Halloween Map
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Re: Halloween Map
Posted by DocRock on Tue Oct 14th at 2:22pm 2003


Here is one of my latest releases, Nightmare2. I based the haunted house exterior on the Scooby-Doo cartoon series' haunted house. The whole house is accessible and is filled with ghastly sounds and eerie shrieks and goblins. It's a fun map for upcoming Halloween LAN parties and get togethers. Enjoy.

http://www.snarkpit.com/maps.php?download=514

[addsig]



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Re: Halloween Map
Posted by Sim on Tue Oct 14th at 3:23pm 2003


I'm too lazy most of the time to download maps, but the pic looks ok. The torch flames are too detailed and bright. Just toning it down a tiny bit will probably be enough. Texturing could also be better, but don't ask me what to change it to

[addsig]



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Re: Halloween Map
Posted by Orpheus on Tue Oct 14th at 3:27pm 2003


? posted by DocRock

Here is one of my latest releases...

? posted by Sim

I'm too lazy most of the time to download maps, but the pic looks ok. The torch flames are too detailed and bright. Just toning it down a tiny bit will probably be enough. Texturing could also be better, but don't ask me what to change it to

you missed this part sim

[addsig]



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Re: Halloween Map
Posted by Gollum on Tue Oct 14th at 3:29pm 2003


This is pretty neat, I think. My favourite part is the low-lying clouds or shadows scudding across the ground outside.

VISblocking with the doors was an effective way to keep the r_speeds under control.

Some bits look rather cheesy - like some of the jaggy sprite-based effects - but generally this is done to keep strain on the hardware low.

*EDIT* I forgot to mention the circling birds - a nice touch





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Re: Halloween Map
Posted by Vash on Tue Oct 14th at 8:44pm 2003


Boo [addsig]



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Re: Halloween Map
Posted by Hornpipe2 on Tue Oct 14th at 8:55pm 2003


There had BETTER be trigger_hurts over those flames. [addsig]



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Re: Halloween Map
Posted by Campaignjunkie on Wed Oct 15th at 12:11am 2003


? posted by Hornpipe2
There had BETTER be trigger_hurts over those flames.

Um, why? I don't think it matters that much.

Anyway, this map is pretty good. The lighting doesn't really feel that spooky though, but I understand if you want a good light level for multiplayer I suppose.

[addsig]




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Re: Halloween Map
Posted by R@lph VViggum on Wed Oct 15th at 12:52am 2003


You want a scary map? Try killbox, it'll make you s**t yourself.

Anyway, looks nice!

[addsig]




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Re: Halloween Map
Posted by Jinx on Wed Oct 15th at 6:05pm 2003


that wikked fence would look better if it were aligned to the middle of the stone pillars I think. and the fires look unnatural because there is no source for them- how often do you see a fire that big burning nothing?

the house itself looks pretty cool. very scooby-doo

I would try to download this to give you more feedback, but you've obviously already released it so what's the point? this just seems like another map that could have been great if you'd spent a little more time on it, Doc.





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Re: Halloween Map
Posted by DocRock on Wed Oct 15th at 6:52pm 2003


Thanks for all the feedback:

? posted by Jinx
how often do you see a fire that big burning nothing?

? posted by Hornpipe2
There had BETTER be trigger_hurts over those flames.

? posted by Gollum
VISblocking

? posted by Sim
The torch flames are too detailed and bright. Texturing could also be better.


I will do my best to incorporate these in my next maps.
Thanks

[addsig]




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Re: Halloween Map
Posted by Gollum on Wed Oct 15th at 7:14pm 2003


Actually my comment about VISblocking wasn't a criticism. I was saying that in this map you have done well with VISblocking

The passable-but-VISblocking doors technique is a little-known trick that can, in some cases (like this), be used to drastically improve the r_speeds. I reckon that if you removed all those wafer-thin doors, the map would have terrible r_speeds. As it stands, the r_speeds are very good (so far as I saw anyway).





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Re: Halloween Map
Posted by DocRock on Wed Oct 15th at 8:12pm 2003


Yea thats what I meant, lol. I'm gonna work that into my next maps

I think, too, that using doors in this way also helps on connectivity and also reduces that ugly as hell sound of a standard func_door squeak. I also put trigger_mulitples on the floor beneath the door to simulate an eerier door squeal.

The rspeeds were a bugger in this map, and only in 2 spots do they go over the 1000 mark...they hit 1200 at max, I believe, and the epolies go up to 7500 due to the over-abundance of func_illusionaries and func_walls.

I did rush this out...you're right there, Jinx. It took me about a total of 6 hours over 3 days to build this, compile times included. You ought to download it, tho..cuz a screenshot really cant do a map justice.

Again, thanks for the feedback.

[addsig]




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Re: Halloween Map
Posted by Gollum on Wed Oct 15th at 8:18pm 2003


Ah right *thwacks self* I understand now



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Re: Halloween Map
Posted by Leperous on Wed Oct 15th at 10:01pm 2003


I personally thought those doors were terrible, but I guess until someone somewhere makes a game with 'decent' normal doors it's for the best



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Re: Halloween Map
Posted by Gorbachev on Wed Oct 15th at 11:47pm 2003


? posted by DocRock

Yea thats what I meant, lol. I'm gonna work that into my next maps

I think, too, that using doors in this way also helps on connectivity and also reduces that ugly as hell sound of a standard func_door squeak. I also put trigger_mulitples on the floor beneath the door to simulate an eerier door squeal.

The rspeeds were a bugger in this map, and only in 2 spots do they go over the 1000 mark...they hit 1200 at max, I believe, and the epolies go up to 7500 due to the over-abundance of func_illusionaries and func_walls.

I did rush this out...you're right there, Jinx. It took me about a total of 6 hours over 3 days to build this, compile times included. You ought to download it, tho..cuz a screenshot really cant do a map justice.

Again, thanks for the feedback.

func_illusionary and func_wall add to wpoly, only models add to epoly.

[addsig]




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Re: Halloween Map
Posted by Hornpipe2 on Wed Oct 15th at 11:57pm 2003


Really? I remember making a map with a zillion func_breakables that were always shown, and I seem to remember e_polies going down as I shot them one by one. Maybe it was w_poly, I don't remember. [addsig]



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Re: Halloween Map
Posted by Cash Car Star on Thu Oct 16th at 12:38am 2003


When you shoot a breakable, it spawns various gib models depending on what type of breakable you made it. These add to epoly, and once they disappear you'll notice an epoly decrease. If you weren't paying attention, you'd probably miss the increase.





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Re: Halloween Map
Posted by Jinx on Thu Oct 16th at 1:11am 2003


exactly.

the high epolies are probably just from having a lot of items/weapons/ammo laying around in an open area, where they and the player models all get drawn at once. and was that a model tree I saw in the corner of that screenshot?






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