dm_np_refinery_b4
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Re: dm_np_refinery_b4
Posted by keved on Fri Jan 21st at 7:27pm 2005


Hi guys, here is my entry for the Valve HL2DM competition, NP Refinery.

http://www.snarkpit.com/maps.php?map=1654

Pics here (different from the 3 pics I've uploaded to Snark Pit for the level):

http://www.keved.com/dm_np_refinery_04.jpg

http://www.keved.com/dm_np_refinery_05.jpg

http://www.keved.com/dm_np_refinery_06.jpg

Comments and suggestions are welcome. Thanks.





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Re: dm_np_refinery_b4
Posted by Leperous on Sat Jan 22nd at 12:27am 2005


I like this level, good job! My only criticisms are that the rocks that border the map look too flat (and with noclip, it appears that they are), so fix that, and maaaybbbeee there are some layout problems- your interiors would be great to fight in, but I'm worries that they won't see much action in an actual game...



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Re: dm_np_refinery_b4
Posted by keved on Sat Jan 22nd at 11:10am 2005


Thanks.

Actually, you're right in thinking the interiors wouldn't get as much action as they could. I've had comments to this effect and will be removing a battery & health pack from the yards, adding some to the interiors, and also adding slam & stunsticks to the interiors when Valve make them available.

About the displacements in the 3D skybox, yeah I know what you mean. I think it's more to do with the strength of my sun - it's washing out a number of textures which are light in tone. I'll look into compiling with a number of different sun colours.





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Re: dm_np_refinery_b4
Posted by Yak_Fighter on Sun Jan 23rd at 7:45pm 2005


I just played this map last night, and I thought it was pretty good. I really liked the outside sections, but I felt the interior was a little too maze-like and some of the halls were really plain. It was pretty fun to play though.

I was going to make a comment about how the outside looks suspiciously like Leadworks, but then I found out you're Gustavo...

[addsig]




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Re: dm_np_refinery_b4
Posted by Cassius on Sun Jan 23rd at 8:04pm 2005


Gustavo?! Heh, you registered two days ago and have 8000 Snarkmarks already

/me bows

I agree with Yak and Lep - the interior does look a little plain in terms of structure: the walls are a perfect box. Also, the pinkness of the sun is a bit over the top.





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Re: dm_np_refinery_b4
Posted by Orpheus on Sun Jan 23rd at 8:13pm 2005


? quoting Cassius
Gustavo?!

/me bows

here 2 days, has the second highest snarkmark score..

looked at your credits lists..you mis-spelled my name in a few of them

/runs

[addsig]




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Re: dm_np_refinery_b4
Posted by keved on Sun Jan 23rd at 9:05pm 2005


Re: the interiors - yep totally fair point. When Valve contact the 'potential winners' on Jan 30th and I'm not among them I'll do something about that. Making the interiors (mainly the corridors) more interesting should help make it seem less maze-like. With being in the UK I posted it to Valve at New Year to make sure it got there, and because I only actually bought HL2 in the second week in December, it was created in 3 weeks.

Re: the sun, yeah it is currently very strong and as I said earlier on in the thread is washing out the textures which have a light tone. I'm toying with a few different values atm.

Second highest snarkmark eh? I finished second in the egg n spoon race eons ago at my school, second in the HL1 Valve/PHL contest...Always a bridesmaid.

Orph, getting running, I'll give you a headstart, old timer.





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Re: dm_np_refinery_b4
Posted by Orpheus on Sun Jan 23rd at 9:12pm 2005


? quoting keved

Orph, getting running, I'll give you a headstart, old timer.

LOL, its so nice to see a familiar face. have i mentioned that i am glad you are here?

we, are going to have such fun.

*runs away giggling like a school girl*

*trips like a girl*

*looks around to see if anyone noticed like a boy*

[addsig]




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Re: dm_np_refinery_b4
Posted by Myrk- on Mon Jan 24th at 1:41am 2005


As much as I liked the interiors, I think the map would do better with 2 exteriors connected via 1 interior between... It was a bit big for DM play tbh. [addsig]



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Re: dm_np_refinery_b4
Posted by Dietz on Mon Jan 24th at 6:05pm 2005


Wow, Gustavo returns! I haven't heard from you in a very long time, Kevin. Hit me up sometime on my new email if you need any help with anything clintdietz@txstate.edu



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Re: dm_np_refinery_b4
Posted by ReNo on Mon Jan 24th at 9:53pm 2005


Certainly one of the best maps I've come across in HL2DM so far, but I do think there is room for improvement. For example, there are a few places that connectivity could be improved - some of the lower floors in the interior sections for example have only one main exit and a ladder, which to me doesn't feel like enough. Its also a little simple in places architecurally, but on the whole the map looks enough nice despite this and, as it means it runs very nicely, I think its acceptable. The opened doors you have dotted around do add to the visuals but in places I felt they were a bit too closed and meant the gap to go through was a bit too tight, so I'd recommend widening a few of them up to stop players getting snagged.

All in all great job though, hope you do well in the contest as this is one of the maps that seems like it should play really well. If not, well then it could play even better with a little more work
[addsig]




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Re: dm_np_refinery_b4
Posted by keved on Tue Jan 25th at 10:12am 2005


Thanks for the input guys. I've now got this list of issues of my next hit-list...

- Change light_env values.

- Make the corridors more visually interesting.

- Open all the doors a bit more.

- Add another route to the bottom of each of the two main interior rooms.





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Re: dm_np_refinery_b4
Posted by Orpheus on Thu Feb 24th at 3:43pm 2005


Son and I just fragged this thing.. I love it. I think this one beats the Riot map hands down, but could only be because its true HLDM..

my only complaint. i snagged/clipped on so many places it was annoying in its frequency.

the suit chargers were in narrow places and upon turning i snagged. also a few hall/doorways.

overall, i loved it and kept enjoying it cause with each minute i found a place i had yet unseen.. this map is vast.

nice one bud.

[addsig]




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Re: dm_np_refinery_b4
Posted by keved on Thu Feb 24th at 4:05pm 2005


Thanks, glad you like it. I'll add some more player clips - there are some areas I've been meaning to add player clips to but just haven't got around to it.





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Re: dm_np_refinery_b4
Posted by Varsity on Wed Mar 2nd at 4:59pm 2005


I think this is a great map, but you already know that. Just hurry up and release final!




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Re: dm_np_refinery_b4
Posted by keved on Sat Mar 5th at 10:04am 2005


? quoting Varsity
Just hurry up and release final!

I've done the final compile, but my website ftp space (or email for that matter) is no longer available. The company I pay to host my website etc have decided to bill me the yearly subscription but not actually continued my website and email! I'm waiting to hear of their response.





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Re: dm_np_refinery_b4
Posted by keved on Sat Mar 5th at 8:16pm 2005


Final version is now available. I've updated the download link to the final dm_np_refinery.zip file.



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Re: dm_np_refinery_b4
Posted by Akooma on Tue Mar 8th at 6:32pm 2005


I love what you've done with the weapons on the sky bridge. That was my only beef with B4. For some reason it broke up game play being at the ends.

The map was polished gfx wise in B4. Now they look unbelievable. I'm going to add it to the rotation.

Thanks,

Akooma





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Re: dm_np_refinery_b4
Posted by omegaslayer on Fri Jan 21st at 9:25pm 2005


Looks good, but I dont know why we would want to see the beta 4 at all, why didnt you just wait and release the final version.



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Re: dm_np_refinery_b4
Posted by Guerilla on Sat Jan 22nd at 3:57am 2005


Hard to suggest anything, the map is perfect heh good job man




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