DM_Hydro
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Re: DM_Hydro
Posted by Inflatable on Mon Jan 17th at 7:25pm 2005


Is there a ETA yet for the release of this map?



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Re: DM_Hydro
Posted by Orpheus on Mon Jan 17th at 7:32pm 2005


? quoting Inflatable
Is there a ETA yet for the release of this map?

sometime after valve is done perhaps?

[addsig]




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Re: DM_Hydro
Posted by Inflatable on Tue Jan 18th at 6:26pm 2005


? quoting Orpheus
? quoting Inflatable
Is there a ETA yet for the release of this map?

sometime after valve is done perhaps?

Valve is done with what? What does Valve have to do with this? The contest entry has ended, there is no reason to not release (contest) maps.. Or do we really want to wait another 6 weeks? Because that's the time when Valve announces the winners etc..





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Re: DM_Hydro
Posted by Nickelplate on Tue Jan 18th at 9:38pm 2005


THIS map should be named "DM_Splooge" gaahhhhhh... *drools* [addsig]



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Re: DM_Hydro
Posted by Agent Smith on Wed Jan 19th at 1:30am 2005


I'm currently in the process of updating and fixing the map for the beta 2 release. It should be done before the competition results are announced on the 30th January (less than two weeks from now), but if it's not you will just have to be patient.

I'm talking to YOU Inflatable.
[addsig]




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Re: DM_Hydro
Posted by rs6 on Wed Jan 19th at 2:22am 2005


? quote:
Have my babies.


no have mine.

Wow that map looks good. [addsig]




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Re: DM_Hydro
Posted by Mikee on Wed Jan 19th at 7:03pm 2005


Hey mouse, quit Bogartin' the map download file....LOL!

The deadline was Jan 15th....so it is fine to release maps now. You don't have to wait until Jan 30th. See the rules.

Seriously, I'd love to look at this from a gameplay perspective. How large is the file now which is a factor running it on my larger server? I hate that issue, but for large maps you need to run them on large servers, and if the bsp is too big, the server empties out.

In any case, I can't wait to see this.




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Re: DM_Hydro
Posted by Mouse on Wed Jan 19th at 9:51pm 2005


Bogarting? Here's looking at you, kid.


Smith, from the SS's it looks like a few of your graffiti decals are reversed. Not a huge thing but pretty easily fixable. The Radius one in particular is something I noticed. Some of them come out backwards when used as Overlays for whatever reason.




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Re: DM_Hydro
Posted by Agent Smith on Sat Jan 29th at 1:44am 2005


Here are some screens of the changes/additions made since the competition, which will be featured in the beta 2 released in a couple of days, new weapon placement permitting. The shots show the new larger tunnels, the addition of a walkway and structure across the canal, and small stairs that have replaced all of the jump crouch areas (they've been clipped so they work smoothly).

Most of the bugs, except for those damned pink shadows, have been fixed so its just about done. I'll try to fix those while I'm redoing weapon and item placement. Anyway, keep and eye for it, the DL link should be up soon.
[addsig]




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Re: DM_Hydro
Posted by AlphaMRE on Sat Jan 29th at 7:23am 2005


That looks kick ass good job can't wait to play!




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Re: DM_Hydro
Posted by Orpheus on Sat Jan 29th at 8:44am 2005


for the record, my only real complaint was the maps connectivity. there were many places where i was forced to go around something, that could have easily been a through route. without taking more screens, it would be difficult to explain this, but essentially, you had 2 halves of a map. lots on the left side of the concrete wall, and lots on the right. but damned few avenues egress from left to right. i could even live with some of the squat/jump avenues, if when i got to the top, i could jump to the other side.

anywho's, if i could have a wish, it would be improved mobility.

[addsig]




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Re: DM_Hydro
Posted by Agent Smith on Sat Jan 29th at 12:08pm 2005


Well Orph thats what I've tried to do for the beta 2 version.

The walkway across the canal works to link the main structure with that area, as well as adding a bit more cover. The fence area over the passage to the middle pit has been partially removed to provide better conectivity between the crane platform and the generator pit area. The bigger tunnels mean its possible to simply run through there which increases the pace of the game and makes it another major route. Most of the crouch jump areas have been replaced with steps to allow a relatively smooth and fast exit from areas, but they are reasonably thin requiring some concentration to keep from falling off.

Over all I'm happy with how the additions increase general connectivity throughout the map, and in particular between the canal and the main construction area.
[addsig]




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Re: DM_Hydro
Posted by brett5010 on Sat Jan 29th at 12:27pm 2005


Smith, my respect.




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Re: DM_Hydro
Posted by keved on Sat Jan 29th at 3:16pm 2005


? quoting Agent Smith
Most of the bugs, except for those damned pink shadows.

Are these pink shadows on your physics props? If so, check the ambience value of your light_env as that's what is used to determine prop shadow colour.

Looking forward to checking out your new beta btw, looks really impressive.





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Re: DM_Hydro
Posted by Mikee on Sat Jan 29th at 9:24pm 2005


Is there a link to download your beta? I'd like to look at it from the gameplay standpoint. Thanks



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Re: DM_Hydro
Posted by Orpheus on Sat Jan 29th at 9:31pm 2005


? quoting brett5010
Smith, my respect.

Ditto.

If nothing else, you should know me this much

[addsig]




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Re: DM_Hydro
Posted by pepper on Sat Jan 29th at 11:00pm 2005


I just wet my pants....

Respect for you smith!!
[addsig]




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Re: DM_Hydro
Posted by onniguru on Sun Jan 30th at 12:26am 2005


Hopefully as soon as this map becomes available for download, some major servers will put it up for rotation.




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Re: DM_Hydro
Posted by Agent Smith on Sun Jan 30th at 12:53am 2005


? quote:
Hopefully as soon as this map becomes available for download, some major servers will put it up for rotation.

Here's hoping.

I have considered the ambient lighting being responsible for the pink shadows keved, but the problem there is that the ambient lighting is more of a purple colour, which is present in the shadows cast by static props. Only the physics objects, weapons and items cast this wierd shadow.

Thanks for the encouragment guys, very much appreciated. It's almost done now.
[addsig]




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Re: DM_Hydro
Posted by Mikee on Sun Jan 30th at 7:56am 2005


I will be very interested to see how it fares in terms of FPS, and with the HL2 engine borking most maps when more than 12-14 people join a server. ie) Ones like Rebar & NP_Petrol, Lockdown do ok with 16, but Torque, Watergate, Depot_rc1, and many others that look great become unplayable lagaramas. I have 16 players in my server much of the time now, so I'll try it out when it's released. *keeps finger crossed*




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