dm_Island17
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Re: dm_Island17
Posted by Orpheus on Wed Jan 12th at 8:39am 2005


? quoting Juim

dm_motel (sorry if thats a sore spot but it's a cool map)

a friend, or someone i thought was one, felt the need to defend his choice of map because?... *sighs*

nevermind... its just not worth it.

[addsig]




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Re: dm_Island17
Posted by Juim on Wed Jan 12th at 12:57pm 2005


I apologize for redirecting the thread. I look forward to hosting Mazes map tonight and I hope I can get off of work ontime. I got off early last night . Lemme know Maze.



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Re: dm_Island17
Posted by mazemaster on Thu Jan 13th at 3:34am 2005


http://knd.org.uk/files/dm_island17_beta4.zip

Unfortunately I only had time for a -fast vis. Well on my computer at least it runs faster than dm_lockdown without anyone else playing, so we will see. [addsig]




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Re: dm_Island17
Posted by Juim on Thu Jan 13th at 4:06am 2005


Map is up and running at the diner right now (8PM) pacific standard time.



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Re: dm_Island17
Posted by Cassius on Thu Jan 13th at 4:21am 2005


I'll be there. (or be square)



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Re: dm_Island17
Posted by Yak_Fighter on Thu Jan 13th at 6:29am 2005


This is a beautiful map. It looks almost picturesque. I get pretty good FPS to boot. The layout is superb, with a good mix of close combat and open freewheeling combat areas. The weapon placement and use of props seemed very good as well.

My only complaints are small unimportant things. The wasteland skybox you're using should never be used in a map, seeing as it has that nice blue line all around the top of it. The env_sun is in the wrong place for the map, so the skybox essentially has two suns. Now obviously if you're going to change the skybox then that's a nonissue, but either move the sun or change the sky. From the lighthouse the edges of the water do weird stuff, like there's a max viewable distance that's too close, but that may just be my video card. Same with the distance props fade away. I was able to easily throw explosive barrels far enough so that they completely faded away and I couldn't see an explosion. Again, it may be my video card, so whatever.

Now on to some more disturbing things. In one of the buildings while going up the stairs the geometry disappeared and reappeared like it was some sort of compiling error. That's probably because of you having used fast vis instead of full, so no biggie. I can't tell you which building because the map just crashed on me, which is bad news. I shot down like my sixth seagull with the Overwatch Rifle when the game just closed out on me, right as I killed the stupid thing. Just to be safe I'd remove all the respawning birds. I think they're cool and all, but if they are the cause of a map crash their presence is unacceptable. This is an awesome map and I'd hate to see it hindered by map crashes and random weirdness.

[addsig]




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Re: dm_Island17
Posted by mazemaster on Thu Jan 13th at 7:22am 2005


Thanks for taking the time to run through the map and comment. The skybox will be changed, the env_sun will be fixed, the max viewable distance will be increased, the prop fading distance will be increased, and the vis error will (hopefully) go away with a full vis and a few hint brushes.

About the seagulls though, I really really really want to keep them in. They sort of add the "this is a real place and things are happening" feel as opposed to some random box of geometry where people shoot each other. And plus getting their paths set up took a lot of work! If they are really crashing the game then I will have to take them out, but I really hope that is not the case. Perhaps if I make them invincible it will do the trick. I would really like some more info about this crashing since anytime a map crashes the game its a serious issue.

Also, for anyone else who wants to comment - Please do so soon. I only have a few things left to do before a final compile, and I'm shipping the map off to Valve tomorrow. [addsig]




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Re: dm_Island17
Posted by Yak_Fighter on Thu Jan 13th at 7:32am 2005


Well, I shot down about six or seven of them in the beginning with various weapons and then went about looking through the map. I finally made my way to the top of the red barn in a very circuitous route and saw one flying a little bit away from me. I missed the first few shots with the overwatch rifle and then right as I tagged it the game froze and crashed to desktop. The bird had begun it's death spiral a split second before it crashed.

I guess to test it you should just shoot down a bunch of birds and see what's going on. One strange thing I noticed was that the dead bodies of the birds never faded away. I shot one right as the map loaded and it was still there after I wandered about for 5 minutes.

EDIT: I got it to crash again after the 8th or 9th bird was killed. I blew the last one up with an RPG >smiley Making them invincible will probably stop the crashing.

[addsig]



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Re: dm_Island17
Posted by Crono on Thu Jan 13th at 8:57am 2005


This is what I noticed need the most attention (past having the map visually end and the prop distance thing)


This edge it too high to walk over. Also, the grass texture is misaligned across the entire edge.


fell through the map when I spawned


Awesome.


Weird portal "error" in this house. All the door ways and such had brushes over them but were passable. Maybe you did this on purpose ... I have no idea.
Also, the Magnum is right next to a spawn point. Lucky for that person ...


Another example


The ground above seemed to dig a bit into the floor.


Only polish parts of your floor, eh?


This needs some dust or something. There's wood debris everywhere.


Pretty, mis aligned, but pretty.


"fix me"

Oh, also, hl2 crashed when I exited from your map. However, I got a "Virtual Function Call" which means there's nothing YOU could have done to cause it. There may be a bug with one of the pointers in the code for the entities or something. (Something they're SUPPOSE to massively test for )

The connectivity is good. I like the size of the map. And needless to say it looks beautiful in most areas. I just think it REALLY needs some outer "decor" to give a sense of a world, not just an area.

Anyway, good luck, hope this helps.

[addsig]




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Re: dm_Island17
Posted by mazemaster on Thu Jan 13th at 10:02am 2005


Crono I dont know how this is, but you seem to be seeing all of my areaportalswindows brushes even though they are not supposed to be shown until you are a fair distance away. I do not know how this is, and no one else has reported this happening, but perhaps a fast vis has something to do with it. [addsig]



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Re: dm_Island17
Posted by mazemaster on Thu Jan 13th at 12:45pm 2005


Wow. A 14+ hour vis just turned into a 1 hour vis. All I did was move in each side of the skybox inward about 1/3 the distance to the center. Heck, beforehand I even had hint brushes correctly placed blocking off all the unused space. Apparently vvis has a personal vendetta against large areas, even when they are big square blocks of empty space. [addsig]



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Re: dm_Island17
Posted by Leperous on Thu Jan 13th at 12:56pm 2005


I too can see your areaportal windows- you're meant to texture them with nodraw or toolsareaportal, really, and set them to start open. I think your water should either extend out more (good for VIS!) or a fade distance is needed, I don't like being able to see the edges from the lighthouse No other complaints though (although I can imagine people might pine for a buggy to drive around!)



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Re: dm_Island17
Posted by mazemaster on Thu Jan 13th at 1:08pm 2005


They are func_areaportalwindows and the stuff you see is not the areaportal itself but rather the func_brush's that are supposed to be rendered only when you are X distance away from the func_areaportal. [addsig]



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Re: dm_Island17
Posted by mazemaster on Sat Jan 15th at 1:23am 2005


Final Version -
http://users.seascape.uk.net/~mazemaster/dm_island17.zip

Thanks to everyone who helped with beta testing, advice, etc, and a big thanks to Juim for hosting the playtest.

Went to the Bellevue post office and dropped it off today - the guy there exclaimed "hey this is right here" and he went and put the map in the Valve P.O. box as I waited. [addsig]




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Re: dm_Island17
Posted by Leperous on Sat Jan 15th at 10:19am 2005


*cough*makeanewsposthere*cough*





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Re: dm_Island17
Posted by mazemaster on Sat Jan 15th at 11:48pm 2005


I would, but I need someone with DX9 to take some screenshots. Also apparently there is a bug in the 3d skybox that looks kinda bad when you look out at the sea from high up in the map on DX8/9. I didnt notice before i submitted since im on DX7 where water is opaque. But its too late to change that... :/ [addsig]



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Re: dm_Island17
Posted by Orpheus on Tue Mar 8th at 2:22am 2005


I have played this map more than any other user made HL2 map thus far. My only complaint, if you die in the water, you retain the water noise till you quit.

If anyone knows how to circumvent this annoying thing, please post it.

thanx.

[addsig]




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Re: dm_Island17
Posted by Trapt on Tue Mar 8th at 5:02am 2005


Does 'stopsound' work? I remember it back in CS 1.6 ... Not sure if it's in Source, but it couldn't hurt to give it a try. [addsig]



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Re: dm_Island17
Posted by Joe-Bob on Tue Mar 8th at 5:56am 2005


Stopsound is a cheat in HL2DM, since it kills all ambient sounds and makes it easier to hear enemies.

However, since there are so many sound bugs, it was a mistake to take it out.




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Re: dm_Island17
Posted by mazemaster on Tue Mar 8th at 5:58am 2005


The trick I hear is to go back in the water and when you come out again the bug is gone. Also, its not just sound, the HEV energy also acts as if you are underwater with this bug. [addsig]




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