dm_Void
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Re: dm_Void
Posted by Finger on Thu Jan 13th at 12:36am 2005


Whats the trick??!!! I have a similar problem with my map.





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Re: dm_Void
Posted by Joe-Bob on Thu Jan 13th at 12:55am 2005


? quoting Finger
Whats the trick??!!! I have a similar problem with my map.


http://www.snarkpit.com/editing.php?page=tutorials&game=HL2&id=153
This is the method I used a while back when I thought that my map would need it. I changed the layout slightly so that it isn't required now, but it works just fine.




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Re: dm_Void
Posted by Finger on Thu Jan 13th at 1:04am 2005


Ugh.. what a hassle. I think I would rather just teleport the props back to a few different locations, using the !activator method. Damnit, why cant the break/respawn thing work properly...Rarrrr!



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Re: dm_Void
Posted by W01f on Sat Jan 15th at 3:05am 2005


Mirror: http://www.kain-9.com/maps/HL2-maps/dm_void.zip

Alright, I'm releasing this a day early because I'm going to be busy tommorow. Everything you need to know should be in the Readme. If not I'd be happy to answer any questions.

I'd love to hear your thoughts about the map, specifically the gameplay. I did put a lot of thought into the (small) layout, and tried to place all the weapons/items as strategically as possible. So let me know how I did in that aspect, and let me know what I could have improved.

Right now it's only up on one server, with an 8 player max (which might actually be too many...but we'll see) Feel free to put it up on your own server.

IP: 66.148.239.44:27015 (Edit: I forgot to mention that for some reason some of the map sounds don't work on this server..and that kinda takes away from the atmosphere...all the more reason to start putting it up on other servers )


Screens: (I was too lazy to take new screens so these ones are old)
http://www.infosprite.com/members/W01f/dm_void0009.jpg
http://www.infosprite.com/members/W01f/dm_void0230.jpg
http://www.infosprite.com/members/W01f/dm_void_2.jpg
http://www.infosprite.com/members/W01f/dm_void_1.jpg




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Re: dm_Void
Posted by W01f on Tue Jan 18th at 1:09am 2005


No feedback? Hows the layout/gameplay?




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Re: dm_Void
Posted by Leperous on Tue Jan 18th at 10:54am 2005


Just had a quick look; how in blue blazes did you keep swapbuffers so low?! It's quite small, probably comfortable for ~4 players and I imagine it would be quite fun, though I really don't like that glass tunnel :/



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Re: dm_Void
Posted by ReNo on Tue Jan 18th at 4:43pm 2005


I think you could have benefitted from making it symmetrical so that both sides took you up to the top floor. I also agree with Lep that the glass tunnel looks a bit out of place. Not a bad little map though.
[addsig]




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Re: dm_Void
Posted by diablo on Thu Jan 20th at 4:17pm 2005


First custom HL2DM map I downloaded! Not a bad effort at all! Bit small for my likeing, but as lep said, would be good map for about 4 people.





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Re: dm_Void
Posted by W01f on Thu Jan 20th at 9:13pm 2005


? quote:
Just had a quick look; how in blue blazes did you keep swapbuffers so low?! It's quite small, probably comfortable for ~4 players and I imagine it would be quite fun, though I really don't like that glass tunnel :/


I'm not sure how I kept it so low. Back during the betas,they were skyrocketed..but for some reason now they're not. I don't recall making any effort to lower them (aside from removing a few cubemaps)...just kinda fixed itself.

thanks for all the comments.




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Re: dm_Void
Posted by zeekmond on Fri Jan 21st at 6:02pm 2005


oooh, the lighting, the lightning, the sounds, the effects, the sexy... I felt like i was really there. I will be joining a server with this on it tonight... definitely.

-Zeek





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Re: dm_Void
Posted by SVIN on Sat Jan 15th at 2:10pm 2005


Looks awesome but not so good gameplay though



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Re: dm_Void
Posted by Jezpuh on Wed Jan 5th at 12:48pm 2005


Like I said on mapcore, it looks awesome. Resize the screenshots though, they're way too big. Even for my 1152 x 768 res.



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Re: dm_Void
Posted by habboi on Wed Jan 5th at 3:56pm 2005


Yeah too big but a very mysterious map :O



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Re: dm_Void
Posted by Jinx on Thu Jan 6th at 11:51pm 2005


Not sure about the gameplay, but it sure -looks- interesting. a more detailed skybox, and more interesting textures could help bring it to life a little, though. oh, and if you haven't already be sure to add some eerie wind or other ambient sounds smiley



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Re: dm_Void
Posted by G.Ballblue on Fri Jan 7th at 2:32am 2005


I sooooo love that fog effect on that bridge. It looks a bit like the prison bridge in Resident Evil Code Veronica!



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Re: dm_Void
Posted by Corona on Sat Jan 15th at 1:59pm 2005


Cool



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Re: dm_Void
Posted by DrGlass on Sat Jan 15th at 8:19pm 2005


Looks nice, great sound, all around great envroment. I didn't get to play with anyone really but seems like a good small group layout.



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Re: dm_Void
Posted by omegaslayer on Sat Jan 15th at 10:10pm 2005


Very Halo style brushwork (looks good), nice sounds, good weapon placement, the portal could have tranported you to different places (but not a big deal)l, overall I give it a 9/10



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Re: dm_Void
Posted by cbk on Sun Jan 16th at 3:12am 2005


Very good



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Re: dm_Void
Posted by Tactii on Sun Jan 16th at 3:28am 2005


This map looks nice, and the gameplay isn't half bad imo. You seem to have thought about where you put everything, which is more than can be said for many mappers. And there is a lack of physics objects, which is inevitable since they can be thrown into the void, so I won't hold it against you. But there is no place in this map that runs above 21fps for me, and who cares how beautiful a map is if it's unplayable? <br> <br>A quick look at the budget and mat_wireframe revealed why: <br> <br>- You are using way too much dynamic light. Make sure all your point_spotlights have the dynamic light flag turned OFF. This might also fix the shadow rendering budget. <br> <br>- There is a huge box around your level that is being rendered at all times. This won't work. Experiment with the fog z clipping plane or change the walls and ceiling to skybox. <br> <br>4 for unplayable but fairly coherent artistic presentation. I think you'll do better with a more conventional level.




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