dm_district 33
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Re: dm_district 33
Posted by ultranew_b on Sun Jan 16th at 8:14am 2005


Hey guys, Finally releasing my level dm_district33 to the public. It has not been tested online, but I would imagine its best suited to 6-8 players. This was my first serious attempt at a hammer map. More info included with the .rar file.

Hope you like it !! It was a pleasure working with this engine !smiley

Screens:

http://img156.exs.cx/img156/9311/ultranewbdistrict3303.jpg

http://img156.exs.cx/img156/9703/ultranewbdistrict3314.jpg

http://img156.exs.cx/img156/5743/ultranewbdistrict3301.jpg

http://img156.exs.cx/img156/3092/ultranewbdistrict3302.jpg

http://img156.exs.cx/img156/4873/ultranewbdistrict3304.jpg

http://img156.exs.cx/img156/1931/ultranewbdistrict3305.jpg

http://img156.exs.cx/img156/5716/ultranewbdistrict3306.jpg

http://img156.exs.cx/img156/994/ultranewbdistrict3308.jpg

http://img156.exs.cx/img156/1295/ultranewbdistrict3307.jpg

http://img156.exs.cx/img156/4700/ultranewbdistrict3309.jpg

http://img156.exs.cx/img156/7260/ultranewbdistrict3310.jpg

http://img156.exs.cx/img156/362/ultranewbdistrict3312.jpg

http://img156.exs.cx/img156/2449/ultranewbdistrict3313.jpg

Download Courtesy of PAF:

http://downloads.punkassfraggers.com/index.php?direction=&order=&directory=HL2DM%20Files/Official%20Valve%20Map%20Contest%20Entries&





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Re: dm_district 33
Posted by Dark|Killer on Sun Jan 16th at 8:20am 2005


Not bad, i really like it from the images lol, i will be able to play it after i get back home, becuase im in a net cafe..and cant play it there

Cya, and good luck

[addsig]



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Re: dm_district 33
Posted by Gorbachev on Sun Jan 16th at 10:29am 2005


While the camera angles ham it up a bit, it looks very populated and real. For the most part it doesn't look like a bunch of props placed for the sake of it. I'll have to check this out.
[addsig]




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Re: dm_district 33
Posted by Myrk- on Sun Jan 16th at 12:17pm 2005


If I ever get the Steam ports unblocked then I'll play this straight away! Looks fantastic- though the insides look quite a lot less detailed, especially you're sewer- could do with some nice sprites on the lights or some grates in the road letting light in. [addsig]



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Re: dm_district 33
Posted by habboi on Sun Jan 16th at 2:15pm 2005


It looks great and if i was in an experiment then i could'nt tell the difference between a real city and a game city! [addsig]



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Re: dm_district 33
Posted by ultranew_b on Sun Jan 16th at 2:16pm 2005


FPS is not as good as I would like it to be unfortunatly. I did utilize occluders, hint brushes,model fade and detail brushes. This is my first map with hammer, so it was a learning experience. So if anyone has some suggestions to seriously boost performance, I'm all ears.





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Re: dm_district 33
Posted by ReNo on Sun Jan 16th at 3:52pm 2005


Looks awesome judging by the screenshots, and for your first map with hammer this is an exceptional piece of work. What other editors are you experienced in, out of curiousity?
[addsig]




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Re: dm_district 33
Posted by ultranew_b on Sun Jan 16th at 4:04pm 2005


I mapped with the Unreal engine extensively. I have made maps for Strike Force 2004 and UnWheel (a driving mod for UT2004). So the transition to hammer was very easy for me. I really enjoy working with hammer, cause the lighting is so superior to Unreal, imo, but I still think Unreal Ed 3 is the most superior editor. RT lighting being the biggest perk.



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Re: dm_district 33
Posted by ReNo on Sun Jan 16th at 4:06pm 2005


Everyone seems to like their first / main editor the best - you won't find too many UnrealEd fans around these parts I didn't notice any mention of this being for the contest - did you enter it?
[addsig]




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Re: dm_district 33
Posted by DrGlass on Sun Jan 16th at 5:57pm 2005


looks good, I'm going to fire it up now and take a look.

[edit] d/l dosnt' seem to be working for me.




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Re: dm_district 33
Posted by ReNo on Sun Jan 16th at 6:15pm 2005


Likewise, but I'm not sure if thats a surprise which such an extraordinarily long URL
[addsig]




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Re: dm_district 33
Posted by Cassius on Sun Jan 16th at 6:59pm 2005


This map owns. I also like your screenshot style, it kinds of adds to the theme in a way.



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Re: dm_district 33
Posted by ultranew_b on Sun Jan 16th at 7:22pm 2005


ATM i'm looking for another host, should have this remedied shortly. Will post a link very soon, sorry 'bout this. PAF seems to be having some troubles atm.

Reno, this was entered into the contest. I paid a small fortune to have it shipped via courier.

Download from PAF :

http://downloads.punkassfraggers.com/index.php?direction=&order=&directory=HL2DM%20Files/Official%20Valve%20Map%20Contest%20Entries&





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Re: dm_district 33
Posted by G.Ballblue on Sun Jan 16th at 10:09pm 2005


G'ah! The city quality of this belongs in a swat game, like Rainbow Six 3 or something!

It looks spectacular for a city map

[addsig]




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Re: dm_district 33
Posted by hambeater on Mon Jan 17th at 10:48am 2005


Have you tried to actually test it with people yet? I think you only have one spawn point, which needless to say is a problem. Oh and ReNo, have you ever actually used UnrealEd? It rocks Hammer into the stone age, which is about when Hammer was developed...




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Re: dm_district 33
Posted by ReNo on Mon Jan 17th at 12:17pm 2005


LOL ham I have used it though not very much. I applied for a job in my uni a couple of years ago and the project was using the original unreal engine, so I learnt the basics in UT2003. In many ways it is superior to hammer, but personally, being far better versed in hammer, I find that more to my liking. If I had learnt UnrealEd first, I would almost certainly prefer that.
[addsig]




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Re: dm_district 33
Posted by Leperous on Mon Jan 17th at 12:45pm 2005


It's pretty good, but has a few problems-

  • As already stated it seems like there's only one player start? Though maybe that's my maxplayers 1 setup...
  • Weapon & item placement is, quite frankly, crap- there's very little of it around!
  • The layout needs some working on. Too many fiddly roof ledges, and the sewers seem pointless.
  • The ambient busy city sound is wrong for your empty, quiet map. It should either be a quiet, windy, deserted sound, or there should be "life" visible outside- e.g. the train should be running
  • One of your cars can be picked up with the grav gun, and the others can't be pushed by it (ragdoll stylee, like in all the other Valve maps)




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Re: dm_district 33
Posted by ultranew_b on Mon Jan 17th at 11:33pm 2005


Thank you for taking the time to point out these issues, i appreciate it very much. I just answered a bunch of questions here.

http://www.snarkpit.com/maps.php?map=1621

I'm debating whether or not to abandoned this map and just start another one, I feel optimising this baby will be almost impossible, simply because of the design. Live and learn.





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Re: dm_district 33
Posted by mazemaster on Tue Jan 18th at 1:33am 2005


? quote:
Have you tried to actually test it with people yet? I think you only
have one spawn point, which needless to say is a problem. Oh and
ReNo, have you ever actually used UnrealEd? It rocks Hammer into
the stone age, which is about when Hammer was developed...


Used both. I like Hammre better. Even though its lacking some of the finer advantages of UnrealEd, the style of editing in Hammre is more in tune with the way I think about mapping. [addsig]




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Re: dm_district 33
Posted by Yak_Fighter on Tue Jan 18th at 3:39am 2005


Ignoring the low FPS, the single DM spawnpoint, and the (seemingly) nonexistent weapon placement, you've still got a bunch of connectivity and layout problems. It looks really cool, but as a DM map it really doesn't work. You've got a bunch of wide open streets with little to no cover, a bunch of dead ends on the roofs (unless you just swan dive off the top), and a ton of ladders everywhere. The map is too expansive and open for a good game, especially given the slow movement speeds and ease of death in HL2DM.

You've got the right ideas (multiple levels, a combination of close combat and open areas) and the obvious ability to make complex and sweet looking areas, so I'm certain you're next maps will be knockouts. Until then...

As an aside, I am stunned by the number of really good looking contest maps that have little-to-zero gameplay. Each contest map I've downloaded except island17 and rebar has failed the most important aspect of mapping, and it's rather stunning that people would put so much effort into creating an architecturally beautiful map with all the bells and whistles when the basic layout would never work as a good map.

[addsig]





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