dm_powersurge
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Re: dm_powersurge
Posted by Atrocity on Sat Dec 11th at 9:15am 2004


I hope you guys like my map. Here is a few pictures of it but they are old, Give it a test.

http://stu.aii.edu/~crw152/dm_powersurgebeta50000.jpg

http://stu.aii.edu/~crw152/dm_powersurgebeta50001.jpg

atrocity.vertexninjas.com

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Re: dm_powersurge
Posted by Crackerjack on Sat Dec 11th at 3:28pm 2004


Lighting is really bland, and its hard to pick out the brushwork cause everything blends together, there is no contrast. I also believe that this might be a little to open. And we would be better for a different gameplay style.

3- points to remember while doing a DM map.

-Layout

-weapon layout

-and Z-axis action

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Re: dm_powersurge
Posted by Night-Wolf on Sat Dec 11th at 3:39pm 2004


Looks pretty good, try adding some subtle lighting outside to give it some contrast. Give us some closer screenies too:)



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Re: dm_powersurge
Posted by Atrocity on Sat Dec 11th at 6:28pm 2004


Indeed it is very open, but it also has its closed spots too. I'm sick of all Dm maps being all closed in and small. Like I sad those screenshots are old, and that version of the map on my site had some problems, but alot of people on the steam forums seem to like it.



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Re: dm_powersurge
Posted by Neural Scan on Sat Dec 11th at 6:52pm 2004


The reason people on Steam forums like it is because they don't know the first thing about a good map. We, on the other hand are far more critical of people's work.

I do like your map, but I can't see much, it's far too dark. Either a) Increase the light_environment brightness or b) add some lights outside. Adding lights outside could also be good to direct people to important places.

Overall I like the map though, but I do agree with Crackerjack as the lighting is very bland.
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Re: dm_powersurge
Posted by Night-Wolf on Sat Dec 11th at 6:57pm 2004


I think the trouble is all the textures tend to blend together especially using that light too, brown walls, brown roofing and orange light:/ Tends to make it a bit wishy washy. The map looks good, just try work on some lighting:) oh and more pics please;)



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Re: dm_powersurge
Posted by RabidMonkey777 on Sat Dec 11th at 7:30pm 2004


That gigantic danger sign in the first pic looks odd.



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Re: dm_powersurge
Posted by ReNo on Sat Dec 11th at 7:49pm 2004


Looks not bad so far. Obviously as others said the lighting needs some serious work, and it would help if you modified the outside cliffs to stop them being, essentially, the sides of a box. Vary their height in particular.
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Re: dm_powersurge
Posted by Atrocity on Sun Dec 12th at 5:32am 2004


I've been compiling this map for a while, it takes a while to get to the final stages of vis its been on 9... fir a while, I still see flucuation or what ever word im looking for,in my cpu useage, did it freeze or is it taking forever?



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Re: dm_powersurge
Posted by RabidMonkey777 on Sun Dec 12th at 5:43am 2004


Fluctuation?

It's just taking a while. To quicken your VIS time, use some hint brushes, areaportals, occluders, or even just func_detail some things to reduce splitting and leaf creation.




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Re: dm_powersurge
Posted by Atrocity on Sun Dec 12th at 7:52am 2004


yeah I didn't now what word I was going for..... sorry. But I'll need to read up on how occluders, and area portals work unless some oen has somethign they can copy paste into here.



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Re: dm_powersurge
Posted by Night-Wolf on Sun Dec 12th at 11:17am 2004


? quoting RabidMonkey777
Fluctuation?

It's just taking a while. To quicken your VIS time, use some hint brushes, areaportals, occluders, or even just func_detail some things to reduce splitting and leaf creation.

Monkey can you explain What all of these do and how to use them. Would appreciate it:)





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Re: dm_powersurge
Posted by ReNo on Sun Dec 12th at 5:38pm 2004


Go to the official SDK and read up on them. Its not the best documentation in the world but it covers the basics.

http://www.valve-erc.com/srcsdk/Levels/performance_and_visibility.html
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Re: dm_powersurge
Posted by IshKaBibble on Wed Dec 15th at 3:02am 2004


i think i get it now, cs map = better if open for snipers n realism n sutch, dm maps = need to be close so u can run into someone around the corner and blow head off!!!!!



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Re: dm_powersurge
Posted by Atrocity on Mon Dec 20th at 3:33am 2004


atrocity.vertexninjas.com/pictars/dm_powersurge_preview.rar [addsig]



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Re: dm_powersurge
Posted by Atrocity on Thu Jan 20th at 2:31pm 2005


Well it's finished and submitted. Here are 2 pictures of the final version.

http://atrocity.vertexninjas.com/mappics/dm_powersurgefinal0001.gif
http://atrocity.vertexninjas.com/mappics/dm_powersurgefinal0005.gif

Hope you guys like it, before you rip it apart =/ [addsig]




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Re: dm_powersurge
Posted by ReNo on Thu Jan 20th at 6:32pm 2005


Over 300kb per image? Thats why you never use gif's for screenshots Also, use either [*url] or [*image] (without the asterisks) to post links or images respectively - figured you'd know all of these things by now to be honest!

Screenshots don't look bad, but I really dislike the fog. In my opinion it just makes everything look really washed out. The spotlights in the second shot don't look to originate from the actual lights either.
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Re: dm_powersurge
Posted by Atrocity on Thu Jan 20th at 6:40pm 2005


The fog was corrected so it doesn't wash everything out, I don't have the final map to update the pics. I should know the link thing but I forget things from time to time. Sorry for size didn't realize they were that huge. [addsig]



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Re: dm_powersurge
Posted by Nickelplate on Thu Jan 20th at 8:10pm 2005


here's what to do, change the skybrush to a darker, nighttime picture. This is about power, and what better way to imply electricity than LIGHTS! Also if it is dark outside, no one will notice the REALLLY blocky cliffs (i am not insulting, I am saying that you can keep the cheaper cliffs and cut down on the lag in your map[lag that would happen if you made the cliffs really elaborate]) [addsig]



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Re: dm_powersurge
Posted by Atrocity on Thu Jan 20th at 8:18pm 2005


Powersurge is just the name. It takes place at a more or less decaying Dam. I did make the cliffs lower displacement because of the issues with FPS. I would also try nightime but it seems a lot of people are making nighttime maps.

It's to late to change things now. Thanks for the comments though. [addsig]





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