dm_Island17
Post Reply
Quote
Re: dm_Island17
Posted by mazemaster on Tue Jan 11th at 1:17am 2005


Hey, this is my contest map. Its very close to done, but I need some dedicated playtesters for a big final playtest tomorrow. After that I'm doing a final compile and shipping it off to Valve. If you are interested in plyatesting, please let me know. More details to come soon. Also, does anyone know how to turn off normalmapping without changing the materials?

Screenshots:



[addsig]




Quote
Re: dm_Island17
Posted by Gwil on Tue Jan 11th at 1:47am 2005


If you're stuck for playtesters, let me know - but I don't think my UK bb connection holds up that well on US servers, east coast I manage about 80-129=0 ping.

Either way its looking nice, what with the open spaces for physics fun and the 3/4 storey high? vertical play. Not so sure about those rocks at the beach edge - are they props? and if so, is there any chance of them being out in the sea.. look kinda odd just plonked there
[addsig]




Quote
Re: dm_Island17
Posted by ReNo on Tue Jan 11th at 2:11am 2005


Looks like you have some grass coming out of a stone step in that last shot, which looks a bit odd to me. I also agree with Gwil's point that the rock prop looks odd sat there on the beach, especially considering people seem to have built a little boathouse or something right where it is blocked by said rock.

Looks like a nice map, though perhaps a little dull in terms of lighting. Your displacements also look a bit simple, particularly in the second shot. Best of luck in the contest though, I'd certainly be up for having a run about and making suggestions though couldn't commit to an actual organised playtest.
[addsig]




Quote
Re: dm_Island17
Posted by Cassius on Tue Jan 11th at 2:17am 2005


I would really have to see more of the map before I judge. This one is leaning more towards 'empty' than 'simple', though that can be forgiven because of the scope of the map. Take shots of some of the more interesting areas, like that bridge place.

I volunteer to playtest as well.

Ah, if only Valve had made a rock-to-grass texture that actually tiles with another grass texture.





Quote
Re: dm_Island17
Posted by Oski on Tue Jan 11th at 11:51am 2005


I Like the "small island" setting. It makes me want to frag =). You map looks very good on the pics. Maybe you could make the light_environment emitt some more interesting light. Perhaps a darker light and add more light fixtures allover the map. Good job!



Quote
Re: dm_Island17
Posted by fishy on Tue Jan 11th at 12:06pm 2005


an island with a lighthouse was something that i'd been thinking of for a DM map too.

maybe some of the driftwood static props and an old boat or something could help hide some of the bad texture alignments on the beach, as well as offer some cover and somewhere to hide weapons/ammo, in what is a very open area of your map.

[addsig]




Quote
Re: dm_Island17
Posted by Adam Hawkins on Tue Jan 11th at 12:45pm 2005


Count me in too If i'm around for your organised playtest i'll gladly help out - and if not, like ReNo said, i'd still be more than willing to have a run around the map for you. [addsig]



Quote
Re: dm_Island17
Posted by Orpheus on Tue Jan 11th at 1:03pm 2005


with all these beach maps, someone could make a mint off of some sea weed props..

BTW, beaches have trash on them too. a few pop bottles or plastic bags..

/ 2 cents

[addsig]




Quote
Re: dm_Island17
Posted by Myrk- on Tue Jan 11th at 1:18pm 2005


You mean far cry? I wanna make maps like that for HL2, but all foliage in HL2 is dead, damn foliage. [addsig]



Quote
Re: dm_Island17
Posted by Junkyard God on Tue Jan 11th at 3:28pm 2005


That looks nice man.

Can I suggest slightly less fog?
I think that on a small island like that there would be hardly any fog .

[addsig]




Quote
Re: dm_Island17
Posted by Orpheus on Tue Jan 11th at 3:34pm 2005


? quoting BioPulse
That looks nice man.

Can I suggest slightly less fog?
I think that on a small island like that there would be hardly any fog .

on the ocean, there is fog with no land in sight..

[addsig]




Quote
Re: dm_Island17
Posted by Juim on Tue Jan 11th at 7:41pm 2005


Hey, I am sending this from my palm pilot at work. I can host the map tonight on my server, The Diner. Maze, e-mail me the linkfor download.Should be around 8pm pacific time.



Quote
Re: dm_Island17
Posted by Leperous on Tue Jan 11th at 10:02pm 2005


This looks like a really fun 'open play' level, I'd love to have a run around on the finished version!





Quote
Re: dm_Island17
Posted by mazemaster on Tue Jan 11th at 11:46pm 2005


Wow, from the palm pilot. Thanks Juim. The next version is taking a lot longer to compile than I expected. I'll email you the map when ite done (should be about another hour or so. So anyways playtest tonight at 8:00, server The Hot Death Diner graciously provided by Juim. [addsig]



Quote
Re: dm_Island17
Posted by mazemaster on Wed Jan 12th at 3:59am 2005


Scratch that - Make it 9:00 PST [addsig]



Quote
Re: dm_Island17
Posted by Juim on Wed Jan 12th at 4:07am 2005


No prob. I'll keep checking the e-mail.



Quote
Re: dm_Island17
Posted by mazemaster on Wed Jan 12th at 4:52am 2005


Uhm dammit. The compile finished and theres a glaring error - I made a layout change but forgot to update the vis geometry. Playtest called off until I fix it and get another recompile, which probably means tomorrow night. I'll have to ship the map 2nd day air then but thats OK. Sorry all, hope to see you tomorrow then, if thats cool with Juim. [addsig]



Quote
Re: dm_Island17
Posted by Juim on Wed Jan 12th at 5:09am 2005


Thats fine. Server will be up tonight anyways with some pretty cool new maps.

dm_morbid

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

dm_depot_b2(You have got to see this map!!!!)

among others.

IP: 24.130.13.45:27016

come on in !.





Quote
Re: dm_Island17
Posted by Crono on Wed Jan 12th at 6:42am 2005


I'm still in the dark on what happened in the "motel" front ...
[addsig]




Quote
Re: dm_Island17
Posted by Yak_Fighter on Wed Jan 12th at 7:14am 2005


dm_depot is the best-looking terrible map I've ever seen. It looks really nice from the screens until you get into the game and realize it has zero gameplay potential.

dm_motel is a step up from a killbox, nothing more. It's far from a cool map, unless a big open poorly designed map full of static props that serve as the only detail is cool.

What happened with that whole thing was that Orph suggested he change the sizes of his screenshots. He bitched alot and then everybody defended him against Orph. Then when he releases a beta Orph gives him a fair critique and then he blows up and deletes his map off the forums. He couldn't take the slightest criticism on his map and refused to consider any suggestions from people, and it really shows.

Also, Maze, this map looks really cool. There may not be enough cover for my taste but I'd have to see it ingame before complaining

[addsig]





Post Reply