dm_torque
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Re: dm_torque
Posted by Campaignjunkie on Sun Mar 6th at 2:13pm 2005


This map (intentionally or unintentionally) borrows elements from dm_overwatch, but extends these elements to accommodate a larger server and better balance. <br> <br>It takes place in a war torn city-block, complete with rubble and surrounding buildings. Citadel walls devour the surrounding area, sirens are going off, and smoke bellows out of ruined buildings. Yep, this is the war torn City 17 we have all grown to love. Unfortunately, some awkward architecture and texturing somewhat offsets the immersion, mostly concerning the ruined apartment courtyard area. Minor framerate issues also crept up, mostly due to the open nature of the map, but are very tolerable. <br> <br>Now the connectivity! Wow. While still maintaining the structure of a city-block, areas seamlessly flow into each other. Well, a nearly seamless flow - there are a few mundane hallways that are used to connect some of the outlying areas and make it difficult to pinpoint where exactly the player's location is. Which leads to another minor problem: The interiors of the surrounding buildings (unfortunately) borrow a bit from Half-Life 2, with little variation in the interiors and a spartan level of detail. Thus, the lack of landmarks increases the learning curve of this map a little; still, nothing fatal. <br> <br>Weapon placement is also done well - most of the weapon locations are easily distinguished, and the rocket launcher at the top &quot;draws players in&quot; (to quote a fellow Snarkpitter) and seems to promote conflict. Overall, an impressive accomplishment that the author should be proud of, despite any minor imperfections. Whatever dm_torque does well, it does very, VERY well. An easy recommendation into any server rotation.<br /><br /><b>Verdict</b><br /><br />A spicy, zesty City 17 map with great flow.



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Re: dm_torque
Posted by pepper on Wed Jan 5th at 10:02pm 2005


Call it torque 2



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Re: dm_torque
Posted by Orpheus on Thu Jan 6th at 1:27am 2005


Joe, i know you favor the name, but consider a new one. yeah i know i used Deja Vu twice, but i was dumb for doing so. #1 took thunder away from #2. it was a good map, no one seemed to notice. <br> <br>/ 2 cents



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Re: dm_torque
Posted by Junkyard God on Wed Jan 5th at 8:16pm 2005


Looks pretty nice tbh smiley and fun smiley



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Re: dm_torque
Posted by Leperous on Wed Jan 5th at 11:33pm 2005


[/lowiq] It's looking good, but try to avoid blocky right-angled buildings everywhere if you can, and whack in some giant Combine barricades! Check out the DM Overwatch match as a guide to making this sort of level...



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Re: dm_torque
Posted by Paladin[NL] on Thu Jan 6th at 11:54am 2005


Try to fill up those floors if you can...they look a bit empty. Other then that looks swell, as usuall



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Re: dm_torque
Posted by satchmo on Thu Jan 6th at 7:12pm 2005


Looking impressive, and I can imagine the gameplay must be interesting as well. <br> <br>What about adding some wrecked cars on the streets? They provide covers and potential spots for weapon spawning. <br> <br>I would also experiment with light_environment a bit. I believe it could enhance the atmosphere of the map. What about rain?



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Re: dm_torque
Posted by Agent Smith on Thu Jan 6th at 11:49pm 2005


The basic structure is looking pretty good, but at the moment the texturing and detail is pretty bland and almost non-existent. No offence Yak, but at the moment I wouldn't class this as your best work. If this is all the detail you are doing then make sure the lighting is really spectacular, because that will certainly make or break it.



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Re: dm_torque
Posted by Yak_Fighter on Fri Jan 7th at 3:26am 2005


I can always rely on the Snarkpit to put me in my place smiley I'm glad I never get any serious 'this is awesome' comments, cause then I'd release substandard work. <br> <br>Now I'll go blow up sections of this map and redo it to make it look better.



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Re: dm_torque
Posted by Agent Smith on Fri Jan 7th at 10:30am 2005


I also appreciate you putting me in my place ;D. Sorry mate, thought you'd want truthful commentary, didn't mean to come across so harsh. I just figured that the texturing, particularly in the first pic, was repeated too much. Also that you could probably afford to place some more props to enhance the realism of the scenario, as it seams really empty at the moment. Lighting will definately improve the situation though. Please forgive me if I gave any offense.



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Re: dm_torque
Posted by Yak_Fighter on Fri Jan 7th at 10:37am 2005


Woah woah, I wasn't offended at all. I appreciate the harshness, as I get too enamored with my creations and fail to make changes when needed. I always want the truth about my maps. I don't want a bunch of people rubber stamping my maps as above average because of my name (haha like that even happens)



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Re: dm_torque
Posted by Orpheus on Fri Jan 7th at 10:51am 2005


A bit touchy are we Mr. Smith? :P <br> <br>why is it of late, these maps are not making it into the maps forums were work-in-progress shots can be posted and commented on? <br> <br>i'd have figured by now that it was the obvious location to have a conversation. *shrugs* <br> <br>i actually enjoyed the shots with the green lines, what an odd texture smiley



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Re: dm_torque
Posted by Yak_Fighter on Fri Jan 7th at 10:54am 2005


Orph, I'd rather wait until I have a playable beta before posting the thread as it makes critiquing easier.



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Re: dm_torque
Posted by Orpheus on Fri Jan 7th at 1:03pm 2005


True, but look above this, it already looks like a thread. <br> <br>still, its your call ol man smiley



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Re: dm_torque
Posted by ddrgn on Tue Jan 18th at 2:15am 2005


Link working for anyone?



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Re: dm_torque
Posted by Yak_Fighter on Tue Jan 18th at 2:17am 2005


Right click, save as <br> <br>unless I've already used up my bandwidth...



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Re: dm_torque
Posted by Dark|Killer on Tue Jan 18th at 8:18pm 2005


I LOVE THIS MAP !!!! i love the broken buildings i like the stuff i like everything...the archtictures...and ALLL AAAAAAAAAAAAAAAAAAAAAAAAAAAAA this map is nice....I LIKE IT !!!!!!!!!!!



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Re: dm_torque
Posted by Tactii on Wed Jan 19th at 4:03pm 2005


I think this would be an excellent map if you just learned to use env_cubemap. Your cubemaps aren't placed correctly, or aren't built, so it's using the sky as an environment map. Check out the SDK documentation and see sdk_dm_lockdown for examples on that. A little more work and you'll have a 9 map. This is good stuff. Don't let an easy thing like envmaps bring it down!



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Re: dm_torque
Posted by Yak_Fighter on Wed Jan 19th at 7:12pm 2005


Huh? The env_cubemaps were properly placed for reflections due to textures, and buildcubemaps was run. I just took a look and you're right that a handful of static props reflect the sky instead of the surrounding environment for some odd reason, but it's barely noticeable and so insignificant that it really doesn't matter. I don't see why something akin to a few texture misalignments would be such a big deal, but whatever, nobody's going to play this map anyway.



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Re: dm_torque
Posted by keved on Fri Jan 21st at 7:48pm 2005


Quite impressive. I like the layout...multi-tier, good connectivity, with no overly long routes. Like others have stated though, there are a lot of right angles. Unlike a lot of other levels I've seen, the performance is pretty good too. <br> <br>One comment last would be that pickup and dynamic prop placement needs work. Some of the pickups seem randomly strewn around in the middle of a room etc. And as for the dynamic props, in places there are 2-3 identical ones right beside each other. I particularly remember 3 combine balls clumped together in a corner when just 1 of them would have sufficed. <br> <br>p.s. are you the yak_fighter who used to do HL1 prefabs? If so, I remember using some of them in my own HL1 levels. smiley




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