aaron_da_killa Posted November 3, 2008 Report Share Posted November 3, 2008 Night Terror, Singleplayer map for Half-life 2 (Ep1 Engine) Info: I have decided to release a little alpha version of Night Terror to the Half-Life community. I had planned to release this on Saturday (today being Monday) as this would have been Halloween in America, but due to a 26.5 hour full visibility compile time and horrible timing, it’s being released two days late. I would like to give the standard “this map is a heavy WIP” insurance sepal to cover my ass... no just kidding. But yes this map is not finished, there are still spaces that need to be designed (this is roughly 30%-50% of “map” if you know what I mean). All the features that I am especially excited that will make this map ‘unique’ are not implemented, sound design is horribly unfinished and I need to redesign some of the spaces, particular the interior spaces, and gameplay is just rough, and no, Zombies and Headcrabs will not be the only thing you fight as you venture deep inside the facility. Screenshots: Story Line: “You have been assigned on a mission to rescue some battered civilians that fled inside the abandon Lucas Heights Northern Petroleum facility before night fall. The facility is surrounded in monster infested forest. The whole region, including the upper Hexam Highway, the Salt Pan Lake and the railway line used for freight transportation is closed and is dangerous particularly at night time. Military supplies are tight as securing Hexam City is our first priority, if you get yourself into trouble, you won’t be getting support any time soon. Get yourself inside the facility and meet up with the civilians asap before it’s too late. Remember, the facility has been abandon for 23 years now, we don’t know what it is like inside. Keep your eyes peeled and ready yourself for possible enemy encounters inside the facility. Good luck.” Download Link: Download Here :: 22mb Aaron's Stuff Night Terror Page Please tell me what you think . Quote Link to comment Share on other sites More sharing options...
tofu Posted November 11, 2008 Report Share Posted November 11, 2008 I'm a newb when it comes to installing custom SP levels, where do we extract it? (good info to place in your readme) Quote Link to comment Share on other sites More sharing options...
aaron_da_killa Posted November 11, 2008 Author Report Share Posted November 11, 2008 Ah yeah sorry, installation instructions is one of the things I forgot to add to the readme file! Anyways, here is what you have to do: 1) Extract the contents of the rar file and place the folder "Night Terror" to "steam\steamapps\SourceMods" 2) Restart Steam 3) Open the "Third Party Mod" from the games tab on Steam. 4) Go to keyboard options > advanced and enable the console. 5) Press the tide key, located on the left of the "1" on a US keyboard and type in "map 01forest_05" than hit enter! Quote Link to comment Share on other sites More sharing options...
m8nkey Posted November 17, 2008 Report Share Posted November 17, 2008 I checked it out today and it's a really good start. The lighting and atmosphere are excellent though I think it could do with a little more ambient sound. Performance wise the map is well optimised, it's visually coherent and the layout is well designed. I have a couple of suggestions. Firstly, create a bumpmap and add specularity for the ground textures that are exposed to the rain so they look shiny and wet. Technically everything is well implemented but I think you need a stronger story and some interesting scripted NPC sequences to make this awesome. Quote Link to comment Share on other sites More sharing options...
aaron_da_killa Posted November 17, 2008 Author Report Share Posted November 17, 2008 Thanks m8nkey, appreciate it . The lighting and atmosphere are excellent though I think it could do with a little more ambient sound. Thanks. For anybody who knows me, they may know that I'm big on ambient sound. I always try to make the sound design in my maps the best it can be and I always critique other maps on the use of ambient sound. Ambient sound is one of the things I usually do at the end of a map, but thanks for the reminder . I have a couple of suggestions. Firstly, create a bumpmap and add specularity for the ground textures that are exposed to the rain so they look shiny and wet. Technically everything is well implemented but I think you need a stronger story and some interesting scripted NPC sequences to make this awesome. Ah, I tried to add some sort of reflection on those exterior floor surfaces but I didn't know where to start, I guess you pointed me in the right direction! Quote Link to comment Share on other sites More sharing options...
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