Re: [map] Dm_Industrial
Posted by Dancefloorasaurus on Sat Jun 6th at 9:52am 2009
Thanks for the reply, Riven.
I plan on opening up Hammer later today (it's 3:30am right now), and making more ground.
A couple quick comments:
Thanks for giving me flak about the brick beam. I've gotten it before. I understand how it wouldn't be used for such a support, but perhaps the bricks could be cosmetic? I like the imposing look they give to the room, that I feel metal supports wouldn't accomplish. If I destroyed it a little, with the brick facade falling off, do you think it would be more believable? You're an architecture student, so I ask, would this work if the concrete was pre-stressed? If not, I'll scrap them, I'm about 60/50% for them staying or going right now.
You'll probably catch the old school formed concrete foundation texture on some of the walls. It's not accurate.

Dancefloorasaurus
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Re: [map] Dm_Industrial
Posted by haymaker on Sat Jun 6th at 3:27pm 2009
Had a run around here
pros:
- frames are good, try to keep them to at least 75% of where they are
- good proportions mostly, looks like it will get to be a fast map
- lots of potential
cons:
- capital letters in name
- tired theme, done to death. Don't try to ape steamlab :P
- beta lighting is bland. Not too dark, but a couple of nice light_spots will fire this place up dramatically. Check out dm_icepick for an excellent "industrial" map. Also more skylights and light_env will be effective.
- couple of sticky props, better nonsolid: blue door on th floor, vertical pipes directly near that, some vertical pipes farther on, etc. Anything that a player can get stuck on.
- crates should have consistent phys behaviour
- missing texture on a few bits of beamwork
- bad text alignment on rounded corners
- red electrical room needs to be bigger for gameplay, try to cheat the entrances wider too somehow? Similarly the nice glass door frames youve made, try deleting one side of them.
- idk what it is but somehow you've made the easy jump from the shelf-top to the the top of the electrical device difficult, sort that out, will come in handy for item placement later
- seems like there's one too many hallways, idk if its possible to simplify your transit routes, maybe make another room in there somewhere that's vis-isolated. That or make the hallways 1.5 - 2x as wide to avoid frustrating gameplay. It's ok to have narrow halls imo, as long as they're not the primary route.
- Ceilings on stairs in DM are better off going level with the top height rather than following the slope, allows for faster downward travel
- the lockdown-style control room is too small for those physprops in it, suggest expanding it to the right as standing by the conc pipes, keeping the hall corner intact for vis. Could go to the left a bit too.
-Standing down at those pipes again, the engine can see into the next area with the broken railing. Defeats the purpose of having the convoluted corners, either make it a straight hole or set the dorrways frather apart to allow for proper hinting there.
-maybe replace a ladder or two with metal stairs, better gameplay
-dynamic light there is costing way more than it's worth to render, can hardly see it. Best not to have these in DM at all unless the'yre vis-isolated
-the hall with the shelf down the centre, and the 3 lights, again too cramped
-agree with Riven about the brick beams, too farfetched. Bricks set like that would have a metal angle iron under them, and be decorative only. Suggest scrapping that idea as it's so high up anyway.
- room in the last shot, I would move that whole shelf-window-ladder assembly back another 256 or so, make a longer room. Right now theres nowhere to jump from the top.
-and the broken beam while nice still has a ceiling above it, strange situation
Sorry about the overbalanced list. Looking forward to future versions !

haymaker
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