This is a a discussion topic for the map "dm_nightmare_church (BETA4)" by gtamike_TSGK which can be found here
Map description:
dm_nightmare_church (BETA5)
This is a scary church map for HL2DM.
The map took 8 months to build, alot of that time was making the map look nice.
I'm looking for feedback any kind so I can improve the map, so post what you think so far for this BETA stage!
Download Link (B5)
http://gtamike.tsgk.com/my_maps/hl2mp/maps/dm_nightmare_church_b5.bsp.bz2
______________________________________________________________________
->-The Beta Updates-<-
BETA 2
Frame rates improve in sewer and the rest of the map.
You can now go in the bell tower and the church roof!
More detail in bath room area.
Use sprites above objects that have a use feature.
Network performance improved (needs testing)
A few texture changes/improvements
Fixed crash if trap was used on linux servers
Grave teleport now works with 600 and 400 gravity.
Added fog at gate where the 2 zombies are.
Some Sounds are much louder to make people jump.
Clock hands now have a ghost distort effect
Fixed bug where clock hands didn't fall to the ground after they stop turning.
Hedges now has lighting on top surface.
Green cuter Sprite on locked door near transformer area.
Dead girl on the ground in the Hedge area is more noticeable to the player.
Updated the texture that saying not to feed the fish with added "Gremlins" images.
On drop the model gnone will face the player and stand up right on the ground better than before.
Fixed bug with green metalgate texture near the blood bath area
Lighting on wall improved in fire place for the candle
Updated 2D concept art terxture
The TV static will not turn off when you use the phone, the girl will still appear on tv screen
Added NEW TRAP!
Added garbage outside of the dumpster
When "Combat Box" button has been pressed a light will flash in the church showing where the "Combat Box" has spawned.
Added text message about "multicore rendering" this display in 180 sec's on map load.
Black Crosses s in the map now have a Glow Moving Effect to show you can shoot them.
Tree near grave hp charger lights up green and red depending on charger.
Toilet sound in bath room
Added skulls in the sewer
Sprays near Dr Freemans body on the wall.
Change texture near transformer area in the wall.
Small clock in TV room has a tick sound loop.
Also alot of bugs have been fixed and map tweaks.
Performance Changes
Code:
Converted door arch ways to models.
Converted white stairs to model hedge.
The inside of the detailed church roof is now a single model.
Some overlays (like decals) now have a set fade.
When in the sewer the rest of the outside map area will not be visable/rendered. (optimized/func_areaportalwindow)
Sparks and lasers in transformer area have been optimized
and will not be rendered if no players are near by.
Made some areas/brushes func_detail for performance.
Map shadows have been optimized (light map scale)
Lowered some of the model textures resolution.
Most models have a Set Fade Distance.
Green water that runs down the walls in Sewer will only render/spawn if you're near it.
Removed bats and shooting flies in web feature.
Removed 1 moving zombie by the front gate.
Changed alot of "prop_dynamic" models to cheaper "prop_static".
Changed alot of "prop_ragdolls" have been changed to cheaper models.
Converted some brushes to func_lod.
Sounds in the map are alot more optimized.
______________________________________________________________________
BETA 3
The "Welcome Screen Bug" and some "Loop Sound Bugs" if you
rejoin server annoyed me and some testers, so i've done a quick fix.
FIX LIST
I Removed the "Welcome Screen" as it does not obey my commands if more that 1 player is on server.
Fixed strange random phone ring sound in odd places after used by player and if others rejoins server.
Fixed strange random baby crying that plays every where if someone rejoins server.
______________________________________________________________________
BETA 4
Beta 4 Updates
Code:
Sprite optimation transformer area
Booster.wav louder and optimated
More frame rate optimation (Vis leaf)
Small changes to a few lights
Beta screen image improved
Beta texture in wall changed
Few small map fixes
Map file size compression
Code:
From
dm_nightmare_church_b3 (201MB .BSP)
dm_nightmare_church_b3 (92.3MB .BZ2)
To
dm_nightmare_church_b4 (125MB .BSP)
dm_nightmare_church_b4 (59.5MB .BZ2)
______________________________________________________________________
Beta 5
Teddy bear changes texture skin on gravity gun pick up and drop. (Evil and Good change)
Player spawns have been rased
Flies in web texture resize/fixed
Fixed sprite in transformer area
Gmans head moved in kitchen sink
24 models have been re-compiled to support "prop_staic" (These models use no stress networking on server)
5 models changed to "prop_staic" (no re-compiled needed) (These models use no stress networking on server)
The green metal railing near the clock area can be jumped over now.
The benchs inside the church are not soild now (helps for player movement)
You can now throw greandes over the hedge maze area
Sometimes the server does not load some models (this should be fixed now)
Sprite fire animation works now
Trap sound now works now
Fire extinguisher sound is less loud
Picture on wall near toilet is darker
______________________________________________________________________
gtamike_TSGK
www.gtamikes-maps.piczo.com
______________________________________________________________________
Map screenshots:
Screenshots for:
1
Re: [map] dm_nightmare_church (BETA5) DEC 28
Posted by gtamike_TSGK on Sat Dec 17th at 12:59pm 2011

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Posted by gtamike_TSGK on Sat Dec 17th at 12:59pm 2011
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Re: [map] dm_nightmare_church (BETA5) DEC 28
Posted by gtamike_TSGK on Mon Jan 2nd at 12:35pm 2012

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Posted by gtamike_TSGK on Mon Jan 2nd at 12:35pm 2012
No feedback? lol
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Re: [map] dm_nightmare_church (BETA5) DEC 28
Posted by haymaker on Mon Jan 2nd at 6:44pm 2012
Posted by haymaker on Mon Jan 2nd at 6:44pm 2012
yeah this game is off the 'map' for most people unfortunately...I've told you in chat but i'll say it again here, this is top notch pub material, pretty much an instant classic. Maybe a nice youtube will get some more comments, as there is so much environmental interaction. For this reason alone I recommend just running around in it as there are some good laughs to be had even offline.
Re: [map] dm_nightmare_church (BETA5) DEC 28
Posted by gtamike_TSGK on Wed Jan 4th at 7:08pm 2012

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Posted by gtamike_TSGK on Wed Jan 4th at 7:08pm 2012
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Re: [map] dm_nightmare_church (BETA5) DEC 28
Posted by gtamike_TSGK on Sun Jan 8th at 10:20pm 2012

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Posted by gtamike_TSGK on Sun Jan 8th at 10:20pm 2012
At last I got my old school friend to take a picture of his art work of the church, on October 2011 he saw a preview of my map dm_nightmare_church".
My map inspired him to make a painting that includes many visual features the map has.
E.G. body in bush, blood water fountain, clock tower, owl in tree, evil doll, and some building design features my church has and more! ;-)
This artist has also done concept art for me in the past for my maps called "dm_lost_base_bcc_final and dm_unreal_factory_hd_b1".
This is the first map Illustration art work i've got from him and i'm very impressed.
I've added the image in attachment for others to download and zoom in to see the small details.
Taken with 14 megapixel camera for details to be seen.
Image by: Alex Brown (my old school friend)
Church Illustration Art Painting Picuture (Front Cover For Map)

____________________________________________________________________________
My friend wanted this to be a loading screen when you join any server, so you have something to look at when downloading server files etc
Picture

-----> Download - Loading Screen Version
http://forum.tsgk.com/viewtopic.php?p=64132#64132

Image Download (zip)
http://www.mediafire.com/?03v07z1uatvpj7n
My map inspired him to make a painting that includes many visual features the map has.
E.G. body in bush, blood water fountain, clock tower, owl in tree, evil doll, and some building design features my church has and more! ;-)
This artist has also done concept art for me in the past for my maps called "dm_lost_base_bcc_final and dm_unreal_factory_hd_b1".
This is the first map Illustration art work i've got from him and i'm very impressed.
I've added the image in attachment for others to download and zoom in to see the small details.
Taken with 14 megapixel camera for details to be seen.
Image by: Alex Brown (my old school friend)
Church Illustration Art Painting Picuture (Front Cover For Map)

____________________________________________________________________________
My friend wanted this to be a loading screen when you join any server, so you have something to look at when downloading server files etc
Picture

-----> Download - Loading Screen Version
http://forum.tsgk.com/viewtopic.php?p=64132#64132
Image Download (zip)
http://www.mediafire.com/?03v07z1uatvpj7n
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Re: [map] dm_nightmare_church (BETA5) DEC 28
Posted by Riven on Mon Jan 9th at 12:26am 2012

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Posted by Riven on Mon Jan 9th at 12:26am 2012
I've been meaning to sort of say something about this map for a while. I spent a good 45 minutes in the map offline. I've discovered most of the secrets I think, and I feel like I've got a good 'feel' for the map. But my problem isn't so much with the map itself, as for my taste in it.
The map itself is made for gritty pub matches that are for fun and don't really care if the map looks good, or if the setting is believable. I'm fine with that, but I'm not one to really comment on it I suppose.
As my experience, I would rather comment on such criticisms that I'm thinking would be irrelevant for this map's purpose. I would rather comment on the Church's layout or detail to the stained glass windows, but those things wouldn't really matter to the gameplay. So, while I'd like to promote the map, I can't say it's my kind of map.
The map itself is made for gritty pub matches that are for fun and don't really care if the map looks good, or if the setting is believable. I'm fine with that, but I'm not one to really comment on it I suppose.
As my experience, I would rather comment on such criticisms that I'm thinking would be irrelevant for this map's purpose. I would rather comment on the Church's layout or detail to the stained glass windows, but those things wouldn't really matter to the gameplay. So, while I'd like to promote the map, I can't say it's my kind of map.
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Re: [map] dm_nightmare_church (BETA5) DEC 28
Posted by gtamike_TSGK on Fri Jan 13th at 12:00am 2012

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Posted by gtamike_TSGK on Fri Jan 13th at 12:00am 2012
V2 of the loading screen is out.
Download - Loading Screen Version
http://forum.tsgk.com/viewtopic.php?p=64132#64132

Download - Loading Screen Version
http://forum.tsgk.com/viewtopic.php?p=64132#64132

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Re: [map] dm_nightmare_church (BETA5) DEC 28
Posted by Le Chief on Fri Jan 13th at 11:22pm 2012
Posted by Le Chief on Fri Jan 13th at 11:22pm 2012
Pub material is the perfect term to describe this map, and I think that is a compliment in this case. There's a lot of effort put into those novelties such as the graveyard health recharger and the doll that makes sounds and even the running water on the walls. Those things are really amusing.
I cant say much for the gameplay/layout because I just watched the video but im sure there is fun to be had on this map.
I guess the thing that is lacking in the map is perhaps the least important and requires a lot of thought and effort to achieve.. the quality in the aesthetic style/composition. The Church is the main feature in the map but it's not much of a sight when viewed from the outside, it feels like you can tell its a brush construction and not a cool spooky church kind of thing. The garden around the church is "noisy" enough and the lighting in some of the places looks like its going in the right direction but when you view it as a whole I think it could be done better. That said it's not unslightly and it does show you have experience making maps.
But it's cool, nice one
I cant say much for the gameplay/layout because I just watched the video but im sure there is fun to be had on this map.
I guess the thing that is lacking in the map is perhaps the least important and requires a lot of thought and effort to achieve.. the quality in the aesthetic style/composition. The Church is the main feature in the map but it's not much of a sight when viewed from the outside, it feels like you can tell its a brush construction and not a cool spooky church kind of thing. The garden around the church is "noisy" enough and the lighting in some of the places looks like its going in the right direction but when you view it as a whole I think it could be done better. That said it's not unslightly and it does show you have experience making maps.
But it's cool, nice one
Re: [map] dm_nightmare_church (BETA5) DEC 28
Posted by Captain Terror on Wed Jan 18th at 6:52am 2012
Posted by Captain Terror on Wed Jan 18th at 6:52am 2012
Great map sir!
Unfotunately, i only walked through briefly, but i loved the copious amount of thoughtfully detailed scenes and effects! One of the best "haunted" maps i've seen.
I shall try to play through more later and give you more in-depth feedback if you like. I would love to poke around in your vmf to see how you pulled off some of those effects!
Try posting at interlopers or twhl and other mapping sites(if you haven't already) to get some more feedback. Does planet phillip take hl2dm maps or only sp maps?
Great work sir, love it!
Unfotunately, i only walked through briefly, but i loved the copious amount of thoughtfully detailed scenes and effects! One of the best "haunted" maps i've seen.
I shall try to play through more later and give you more in-depth feedback if you like. I would love to poke around in your vmf to see how you pulled off some of those effects!
Try posting at interlopers or twhl and other mapping sites(if you haven't already) to get some more feedback. Does planet phillip take hl2dm maps or only sp maps?
Great work sir, love it!
Re: [map] dm_nightmare_church (BETA5) DEC 28
Posted by Captain Terror on Wed Jan 18th at 7:08am 2012
Posted by Captain Terror on Wed Jan 18th at 7:08am 2012
subscribed to this sir! (can we subscribe to users as well?)
I would have edited my previous post, but the edit button wasn't showing up for me before fsr, and the site in general is loading very s l o w for me fsr. Sorry! :P
I would have edited my previous post, but the edit button wasn't showing up for me before fsr, and the site in general is loading very s l o w for me fsr. Sorry! :P
Re: [map] dm_nightmare_church (BETA5) DEC 28
Posted by gtamike_TSGK on Wed Jan 18th at 12:07pm 2012
Thanks
If you don't mind giving a more in-depth feedback that would be great.

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Posted by gtamike_TSGK on Wed Jan 18th at 12:07pm 2012
Quoting Captain Terror
Great map sir!
I shall try to play through more later and give you more in-depth feedback if you like. I would love to poke around in your vmf to see how you pulled off some of those effects!
Try posting at interlopers or twhl and other mapping sites(if you haven't already) to get some more feedback. Does planet phillip take hl2dm maps or only sp maps?
Great work sir, love it!
I shall try to play through more later and give you more in-depth feedback if you like. I would love to poke around in your vmf to see how you pulled off some of those effects!
Try posting at interlopers or twhl and other mapping sites(if you haven't already) to get some more feedback. Does planet phillip take hl2dm maps or only sp maps?
Great work sir, love it!
Thanks
If you don't mind giving a more in-depth feedback that would be great.
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Re: [map] dm_nightmare_church (BETA5) DEC 28
Posted by Captain Terror on Wed Jan 18th at 7:59pm 2012
Posted by Captain Terror on Wed Jan 18th at 7:59pm 2012
ok sir np!
As far as feedback, i feel for this map you should not really change a thing, because as stated above, earlier, it is perfect for what it is. And again, i'm astonished by the complexity and scary-fun-ness of all the gags, jsut great! (that ring girl behind me my back really scart ths shit out of me!)
For your NEXT horror map, i would try to pick one theme and try keeping it consistent throughout the map, like naticus's camp crystal lake map:
http://www.gamebanana.com/maps/146360
One improvement though you could do easily is add some displacements, as most of the terrain while beautifully detailed, seems really flat.
I would love to play this on a server sometime to see how it playS! hit me up on
steam if you ever want to create a server. steamname: captain0terror
If i play it again and can think of anything else, i'l let you know!
As far as feedback, i feel for this map you should not really change a thing, because as stated above, earlier, it is perfect for what it is. And again, i'm astonished by the complexity and scary-fun-ness of all the gags, jsut great! (that ring girl behind me my back really scart ths shit out of me!)
For your NEXT horror map, i would try to pick one theme and try keeping it consistent throughout the map, like naticus's camp crystal lake map:
http://www.gamebanana.com/maps/146360
One improvement though you could do easily is add some displacements, as most of the terrain while beautifully detailed, seems really flat.
I would love to play this on a server sometime to see how it playS! hit me up on
steam if you ever want to create a server. steamname: captain0terror
If i play it again and can think of anything else, i'l let you know!
Re: [map] dm_nightmare_church (BETA5) DEC 28
Posted by gtamike_TSGK on Wed Jan 18th at 8:14pm 2012
Ah yes displacements i'll properly do that to the dirt where the zombies are near the front grate.
HL2DM Server IP: http://www.gametracker.com/server_info/178.32.28.183:27015/
Website: http://gtamikes-maps.piczo.com

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Posted by gtamike_TSGK on Wed Jan 18th at 8:14pm 2012
Quoting Captain Terror
ok sir np!
As far as feedback, i feel for this map you should not really change a thing, because as stated above, earlier, it is perfect for what it is. And again, i'm astonished by the complexity and scary-fun-ness of all the gags, jsut great! (that ring girl behind me my back really scart ths shit out of me!)
For your NEXT horror map, i would try to pick one theme and try keeping it consistent throughout the map, like naticus's camp crystal lake map:
http://www.gamebanana.com/maps/146360
One improvement though you could do easily is add some displacements, as most of the terrain while beautifully detailed, seems really flat.
I would love to play this on a server sometime to see how it playS! hit me up on
steam if you ever want to create a server. steamname: captain0terror
If i play it again and can think of anything else, i'l let you know!
As far as feedback, i feel for this map you should not really change a thing, because as stated above, earlier, it is perfect for what it is. And again, i'm astonished by the complexity and scary-fun-ness of all the gags, jsut great! (that ring girl behind me my back really scart ths shit out of me!)
For your NEXT horror map, i would try to pick one theme and try keeping it consistent throughout the map, like naticus's camp crystal lake map:
http://www.gamebanana.com/maps/146360
One improvement though you could do easily is add some displacements, as most of the terrain while beautifully detailed, seems really flat.
I would love to play this on a server sometime to see how it playS! hit me up on
steam if you ever want to create a server. steamname: captain0terror
If i play it again and can think of anything else, i'l let you know!
Ah yes displacements i'll properly do that to the dirt where the zombies are near the front grate.
HL2DM Server IP: http://www.gametracker.com/server_info/178.32.28.183:27015/
Website: http://gtamikes-maps.piczo.com
gtamike_TSGK
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Location: UK

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Re: [map] dm_nightmare_church (BETA5) DEC 28
Posted by gtamike_TSGK on Wed Jan 18th at 8:17pm 2012
Ah yes displacements i'll properly do that to the dirt where the zombies are near the front grate.
HL2DM Server IP: http://www.gametracker.com/server_info/178.32.28.183:27015/
Website: http://gtamikes-maps.piczo.com

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Posted by gtamike_TSGK on Wed Jan 18th at 8:17pm 2012
Quoting Captain Terror
ok sir np!
As far as feedback, i feel for this map you should not really change a thing, because as stated above, earlier, it is perfect for what it is. And again, i'm astonished by the complexity and scary-fun-ness of all the gags, jsut great! (that ring girl behind me my back really scart ths shit out of me!)
For your NEXT horror map, i would try to pick one theme and try keeping it consistent throughout the map, like naticus's camp crystal lake map:
http://www.gamebanana.com/maps/146360
One improvement though you could do easily is add some displacements, as most of the terrain while beautifully detailed, seems really flat.
I would love to play this on a server sometime to see how it playS! hit me up on
steam if you ever want to create a server. steamname: captain0terror
If i play it again and can think of anything else, i'l let you know!
As far as feedback, i feel for this map you should not really change a thing, because as stated above, earlier, it is perfect for what it is. And again, i'm astonished by the complexity and scary-fun-ness of all the gags, jsut great! (that ring girl behind me my back really scart ths shit out of me!)
For your NEXT horror map, i would try to pick one theme and try keeping it consistent throughout the map, like naticus's camp crystal lake map:
http://www.gamebanana.com/maps/146360
One improvement though you could do easily is add some displacements, as most of the terrain while beautifully detailed, seems really flat.
I would love to play this on a server sometime to see how it playS! hit me up on
steam if you ever want to create a server. steamname: captain0terror
If i play it again and can think of anything else, i'l let you know!
Ah yes displacements i'll properly do that to the dirt where the zombies are near the front grate.
HL2DM Server IP: http://www.gametracker.com/server_info/178.32.28.183:27015/
Website: http://gtamikes-maps.piczo.com
gtamike_TSGK
member
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Registered: Oct 22nd 2008
Location: UK

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