I'll post this after I send it in to Valve and work out some performance issues. not in that order I hope.
The problem is the map is rendering areas that the player cant
see. working on hint brush but they dont seem to be working so
well... I havn't gotten the hang of the new engine.
Re: dm_park
Posted by DrGlass on Thu Jan 13th at 7:20am 2005

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Posted by DrGlass on Thu Jan 13th at 7:20am 2005
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Re: dm_park
Posted by Crono on Thu Jan 13th at 7:44am 2005
Posted by Crono on Thu Jan 13th at 7:44am 2005
I said it as a comment on the map, but I'll say it here too.
It appears that your connectivity is suffering (badly). It looks pretty though.
[addsig]
It appears that your connectivity is suffering (badly). It looks pretty though.
[addsig]
Re: dm_park
Posted by DrGlass on Thu Jan 13th at 8:35am 2005

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Posted by DrGlass on Thu Jan 13th at 8:35am 2005
I think that the map works like it was designed. I could send you a copy of the map.

This is the left side, there is path way from the canal area down the side walk. That is the only way out of the lower area. I'm debating leaving it that way or adding a ladder. I was thinking that one exit would be a good way to punish players for falling down there.

there are many ways across the canal, and the player wont slide off the slant. In the middle there is the RPG.

this is the inside of the main building. the only way up is the center spiral stair. I may add a ladder or second set of stairs.

past the pipes you can see one of the two drain pipes that lead to a hallway back to the surface.

This is the left side, there is path way from the canal area down the side walk. That is the only way out of the lower area. I'm debating leaving it that way or adding a ladder. I was thinking that one exit would be a good way to punish players for falling down there.

there are many ways across the canal, and the player wont slide off the slant. In the middle there is the RPG.

this is the inside of the main building. the only way up is the center spiral stair. I may add a ladder or second set of stairs.

past the pipes you can see one of the two drain pipes that lead to a hallway back to the surface.
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Re: dm_park
Posted by Static88 on Thu Jan 13th at 6:43pm 2005
Posted by Static88 on Thu Jan 13th at 6:43pm 2005
Looks pretty cool. Can't wait to try it out. Maybe put a low fence on the sidewalk portion of the park itself, so the little ones don't fall off into the canal. j/k. In picture #2, it looks like the city ends kind of abruptly. Maybe add a few more buildings in your 3D skybox, a little farther in the distance to give your playable area a more central feel. Just a thought. Good job on the map. I like the lighting. Good luck on the contest, too.
Re: dm_park
Posted by ReNo on Thu Jan 13th at 8:07pm 2005

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Posted by ReNo on Thu Jan 13th at 8:07pm 2005
The spiral stair case doesn't look very convincing to be honest - could
really use a trim at least, or some handrails. In the first shot you
have a building on the left of the road bridge that looks
unrealistically thin as well.
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Re: dm_park
Posted by DrGlass on Thu Jan 13th at 8:26pm 2005

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Posted by DrGlass on Thu Jan 13th at 8:26pm 2005
Once I find a host I'll give you all a download. I fixed most of
the building and skybox problems. As for the stair case, I wanted
it to look half built and quite frankly I didn't want to add more
models to the map becuase I was already haveing a hard time with frame
rate.
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Re: dm_park
Posted by DrGlass on Mon Jan 17th at 2:23am 2005

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Posted by DrGlass on Mon Jan 17th at 2:23am 2005
I wish I could have done some play tests. Oh well, I'd still love some feed back.
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Re: dm_park
Posted by ReNo on Mon Jan 17th at 2:24am 2005

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Posted by ReNo on Mon Jan 17th at 2:24am 2005
Its not too late you know - if you dont place in the contest, then there is no reason why this needs to be the final version.
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Re: dm_park
Posted by BlisTer on Mon Jan 17th at 4:00am 2005
Posted by BlisTer on Mon Jan 17th at 4:00am 2005
i dont really like the yellow-ish houses and the hugeness of the building in the second shot. but i do like the lighting, and i just love the dried-out dock/sewer
[addsig]
Re: dm_park
Posted by Tactii on Mon Jan 17th at 10:55pm 2005

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Posted by Tactii on Mon Jan 17th at 10:55pm 2005
I run this map between 10 and 40 fps, closer to 10 in all the busiest
areas where frames are needed most. Looking at wireframe, you were
obviously careful about unnecessary BSP splits, but I think the layout
you've selected is un-optimizable, or you seriously need to hint brush
the hell out of it. I wireframe the parking garage and all I see is
pink.
You've created a nice looking environment, but it seems like DM flow was an afterthought. The one-way flow into the pipe/tunnel/corridor side of the street will not produce enriching combat. There's a ton of HEV armor; you can reach 100 in no time. If you can stay alive long enough at 10 fps to collect it.
There is a low spot in the displacement canal floor where I got stuck.
You added multiple dynamic lights, even some outside the play area. These are hell for slower CPUs and don't scale with the DX level like other visuals.
I think you would do better with another map layout. You've got a ton of detail here in a tight space with no opportunity for vis blocking, a recipe for disaster.
You've created a nice looking environment, but it seems like DM flow was an afterthought. The one-way flow into the pipe/tunnel/corridor side of the street will not produce enriching combat. There's a ton of HEV armor; you can reach 100 in no time. If you can stay alive long enough at 10 fps to collect it.
There is a low spot in the displacement canal floor where I got stuck.
You added multiple dynamic lights, even some outside the play area. These are hell for slower CPUs and don't scale with the DX level like other visuals.
I think you would do better with another map layout. You've got a ton of detail here in a tight space with no opportunity for vis blocking, a recipe for disaster.
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Re: dm_park
Posted by DrGlass on Mon Jan 17th at 11:49pm 2005

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Posted by DrGlass on Mon Jan 17th at 11:49pm 2005
I agree, I wish I could show how hard I tryed to use hint brushes and
VIS blocking. Nothing seemed to work. Bah... I'll see if I
can do a remake and fix those problems.
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Re: dm_park
Posted by DrGlass on Wed Mar 9th at 10:49pm 2005

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Posted by DrGlass on Wed Mar 9th at 10:49pm 2005
ok, I've fixed alot of the performace issues. I've been talking to Lep and we will try and playtest it soon.
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Re: dm_park
Posted by Orpheus on Thu Mar 10th at 9:13pm 2005

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Posted by Orpheus on Thu Mar 10th at 9:13pm 2005
Son and i playtested this map.. it needs a lot of tweaks. i suggest you acquire a HQ critique before releasing.
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Re: dm_park
Posted by Campaignjunkie on Fri Mar 11th at 5:22am 2005

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Posted by Campaignjunkie on Fri Mar 11th at 5:22am 2005
I agree with Orph; a lot of reworking is in order! 
The layout is very impractical and needs LOTS of optimization. I was averaging 20-30 FPS in the main canal area (and I have a pretty high-end machine); common areas like these should have the highest framerate and less detail, because they will be the most traveled areas. Way too much to render all at once.
Source can handle very open expansive environments, but you still have to stay practical. Building a whole cityscape, canals, sewers, and parking structure along with water (which reflects everything and practically halves framerate!) is pushing it to the absolute limit, I'm afraid. I see some promise in some of the setpieces, so I think you just need more experience with layouts in general.
I suggest looking at some other maps (dm_torque or dm_np_refinery come to mind) to see how they keep flow efficient and consistent. Don't give up!
[addsig]
The layout is very impractical and needs LOTS of optimization. I was averaging 20-30 FPS in the main canal area (and I have a pretty high-end machine); common areas like these should have the highest framerate and less detail, because they will be the most traveled areas. Way too much to render all at once.
Source can handle very open expansive environments, but you still have to stay practical. Building a whole cityscape, canals, sewers, and parking structure along with water (which reflects everything and practically halves framerate!) is pushing it to the absolute limit, I'm afraid. I see some promise in some of the setpieces, so I think you just need more experience with layouts in general.
I suggest looking at some other maps (dm_torque or dm_np_refinery come to mind) to see how they keep flow efficient and consistent. Don't give up!
[addsig]
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Re: dm_park
Posted by Orpheus on Fri Mar 11th at 8:58am 2005

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Posted by Orpheus on Fri Mar 11th at 8:58am 2005
WOW, i think I'm feeling faint.. CJ agreed with me twice in as many minutes..
/me goes and lays down..
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Re: dm_park
Posted by DrGlass on Fri Mar 11th at 4:28pm 2005

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Posted by DrGlass on Fri Mar 11th at 4:28pm 2005
thanks guys, I think your right. I bit off more than I or the
engin could really chew. It would be more work to re-do and
re-fix the map than it would be to start over and make one that wasn't
a rush job.
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Re: dm_park
Posted by Orpheus on Fri Mar 11th at 5:29pm 2005

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Posted by Orpheus on Fri Mar 11th at 5:29pm 2005
i haven't looked at the last release, but the issue as i saw it was.. you broke the most basic fundamental rule in mapping.
"you can see almost everywhere, from anywhere."
IMO, this map was not much better than a killbox, albeit, with much more inside the box.
this map would have played alright with everything on one side or the other of the canal removed.
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Re: dm_park
Posted by DrGlass on Fri Mar 11th at 8:34pm 2005

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Posted by DrGlass on Fri Mar 11th at 8:34pm 2005
I agree, I made this back when I didn't yet understand the limits of
hl2. I wanted an open, multi level fight. On to more and i
can only hope better mapping.
[addsig]
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Re: dm_park
Posted by Random on Thu Jan 13th at 4:53am 2005
Posted by Random on Thu Jan 13th at 4:53am 2005
Omg.. i love this..
Re: dm_park
Posted by Vassago5kft on Thu Jan 13th at 4:56am 2005
Posted by Vassago5kft on Thu Jan 13th at 4:56am 2005
Looks a lot better than most of the DM maps on here.
<br>Keep it up!
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