DmCore
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Re: DmCore
Posted by MisterBister on Wed Oct 27th at 3:45pm 2004


Finally the map is done.
I hope you will enjoy it as much as i have doing it .
Thanks to my friends the result became way over my expectations.
It really feels good to show my map here at this forum and i hope I will continue to do so.

feel free to comment either here or in my profilethingy.

Enjoy .





Download the map here:
http://home.no/misterbister/maps/DmCore.zip




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Re: DmCore
Posted by Orpheus on Wed Oct 27th at 4:02pm 2004


/me likes theme..

those textures look familiar too

i would check your profile pics.. 1 doesn't work 2 are the same shot.. and they are so long i have to look on the next page to see it all

800x600 works best.

very sweet looking though.

a word of advice, we love maps, we love maps in progress more than completed maps.. if the fanfare is not exactly what you were expecting, thats prolly it. a few of our members never learned that, and are continually disapointed in our responces.

good luck with your map.

and, welcome to the snarkpit.

[addsig]




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Re: DmCore
Posted by MisterBister on Wed Oct 27th at 4:06pm 2004


Thanks for the info. Ill keep that in mind and ill change the pics on the profile.




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Re: DmCore
Posted by Hugh on Wed Oct 27th at 4:45pm 2004


? quoting Orpheus

a word of advice, we love maps, we love maps in progress more than completed maps.. if the fanfare is not exactly what you were expecting, thats prolly it. a few of our members never learned that, and are continually disapointed in our responces.

Aye, that sounds like me, I always get upset about that... someday I'll learn.

[addsig]




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Re: DmCore
Posted by BlisTer on Wed Oct 27th at 6:29pm 2004


nice idea to use the walllight01 texture for "lightbows". global architecture looks nice and varied, though could be improved a bit for matching with textures here and there (like the transitions between wall and door-openings). for my personal taste i lack contrasting shadows for atmosphere, but i can imagine bright rooms make for a better deathmatch experience

nice job





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Re: DmCore
Posted by Tracer Bullet on Wed Oct 27th at 6:31pm 2004


Very pretty architecture, but all except for the last shot, you're lighting is very flat. I'm not seeing any shadows in the first two pics at all! [addsig]



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Re: DmCore
Posted by Orpheus on Wed Oct 27th at 6:37pm 2004


? quoting Tracer Bullet
Very pretty architecture, but all except for the last shot, you're lighting is very flat. I'm not seeing any shadows in the first two pics at all!

might be asking a bit much TB, how could he have shadows, when every square foot of the room has illuminating textures

the outside area has a significant amount less light fixtures

[addsig]




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Re: DmCore
Posted by Hugh on Wed Oct 27th at 6:40pm 2004


I think TB's point is that some of the lights could be removed. At least that's how I feel about the map, they're freaking everywhere and don't really appear to light much up outside of the brush itself. [addsig]



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Re: DmCore
Posted by Orpheus on Wed Oct 27th at 6:43pm 2004


you need not remove any, just decrease the bounces to 1.. make harsher light/dark lines that way.

you can also, decrease the illumination of the light textures, and put light spots close to the floors to make light/dark lines..

[addsig]




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Re: DmCore
Posted by Tracer Bullet on Wed Oct 27th at 7:12pm 2004


So, I downloaded the map?
I was shocked and dismayed to see these w_poly readings; completely unacceptable in a HL1 map. The odd thing was that it didn?t impact performance very much compared to what I experienced in Armada?



I took this shot because it is your very best area in terms of lighting. You see how there is a nice contrast between the red and the white lights? The rest of the level is almost completely lacking on this front.


This is a nice touch that gives the impression of a blindingly bright light in the ceiling? to bad there isn?t a pool of light on the ground to match.


This shot illustrates two things. First, the very good layout you have going here, and second, the absolute flatness of most of the lighting.


I have three words for you: FIX THE LIGHTING!
This could be one of those levels that makes other mappers cry with the desire to create something equally good, but IMO the lighting spoils everything. You just have too many sources that aren?t bright enough. Cut the number of sources you have by half or two-thirds, double their brightness, and become good friends with the light_spot entity. Whether you fix this map, or not take home this lesson: flat lighting = dead disinteresting level.
Oh yes, and fix that r_speed peak! [addsig]




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Re: DmCore
Posted by G.Ballblue on Wed Oct 27th at 8:02pm 2004


? quoting Tracer Bullet
So, I downloaded the map?
I was shocked and dismayed to see these w_poly readings; completely unacceptable in a HL1 map. The odd thing was that it didn?t impact performance very much compared to what I experienced in Armada?

You do realise there are maps out there where the r_speeds sore into the 2500's, and there isn't one bit of lag? If performance isn't affected, I wouldn't screw around with it then

[addsig]




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Re: DmCore
Posted by Paladin[NL] on Wed Oct 27th at 8:05pm 2004


a) make something good (or close to)

b) you get comments like these

c) you improve your map

d) we happy

e)you happy

f) we worship thou mapping "skills"

g)you take over world domination

h) to find out that HL2 doesn't have inbuild multiplayer

i) suicide numbers world wide rise out of tha scale





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Re: DmCore
Posted by Orpheus on Wed Oct 27th at 8:07pm 2004


? quoting G.Ballblue

You do realise there are maps out there where the r_speeds sore into the 2500's, and there isn't one bit of lag? If performance isn't affected, I wouldn't screw around with it then

*must resist.. must...........resist.*

some one else please take over, before i blow a circuit.

[addsig]




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Re: DmCore
Posted by Paladin[NL] on Wed Oct 27th at 8:09pm 2004


what's up doc?

oh well,

don't look at it as two-thousand-five-hundred...

look at it as a number





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Re: DmCore
Posted by ReNo on Wed Oct 27th at 9:33pm 2004


Ballblue, even I want to slap you for that comment
[addsig]




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Re: DmCore
Posted by Campaignjunkie on Wed Oct 27th at 9:55pm 2004


I concur. That's one of the stupidest things I've ever heard in a while. I would have thought you would know better.
[addsig]




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Re: DmCore
Posted by G.Ballblue on Thu Oct 28th at 2:33am 2004


Anyone care to explain the problem with my theory? [addsig]



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Re: DmCore
Posted by fraggard on Thu Oct 28th at 2:50am 2004


? quoting G.Ballblue
Anyone care to explain the problem with my theory?

a) It's your theory.
b) The HL engine was not designed to handle WPolies over 800. It can handle around 1500 at best.





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Re: DmCore
Posted by fraggard on Thu Oct 28th at 2:50am 2004


Quadruple post?! I have no clue how this happened... My connection timed out during the post, so bleh.





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Re: DmCore
Posted by fraggard on Thu Oct 28th at 2:51am 2004


.






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