"Invasion": my Team-DM map in progress!

MoonQuake

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"Invasion" by MoonQuake

Map type: team deathmatch

Key features: progression goals, true team deathmatch action!

Goals:
- Rebels try to slow the invasion of the Combine soldiers at the last sector door and protect their ammo truck as well as the HQ.
- Combine soldiers must repel attacks from the Rebels and unlock the sector door, then destroy the Rebel ammunition truck and take control of the HQ.
------------------------

Some of you guys might know me from the BF1942 community. I'm the maker of the mod ActionBF and I worked for EA as level designer.

I decided to make maps for HL2 after discovering all the potential it offers to designers. I used to deliver the BF1942 community quality and fun creations and I hope I will keep it that way for HL2! I've been mapping for HL1, but it's been a freakin' while! :)

"Invasion" is about 50% complete and only the "core" gameplay elements are there... no fancy visuals, just the basics. It's playable, so to speak. Therefore, I will now accept testers to join my testing sessions starting from now. Please don't complain about "Ferk, your level is ugly" or "it feels empty" because it's 50% COMLETE! :) It will progress everytime you join a new testing session. Beware that I will shutdown my server anytime during testing sessions to fix bugs and continue mapping.
YOU WILL BE ADVISED IN-GAME AND ARE FREE TO JOIN BACK WHEN I'M BACK ONLINE!

How to join my game? Just refresh your server list and look for the map "TDM_MQ_Invasion".

See you in-game and thanks for helping in advance!

MoonQuake
Level Designer
 
so it's kinda like css except with a truck?
 
oh snap thats where I remembered your name. I loved Action Battlefield, its so fun to play with especially when I used to be in a stunt clan, thats the only mod we used. :rolleyes:

You did some great work MoonQuake
Well anywhoz welcome to the forums :cheers:
 
Ownzed said:
so it's kinda like css except with a truck?
Good job, you suck at reading.
The mod/map sounds awesome though.
 
Foxtrot said:
Good job, you suck at reading.
The mod/map sounds awesome though.

BTW, I only read the first part...:rolleyes:
 
so is this server up now? i cant seem to find it.
 
well this will be interresting, I'll look forward to this map :p
 
Sweet! I can't wait to get my hands on this map!
 
Wow...I guess the original post was too long for people to read it, so I will summarize it. His team is making a map for HL2DM that will have objectives for the 2 teams(Resistance and combine). That is correct isn't it?
 
please help me. i cant find this so called server
 
Action BF was great! Nice to have you doing HL2 stuff... the great thing about HL2 is guys like you will get noticed because anyone joining a server with your map or mod will get to PLAY it. None of "Go down load it at some site, and after waiting 2 hours in line and 1 hour to DL then go find an empty server". I look forward to your map!
 
:)

It's been a pleasure to test my map with you guys!!!

Found some bugs and improvements!!

I'll have the server running often more during the evenings!


Have any comments, post'em here!!! :)


MQ
 
Alllliright!!!

"Invasion" is now 80% complete!

Gameplay testing Phase 2 will begin in a couple of minutes!


For those who played the 50% version some days ago will be amazed by the visual changes... and as promised I implemented a Final Goal that ends the game: Combines now have to blow up the HQ by destroying the Command room's computers and gaz tanks.

Wanna play it? Join now!

MoonQuake
Game/Level Designer
 
hey i'll play- -NM- I see it now. I have beta tester many games and always give back constructive critisim.

sounds like a cool map.
 
Sounds great MoonQuake... I am looking for your server now...
 
Just rebuilt a new version. Fixed bugs making gameplay not that fun to play for the Combines! :)

Also running on a dedicated server now! Thanks to that, I'll be able to play at more than 10 fps...

Refresh your server list: Invasion by MoonQuake

Join now!
 
hmmm cant seem to find the server... showed up for a second but then i refreshed it and it looked like it timed out or something
 
It's not always on. Hence my announcements here!

Just ended another testing session... it was cool! Thanks again to those joining the sessions!

Now, performance issues are left. Optimisation is the next step as well as some changes additions.

Have a suggestion or a comment, please let me know!

MoonQuake
Game/Level Designer
 
Is it possible to have mounted guns in multiplayer? if so, one would be awesome in one of the windows of the house.

Besides that, Its quite fun.
 
I think the combine need a pistol or something drawn right when they spawn. It's a little disconcerting to see other combine soldiers skating across the ground with their arms out stiff and without moving their legs, which is what you look like without a weapon. It's just weird and looks like a bug.
 
Yeah, I saw you guys floating around.

Personaly, I think it's something that should be fixed "on the other hand"! :) I don't see why players with no weapons would float like they do.

I'll play with the weapons at spawn and see what I can do.

About mounted guns, my experience in BF1942 tought me that you almost never use them mounted guns. You're too vulnerable. Then again, I'll see if it's easily feasable in HL2.

Thanks for the suggestions guys!
 
MoonQuake, I would first like to congratulate you on a job well done. First and foremost is the look. The Combine side looks like the COMBINE side, and the Rebel side looks like the REBEL side. You hit the HL2 Theme on the head. Your choice of textures and the VARIETY are excellent and well placed. The feeling is earthy but not repetitive. I really like how the Citadel is eating away the perimeter of the city. The graphical appeal really is an aid to the gameplay. And most significantly, you have devised a TDM map with a point. It is not random killing, but is very structured. This reminds me a lot of BF--task oriented, but in this case more rigid. Anyhow, all map makers need to take a look at this--This is your competition. If you want to place in the competition, or even want to make a good HL2 TDM map, study what MoonQuake did and emulate/improve on it.

Now my suggestions (these are just ideas... your map is great w/o them):

- The Combine loading area. You have done such a good job of making the map feel like a "real" HL2 map that the loading area is a negative. It is too, well, fake. I suggest this instead: Have a drop ship bring you in (the Ant Lion mod is doing this, so it is possible). This is a GREAT time for the mission briefing. Once deployed have a little building for a weapons bunker. I am sure there are buildings in the game that would be perfect for this. I like the wall idea where you drop over, so maybe modify it so you take a ladder up and drop over or maybe even one of those Citadel city eating walls. Anyhow, adding some "HL2 Realism" to the entry point would really go a FAR way to making the map more mission oriented. (As for spawning, just have guys spawn next to the bunker/parked drop ship... this would not hurt the illusion).

- The Rebel Loading area. The Combine Helo is a NICE touch, but the Rebels do not have the helo and the ropes look fake. I suggest a different way of making it seem "real" for Rebel reinforcements: Have 2 different basement halls that lead into the building and/or right outside the building. This would give the idea of an underground network where the Rebels are pouring in support. This would also add to the illusion of a real battle.

- Mission Briefings. You have done such a good job of having both sides have the right graphical/architectural themes, and even did a GREAT job of allowing the Rebels to have Grav guns w/o too much stuff to clog up the server. I think some quality mission briefings would really raise the bar on your map; it would change it from an objective oriented TDM to the next level of immersive COOP like level. It would give a STRONG team feel, plus it would really make you feel like you were playing HL2 with other players and not just some “same-old DM map”.

Here is a sample Rebel Mission Briefing (you could even do this with audio, so players could listen to it, and paste the 3 major objectives on the screen; this would allow players to take position while hearing the transmission):

"Delta Sector, Combine spies have pin pointed the Rebel communication station and ammo depo in your HQ. Combine Drop Ships with Combine Elite are en route to destroy your communication station and to confiscate the ammo stockpile. Breen knows that if we lose contact with Delta Sector the underground network will be cut in half, and with it the Resistance. We cannot let this happen. Reinforcements are on their way through the underground network, but this will take some time. Until then you need to defend Delta Sector HQ at all costs. The good news is that there is only one way into Delta Sector, and that is through the plasma gate. The longer you keep that gate closed the better. Reinforcements should arrive in 15 minutes. Kliener out".

This is too long, but you get the idea—make a story out of the map. You already have a great such a great theme and idea, it will be the little touches that improve immersion. If you can make the map feel more like a mission oriented Coop map with teams, wow, it would really be something.

- The Plasma Gate. I am sure you have played Omaha beach on Forgotten Hope and BF1942. The Plasma gate section REALLY brings back that feel. I suggest lengthening it out some and add some turrets for both sides. Make it feel like players need to really work their way to the gate. Right now it seems too close. If you do this, make a hotel like building to the left side (left oriented from traveling from the start point to the plasma gate) where Rebels can get in from outside the gate. This way they can snipe and throw grenades from the side. This would make the Combine feel assaulted from two sides. It would really make the first stage REALLY intense, especially when 12-on-12.

- The truck/weapon stockpile. The far side of the map is hardly used. Maybe you could put up a partial chain link fence and put the truck over there instead of behind the Rebel HQ. This would sort of give the feeling of continuing the push from the plasma gate and would also allow the Rebels to hold the front perimeter of the HQ stronger (maybe even remove the alley closest to the plasma gate, just leave the farthest alley and the front doors). You have some great detail in the area in front of the HQ, but no one is going there. Maybe this could be worked in :)

- The house. The house is a little bland. NICE layout and I like the railing/patio deal in the back, but the walls could use some pictures (CS:S?) and some more furniture. I would not say go overboard, but enough to maybe block one door would be nice. Also, while the barrels are cool, why would the Rebels keep explosive barrels in their HQ? Maybe on the steel railing/porch deal, and in the back, but not inside! The house is great, but it could use some nice touches. Maybe a TV with the G-Man on it hehehe Maybe glass on a couple windows and a board or two across ones without glass? Again, a stable lag free map is most important, but you can really do some small things to give it the lived in touch.

- The rooftop. Maybe you could put a turret up there or some boxes and lower the ledge height. This is a strategically important section for the Rebels, so making it more friendly would be nice. Also, the drop holes are kind of fake looking… maybe make destruction holes OR make them look like access holes with ladders and all would make them feel more like part of the map. Also, if people are spawning in the basement making the roof usable would not be too unbalanced.

- Turrets. Both stationary and deployable. The Combine could use some deployable ones and the Rebels could use a couple at their base. Maybe a couple over by the plasma gate and one near the Combine entry point. Not overkill, but adding some turrets would really give the map a war zone feel.

- Pop up. Items pop up a lot. You are running and all of a sudden they pop up in front of you. I am sure you can fix this :)

- A Timer on screen. I could not tell how long was left in a map. Allowing teams to know where they are at game play wise would be nice. This allows motivation and lets you know when to buckle down :)

- Striders :) Ok, maybe this is too much… but I could ask? Yours is the first map I felt like “Hey, a Strider would feel good here!” There is a Strider mod out… not saying you should, but some day down the road giving the Combine a strider to take into the Rebel HQ area would just be intense. So maybe down the road… ;)

- Music. This is just a mild suggestion... music could mess things up, but maybe something at key points or the intro/end. Just an idea...

Now, before anyone goes off on me—I played for a long time with MoonQuake tonight. He knows I REALLY like his map. It is BEAUTIFUL. And is the BEST teamwork map out yet—by a MILE. Really, it is great. I am being really picky and giving some tough feedback because I want to see his map get even better. Some ideas may stink, some may help. MQ, take whatever you want. I know this is nit picky, but attention to detail is the difference between a GOOD map and a GREAT map. Your map is VERY good, I think with some more tweaking it could be GREAT.

Can I beg you to start a HL2 mod called "Combine versus Resistance". :) Or join an existing mod team... You could be the next Trauma studios!

This is the best custom map I have seen yet—by a LOT. Everyone who is a HL2 fan owes it to themselves to play it—it is that good. The next best map I have played is Bounce B2. It is ok, but it is just a remake of an old map and is pure DM, no real structure. I was thinking just tonight after playing ~10 different maps, “You know, these are ok, but really lack depth and any real game play”. Then I played your map and was like “This is what I was looking for in a mod!”

Totally kick butt MQ. Keep up the great GREAT work!

Again, thank you for allowing me the priviledge to test your map and play with you tonight. I had a blast and really appreciated your kind attitude and listening ear.
 
I'l check the list more often to find the server, you have an ip listed? might be easier
 
hmmm maybe if you put a usable turrent on the wall for the door... ya it leaves the person open a bit but it would make it a lil bit more difficult for the combie to open the shield... and i think it would be cool to have maybe 2 or 3 automaic turrents for the rebels to place around... i mean they will make it harder... but the turrents are easy enough to disable
 
Wholly Crap!!!, It's Moonquake... This is a positive sign for the modding community.... Loved AB, and am glad to see you here.....
 
The map was really fun :D

And I agree that players with no weapon should have some sort of animation....

The map was really fun :D I'm going to look for it now!
 
Thanks for the positive comments guys! I'm glad you liked what I did with BF1942, I hope you'll like my HL2 maps! :)

I can't furnish an IP adress cuz I don't have a static one! Simply. You gotta use the server browser.

Acert93, thanks for the constructive comments. It's straightforward and clear. You took the time to provide great comments so I have to return the ball! Here are my comments on your comments:

First off, the map is only 80% complete, so the core gameplay elements are there but some gameplay changes are planned and visual upgrades will be added later. Optimisation also.


-The Combine loading area:
Both Combine and Rebels spawn points are temp ones. I just needed to make them so people could play and reach the "more complete" part of the map. They will both be more realistic. The combine spawn still is in the middle of the street so nothing fancy can be build there, combines wouldn't build a complex entry to the street only 1 block away from the HQ. It's going to be like in HL2 maps, a wall that separates the "desinfected" sector with the rebel one. :)
About the mission briefing, I like the text you propose. Really, you're good at it and it's palpable. I thought of a mission briefing, but since people will play the map round after round, they will get pissed off of the briefing rapidly so I won't include one.
Also, I don't feel like making a mod out of my map. I won't go with things like the Ant Lion dropping players because that's the kind of complicated things that people won't bother after playing the map for awhile I think.

- The Rebel Loading area:sadly, it's one of the least complete area of the map visually. Also, I didn't want the rebels to spawn underground because it would be very easy for the combines to reach the spawn points and then spawnkill like crazy. Being on the roof eliminates this problem. I also wanted to provide a fun way for the rebels to spawn on the roof so I added a chopper. I couldn't make one from scratch so I used the combine one... why wouldn't the rebels steal one from the enemy? :)

- Mission Briefings: I'll let the "feel of the map" do the job here. No story or texts to read before you play.

- The Plasma Gate: the distance the combines have to rush to reach the sector door will be lenghtened. It was a bit in version 80% and will be more. This decision will make is easier for the combnes to advance and they won't feel like skweezed between 2 walls (it will help for optimisation too). Did you read my mind? The building on the left (the one with broken windows) was planned to be penetrable! Small dark rooms that can be accssed from the side windows of the building.

- The truck/weapon stockpile: I agree with you about people not using the front of the HQ well enough. But thats a choice of the player. I used it a lot because the rebels would defend the inside and closest hall more so I could slip in easier from the furthest hall. Remember, we were only 8 players. It'll be different at 12vs12! But I agree with you. The reason why I placed the weapons truck at the back of the HQ is because, its the safest place to place weapons that you need during combat. I mean, you wouldn't leave weapons in a truck in the street. :) Also, this location of the truck forces the combine into going at the back of the HQ which divides the Rebel defense into guarding the front and the back at the same time. I'll find a way of adding more deepness to the front HQ (street) gameplay for sure. I'm with you 100% there.

- The house (HQ): it's lacking all the visuals. It's all the same texture there. There will be glass in the windows and no more furnitures though. Performance issues might come and I don't want the rebels to block ALL accesses inside the HQ with furnitures! :) Barrels inside the house? Oil/gaz barrels are used to make fire and cook food. These barrels aren't supposed to be thrown at people but hey, we're playing HL2 and we have a gravgun! :).

- The rooftop: that was one of my first ideas. I like heights in games and letting the rebels attack from there would be nice. I pushed the idea asside because of spawn kill issues. I might try to put mg's up there and bring the idea back. Good point!

Turrets, striders,timers: these are all good ideas. They require more or less modding of the game and it takes time to reverse engineer a game. If time permits it, I'll see about these. I won't copy ideas from other maps/mods though! :)

Thanks for your good comments again, Acert93.

I got a bunch of good tricks in my magic bag, gimme some more time and you'll be even more amazed by the final version.


Allright! Back to mapping. I might have another testing session tonight so check it out on your server browser. I'll post the news in here also anyways!

MoonQuake
 
Thanks for the reply MoonQuake! Good points. Sometimes it is nice to bounce ideas back and forth, and all your points and ideas are excellent.

Your map is great as it is and I am sure whatever you do, when it is 100% done it will really be GREAT! Thanks for letting me test your map--best HL2DM experience yet :) Also, it is nice to have a map maker take feedback; it is nice to know that there are mod/map makers who listen to gamers ideas (that does not mean you have to use them of course). Good luck on the competition and I look forward to being slaughtered by you on your map :) The HL2 community is lucky to have you--BF players can all vouch for that!
 
MoonQuake I gotta ask, out of BattleCraft and Hammer, which do you find better/easier/more powerful to use?
 
Acert: Bouncing ideas back and forth is like when you filter gold from rocks: you end up keeping the rich and spit-out the rest. That's why I will always talk to the public gamers so I know I produce content made for gamers.

Eagle: I don't want to get away from the subject, but to answer your question I prefer Hammer simply because it's more powerful and complete.
 
Oh man, I can't find this map anywhere? Could someone please hook it up. I'm much interested to play.
 
One thing I loved about Battlecraft: Vietnam is to customize the foliage brushes :)
Really easy to make nice forests.

I can't find your server btw, really want to try this.

Filtering with map name 'TDM' or anything else doesn't provide any hits
 
Ditto, I'd love to test it

c'mon organize another session in ehm, 3 hours or so :p
 
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