dm_district 33
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Re: dm_district 33
Posted by ultranew_b on Tue Jan 18th at 4:37am 2005


This is a classic case of lack of beta testing. All these problems you mentioned can be fixed. Unfortunatly, I had no way to test this level due to time constraints. This is literally (beta 1) your playing. I hate when ppl label maps with b1...b2, etc. When i update the level, all you have to do is simply overwrite the old level.





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Re: dm_district 33
Posted by Dred_furst on Wed Mar 9th at 6:26pm 2005


Just like to add, this map managed to get in the UK's top5 PC gamer maps and was included on the march 2005 DVD edition, nice work man! i gotta play this yet though!
[addsig]




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Re: dm_district 33
Posted by ultranew_b on Thu Mar 10th at 10:54pm 2005


? quoting Dred_furst
Just like to add, this map managed to get in the UK's top5 PC gamer maps and was included on the march 2005 DVD edition, nice work man! i gotta play this yet though!

WOW !!! Awesome ! I wish the magazine would of informed in some way, though. However, if my name is with the map, i'm happy.

Any chance you could scan the magazine article and post the pic here Dred_furst? I live in Canada and have no access to this magazine unfortunatly. It would be much appreciated, Thanks for the heads up !!

If you need a free image host, you can use http://imageshack.us/. !!





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Re: dm_district 33
Posted by LilTortillaBoy on Sat Mar 12th at 2:24am 2005


Awesome map man, very pretty! The only thing that I saw that looked very strange is the buildings in the background of pic 1. If you go up to the fence and look at the buildings they look very strange. This is probably because these were not meant to be seen up close and meant to be used as filler for scenery. OH and one more thing, when you are using grav gun you can pull street sign polls out of the ground but the sign itself will be left floating in the air. You should change the cars in here to prop_physics_multiplayer so you can shoot em around, and maybe take out that car that you can pick up and throw with the grav gun. Not sure about that though, its kinda cool to be able to just whip a car around like that I pray to see this on some god damn servers soon. What kinda world do we live in where killbox is on more then 10 servers. That gay map shouldnt even be on 1 server. Keep up the great work man!




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Re: dm_district 33
Posted by keved on Sat Mar 12th at 10:49pm 2005


? quoting ultranew_b
I hate when ppl label maps with b1...b2, etc. When i update the level, all you have to do is simply overwrite the old level.

I've commented on this map before in the steampowered forums and remember pretty much giving the same comments as Lep and Yak Fighter; basically it looks a heck of a lot better than it plays, and for a first time effort it's a sterling attempt.

But I'm writing here about your policy of overwriting bsp files with new versions - seriously, revise your policy! Consider this; a client downloads a version of your map and happily plays it on a server. Then a new version of your map is released with the same filename and the server admin overwrites it on his server. Now the client tries to connect to the server but is kicked because the file differs. Other map authors use the _b1 _b2 etc suffixes for a very good reason; to prevent file conflicts like this.





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Re: dm_district 33
Posted by Orpheus on Sat Mar 12th at 11:44pm 2005


? quoting keved

But I'm writing here about your policy of overwriting bsp files with new versions - seriously, revise your policy! Consider this; a client downloads a version of your map and happily plays it on a server. Then a new version of your map is released with the same filename and the server admin overwrites it on his server. Now the client tries to connect to the server but is kicked because the file differs. Other map authors use the _b1 _b2 etc suffixes for a very good reason; to prevent file conflicts like this.

now you've warned him.. lets see if he can absorb the logic or not

my guess, his maps will not be played much after the first or second server borkage sadly, we will never know, i doubt he will come back and tell us.

[addsig]




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Re: dm_district 33
Posted by Dark|Killer on Sun Jan 16th at 8:19am 2005


WOW, nice map dude, i really like the atmopshere of the thrown stuff on the ground so we can pick it up with the G-Gun or phys0-gun, and i dont know about this, but is the train moving??...Nice map and really cool... <br>Keep up the good work buddy smiley



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Re: dm_district 33
Posted by Ferret on Sun Jan 16th at 8:29am 2005


Very nice



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Re: dm_district 33
Posted by JacK on Sun Jan 16th at 12:02pm 2005


Best custommap I've EVER seen in HL2!



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Re: dm_district 33
Posted by Junkyard God on Sun Jan 16th at 10:39am 2005


Wow that looks class, it's a shame you can't submit to the contest anymore , you would have had a good chance i think smiley, it beats the crap outa all the other maps i've seen (avalon etc.)



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Re: dm_district 33
Posted by Inflatable on Sun Jan 16th at 1:37pm 2005


Looks awesome!!! <br> <br>Need fps optimasations though.. My fps drops below 25 in some area's walking arround on my own..



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Re: dm_district 33
Posted by hambeater on Mon Jan 17th at 10:45am 2005


First thing, if the Source engine were just designed for artistic creation, your map would be one of the best works of art I've ever seen. It is really quite well done. The thing is, HL2DM maps are for deathmatch, and your map has no guns! Just like a lot of other maps released on this site, if people played your map it would just turn into a SMG and gravgun brawl which gets old fast. A more signifigant error in your map, however, and I believe you must already know this, is the fact that you only have one spawn point. I did this too in my map I submitted to the contest because I put down info_player_start where I needed info_player_deathmatch, maybe that was your mistake too? Anyway if you fix the spawn problem and put in some more guns, your map would really kick ass. Good job.



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Re: dm_district 33
Posted by Inflatable on Mon Jan 17th at 4:00pm 2005


I agree with hambeater.. Things that need fixing: <br> <br>1. spawnpoints <br>2. more weapons <br>3. fps performance optimasation <br>4. hole in map that allows people to go off the map (see screenies) <br> <br><a href="http://www.bigbear.cistron.nl/dm_district330000.jpg" target="_blank">http://www.bigbear.cistron.nl/dm_district330000.jpg</a> <br><a href="http://www.bigbear.cistron.nl/dm_district330001.jpg" target="_blank">http://www.bigbear.cistron.nl/dm_district330001.jpg</a> <br> <br>Fix these things, and you have a winner.. Atm I give it an 8 because of the things that need fixing..



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Re: dm_district 33
Posted by viper5k on Mon Jan 17th at 10:18pm 2005


Damn dude good job.Lol for a second i thought it wasnt a game cause it looked so good Very nice job



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Re: dm_district 33
Posted by ultranew_b on Mon Jan 17th at 11:19pm 2005


Hambeater, I was wondering why i always spawned in the same spot. :/ Thanks for your solution. I wish i had known earlier of this error. smiley <br> <br>As for fps, i attempted to insert area portals , to block off the sewer, but they failed to work . smiley Someone on another forum mentioned using area portals hidden in buildings to &quot;section&quot; off the map, i have no idea how this would work. Occluders do work in the map, but because of my design (wide openness), I fear optimizing will be nigh impossible. <br> <br>Thanks for your great comments, I appreciate it very much. To this day i have not played the map with anyone . Which really sucks. smiley Because of the very short deadline in this contest (and my late start), it just wasn't possible for me to sufficiently beta test this map thoroughly. :/ I made this map in about 2.5 weeks, nevr touched hammer before this. I'm happy with its looks, not happy about fps problems. <br> <br>/end rant <br> <br>smiley




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