Battle_Creek
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Re: Battle_Creek
Posted by rs6 on Sun Jan 2nd at 8:13pm 2005


This is a BETA release. pleas test it for me. If there is anything that you don't like or something needs to be fixed tell me.

Known issues i don't know how to fix:

1.Lines in the sky box.

2. Lighting issues on the ramps leading to the overwatch things.

The downloadable link is too big to fit in the map screen so here it is:

http://209.245.59.181/Gimme/55351964/55805488/47435405/E77C669A-39C4-4A81-82D0-A06457527962/0.119423/2/battle_creek_beta.zip





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Re: Battle_Creek
Posted by Orpheus on Sun Jan 2nd at 8:37pm 2005


please fix your post/reply

use the BBCodes for their intended purpose. [ url=link address] name [/url ]

put the url address in the "link address" spot, and the name between the ]battle_creek[

be sure to NOT include the spaces

[addsig]




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Re: Battle_Creek
Posted by Guessmyname on Sun Jan 2nd at 9:07pm 2005


Oaky Dokey...

1. Fix the damn post: I though Snarkpit was having issues when I first saw it.

2. Change the rocks a bit - they look really pointy and ugly

3. Use a displacement for the grassy bit - that also looks ugly!

4. Expand your skybox if you're going to put an RPG in! With skyboxes when a bullet (or rocket) hits it it just dissapears - you know, "gone away into the distance!" But if its too close (and it is) you see a big rocket fly then suddenly dissapears it just looks wrong

5. Theres something dodgy about your cliff ramps - the texture keeps turning black! Have a search through the Snarkpit forums and see if you can find a fix - you might be using a model texture - they cause theese kind of issues

EDIT: The ingame console says this: hit surface has no samples. I do however remember reading that that has something to do with grass sprites.

6. Its insanely hard to get out of the river in the middle, and in the real Battlecreek it wasn't that deep, infact it was fairy shallow, to the point where crouching didn't get you underwater

7. Its a little bright too

8. Use cubemaps at the base doors - the suddenly red, suddenly normal looks a little wierd

9. You might want to change the teleporters a bit

10. Holy crap, holey cliffs!

http://img123.exs.cx/my.php?loc=img123&image=holey5tq.jpg

11. You've got some decal issues here. Also look at the lighting in the top right corner!

http://img44.exs.cx/my.php?loc=img44&image=overlays0wl.jpg

12. Another cudemap needed:

http://img155.exs.cx/my.php?loc=img155&image=lighting4eb.jpg

Good Stuff:

1 I like the blood on the walls in the bases!
2 And the floaty blue barrel things in the water
3 The way the shotgun is hidden underwater - for a while I thought you'd added shotgun shells but no shotgun (the shotgun ammo floats by the way)
4 I didn't spot lines in your skybox so that isn't a problem!

And how the hell did you make those rocks? I can't figure out how to make hem diplacements, did you use the triangle method?
[addsig]




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Re: Battle_Creek
Posted by Orpheus on Sun Jan 2nd at 9:29pm 2005


i gotta ask, cause this is driving me nuts, how the hell can someone possibly create a 2 inch square screenshot and be almost 200 k?

that has GOT to be by DESIGN not accidental.

a screenshot that small couldn't possibly be over 10 or 11k.

can someone whom is not a damned admin please explain this to me????????

[addsig]




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Re: Battle_Creek
Posted by Guessmyname on Sun Jan 2nd at 9:31pm 2005


I'm using pngs because someone told me they were small! Hang on, i'll convert them to jpegs instead - sorry Orph

EDIT: Okay, done. How's that?
[addsig]




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Re: Battle_Creek
Posted by Orpheus on Sun Jan 2nd at 9:43pm 2005


? quoting Guessmyname
I'm using pngs because someone told me they were small! Hang on, i'll convert them to jpegs instead - sorry Orph

EDIT: Okay, done. How's that?

dude, i no longer care that they "are" being posted, what i want to know is "why"?

why would anyone even bother? how would someone justify it?

i am not taking this out on you personally, this seems to be some sort of plague phenomenon or something.

it takes about 1.5 seconds to optimize any screenshot with XAT, and depending on bandwidth 5 to 20 seconds to upload. it would take upwards of a full minute to upload a 200-600k screen.

what i wanna know is, why? its already painfully obvious it is happening with frightening frequency.

[addsig]




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Re: Battle_Creek
Posted by Guessmyname on Sun Jan 2nd at 9:47pm 2005


Orph the biggest size out of those pics is 33.4 kb, so they should not take too long...

I also don't quite understand what you're saying - justify what? Posting pics that show where the damage is?

PS. If it sounds like I'm trying to argue / have a go at you I'm not
[addsig]




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Re: Battle_Creek
Posted by Orpheus on Sun Jan 2nd at 10:01pm 2005


? quoting Guessmyname
PS. If it sounds like I'm trying to argue / have a go at you I'm not

ditto, this is pointed at all the new members whom cannot seem to upload fair minded screens.. not you, you fixed yours already.

[addsig]




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Re: Battle_Creek
Posted by Guessmyname on Sun Jan 2nd at 10:04pm 2005


Thanks. I'll kill the berk who said pngs were the smallest...
[addsig]




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Re: Battle_Creek
Posted by rs6 on Mon Jan 3rd at 2:57am 2005


thanks for the help guess my name, ill get right on it.

As for the post...sry about that...its my damn free webhoster with such a long url. The post is so distorted the edit button doesn't even show up. AS for the webhost im trying to let a friend letme have some space.

BTW the rocks in the middle of the map are models from teh wasteland file in the all the HL2 models





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Re: Battle_Creek
Posted by Orpheus on Mon Jan 3rd at 3:02am 2005


if your site host allows external linking, just follow my directions and fix the error.

i tried to be specific, but can walk you through it again if you need it.

[addsig]




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Re: Battle_Creek
Posted by Leperous on Mon Jan 3rd at 11:29am 2005


/offtopic: PNGs are sometimes the smallest- often for text logos and the like- but definitely not for large images (JPGs are still king)



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Re: Battle_Creek
Posted by Orpheus on Mon Jan 3rd at 11:38am 2005


? quoting Leperous
/offtopic:

it is early, and sometimes i am easily amused, i wonder if this is just coincidence considering the subject matter?

please excuse my poor sense of humor.

[addsig]




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Re: Battle_Creek
Posted by rs6 on Sat Jan 8th at 2:27am 2005


I fixed up some of the problems mentioned before, well, here it is:

here

Please give me some feedback.




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Re: Battle_Creek
Posted by Joe-Bob on Sat Jan 8th at 4:37am 2005


I don't have Halo in front of me, but I seem to remember a lot more detail. Even if there wasn't, I think you could afford to make the map a little hilly... the map would probably benefit from the bases being placed higher than the river in the center.

I like where you were going with those throwable rocks. A few more prop_physboxes would go a long way in showing of HL2DM's fun physics gameplay.

The only serious problem I see is players camping those base roofs. You placed a nice amount of health and armor, and that EMP Rifle with 3 energy balls. That's just overkill, someone could knock away those dumpsters and have a nice 20-kill spree before anyone could do anything whatsoever.

Last, I think that this map could benefit from this tutorial on improved teamplay:
http://www.snarkpit.com/editing.php?page=tutorials&game=HL2&id=149
It has a few problems, so if the author doesn't update it by the time you look at it, please PM me and I'll send you a VMF that uses his very creative technique properly (allowing for normal HL2DM, not just teamplay).




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Re: Battle_Creek
Posted by Mouse on Sat Jan 8th at 5:18am 2005


I am holding out high hopes for this map because I used to thrash my buddy who had XBox on it for hours.

Few things from the screenshots:

The lighting is way too bland and bright. The original Halo map had a much more ambient light mood, kind of a grayish-greenish glow to it that made it attractive (for a map, I guess). It also was not that blindingly white.

You could do something real cool with a 3d Skybox where you have a bunch of cliffs that stretch very high. Think outside the box a little, both literally and figurativly.

On that note, the arcitecture on the buildings is not very appealing. I can't remember what the buildings looked like in Halo, exactly, but you should sit in front of that game and really try and copy them detail for detail. And if they still look awkward, then expirement a little bit, improve rather than re-create. Add trims, outer support beams, windows, etc etc.

The river in the original map was sort of curved, looked more like a river than a ditch. Your river looks like a ditch.

The rocks in the middle should be spread out a little bit more.



You said you were new to mapping, on first maps these sort of details can be really tough to wrap your head around. I'm definitly hoping that you are capable of pulling this map off, it is a fairly simple map in size but you need to recapture the feeling, too. This map was a GREAT duel map for Halo, simple as it is. And make sure you keep those teleporters in there because that was essential to the flow (they might be in there but I haven't actually played it yet).

I'll d/l the beta and test it out when I have time.




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Re: Battle_Creek
Posted by Myrk- on Sat Jan 8th at 11:45am 2005


Just needs more detail in general, from better lighting to some plants and grass and trims. [addsig]



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Re: Battle_Creek
Posted by habboi on Sat Jan 8th at 10:17pm 2005


Your map looks quite good and it would be cool if you could apply your outdoor talent on another map afterwards to make a super outdoor map! [addsig]



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Re: Battle_Creek
Posted by rs6 on Sat Jan 8th at 10:40pm 2005


on thing i tryed doing for this beta version was displacements on the ground. They looked good in Hammer but when compiled and loaded they would look good excpet on the edges, For some reaon it looked terrible on the edges of all the diplacements, It was really dark where ever a displacement on the gournd ended. So i took them out.

im gonna load up halo tonight and a wlak through this map and try to add some more detail to mine.

there are teleports in this map.

some more props_physics_mulitplayer would be a good idea probly, along with taking away some of the ammo on top of the bases.


Idk know about the teamplay thing, maybe ill put it in.

EDIT* i looked at the map in halo and halo 2 and i need a lot more detail on the bases; i hate my self now for making them look so crappy im gonna have to redo them.




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Re: Battle_Creek
Posted by rs6 on Mon Jan 10th at 2:49am 2005


I added some small stuff.

I in the process of redoing the bases too. I pretty much finished the blue base and am starting on teh red one. THey are a lot less plain now.





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