I'll download it, run around in it and tell you what I think .

  • Thrik
    • October 9, 2008 at 2:43 PM
    • #9

    Hah, yeah I've definitely seen this before too. Maybe it was in WIP though?

    Looks good, although it is definitely hard to make a HL2DM stand out nowadays with the City17 textures — a bit like how my eyes can't help but gloss over yet another map using the Dustbowl style in TF2.

  • aaron_da_killa
    • October 10, 2008 at 12:48 AM
    • #10

    Best thing about the map: Layout

    Worst thing about the map: No ambient sound

    This was actually a really good map. Sure it has that much used C17 theame but it was still very enjoyable.

    The layout was 10/10. You had everything there, great height variation, flow, the lot. There are many opportunities for interesting gameplay situations given there is alot of players, as this is not a small map. The detail in the map was nicely balanced, every area felt like it received equal amounts of love and nothing really stood out to be under-detailed. It was consistent and consistency is really important in maps.

    One thing that was disappointing was there was no ambient sound, I mean unless if I played the map incorrectly as I have before I apologize for this comment but the map was void of ambient sound, and like, great work :ssj: . You just lost alot of potential on this map and an experience that can be only gained with ambient sound. Everything was there, the environment was believable and everything, it was all there, my experience could have been 2.5 times more awesome if there was good sound design on the map. I can't stress enough to designers the importance of good ambient sound, its not something you should rush nor leave out of a map.

    Other than that, I did manage to get to an area I wasn't supposed to like Punky said but that's easily fixable, just a clip, push effect or something to kill the player on the other side will do.

    Didn't take much notice of the weapon placement because that takes me a while to judge. But yeah, great map, good layout, nicely balanced visuals, no ambient sound .

    Good stuff Mazy .

  • RA7
    • October 12, 2008 at 12:16 AM
    • #11

    nice work mazy, didnt know u still mapped

    [Blocked Image: http://www.lanmaniax.com/other/sealss.gif]

  • Zacker
    • October 14, 2008 at 10:02 PM
    • #12

    Hey Mazy, about damn time that you got around to release this one! But impressive that you actually got it released considering it's development history;)

    I was not too impressed with the looks of it back then, but looking at it now it actually holds up pretty well.

  • Minos
    • October 14, 2008 at 10:32 PM
    • #13

    The flow in this map is brilliant... I love how all the areas are neatly connected to each other and always offer multiple ways out. I know you won't work on it anymore but HDR and color correction could improve the graphics a lot. I'm also not too sure about the optimization, did you use a water_lod (or whatever its called) for the water?

    Anyway, congrats on releasing this after so much time

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!

Register Yourself Login
Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Custom Gamemodes Contest

    Angel
    July 20, 2026 at 11:46 AM
  2. FAQ

    Angel
    July 20, 2026 at 10:14 AM
  3. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  4. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  5. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  6. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  7. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  8. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  9. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  10. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™