Riot (HL2DM CTF)
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Re: Riot (HL2DM CTF)
Posted by keved on Tue Feb 15th at 11:49am 2005


Hi guys

I've uploaded 6 pics of my imminent HL2DM CTF map, Riot. The first beta should be available later this week when Valve intend to make the new weapons available (I'll be adding the Slam, etc then releasing the beta).

Comments welcome.





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Re: Riot (HL2DM CTF)
Posted by Dan on Tue Feb 15th at 12:01pm 2005


Looks nice there buddy, but maybye too dark?





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Re: Riot (HL2DM CTF)
Posted by ReNo on Tue Feb 15th at 4:02pm 2005


I kinda dig the colourless look in the first area, very depressing and suiting of the theme, but on the other hand I think the map as a whole could benefit from some more colourful areas. Looking like a cool map though, mostly simplistic architecture but done really well.
[addsig]




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Re: Riot (HL2DM CTF)
Posted by onniguru on Thu Feb 17th at 1:53am 2005


Good to see more CTF maps making there way out there now, too. So far, there are only 2 ctf maps that I've seeing get regular rotation on a number of servers...and these only first showed up a couple weeks ago.




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Re: Riot (HL2DM CTF)
Posted by keved on Sat Feb 19th at 11:42am 2005


Beta 1 is now available to download for those interested. Comments & feedback is appreciated.

I already know that it's possible to pickup your own flag and move it a short distance before it is automatically dropped, and keep doing this to move it around the level. I've done a fix which will be in beta 2.

Thanks.





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Re: Riot (HL2DM CTF)
Posted by ReNo on Sat Feb 19th at 8:40pm 2005


I had a run around and was thoroughly impressed. This is certainly one of the most professional quality custom maps I've come across. Here are a few things I think could be improved though...



I like the idea, but the holes in these cells really aren't convincing. Perhaps have a less uniform section knocked out, or maybe actually have bits of the missing section of wall knocked down on the floor? Some broken pipes or metal beams protruding from the remaining sections could help it look nicer?



These little corridor bits are really rather tight and one person can block it. I understand space is limited and it leads to a little dead-end outpost thing, but it still felt rather amateurish amongst the rest of the level in both looks and gameplay.



This wall is really long and featureless. Some pillars, vents, pipes, ANYTHING really would help it look more interesting.



I didn't much care for the large block in the centre of these handrails for some reason. I understand you are providing cover, but perhaps you could make it look a little nicer somehow? The 6 window paned door things you took from lockdown have little indents in their metal surface that somehow makes it look really cool, you might consider trying that here.



Much love for the exterior region, but I think the lighting was a little basic out here. The spotlights you do have look great, but I feel that relying on your light_environment for the rest of the area leaves it feeling bland. Maybe add in some more spot lights or wall lights? Would add a bit of much needed colour in my opinion.

Anyway, map is looking excellent, good stuff
[addsig]




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Re: Riot (HL2DM CTF)
Posted by keved on Sat Feb 19th at 11:21pm 2005


Thanks for the feedback, ReNo. All are valid comments - the type I'd expect from someone who himself has high standards.

I'll look into improving all the areas you mentioned for the next beta. Everyone has reported that performance is fine so adding more detailing isn't a problem.





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Re: Riot (HL2DM CTF)
Posted by Myrk- on Sun Feb 20th at 3:18pm 2005


Stupid disabling of comments with a forum thread... My comment-

Too bland and monocoloured.

[addsig]




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Re: Riot (HL2DM CTF)
Posted by Leperous on Sun Feb 20th at 3:47pm 2005


Downloaded 6.29mb in 3 seconds, woot Apologies for the very brief and obvious comments; I would agree with the above statements that it does look bland in places (especially that corridor near the flag) and the lighting is dull (it does give a cold feeling, but it just needs more... how about setting the time of day to be sunrise/set, so that the outdoor lighting isn't exactly the same as the interiors, and you get to stream in light through windows?)

Also I see from dm_steamlab that physics-enabled hanging lights are in fashion now





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Re: Riot (HL2DM CTF)
Posted by keved on Sun Feb 20th at 7:11pm 2005


I'd like to keep an oppressive feeling with the lighting - it is a prison setting after all - but yeah the lighting could do with some work and I'm trying out different stuff atm.

The hanging lights are not physics enabled.





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Re: Riot (HL2DM CTF)
Posted by Finger on Mon Feb 21st at 10:46am 2005


Just gave the map a quick run-through. Just have to say, overall I really dig it. Your maps have a certain style/ambience that always come across well, and I see this one having lots of potential. As previous posters stated, I think you could push the lighting more in the middle areas, as they seemed to flatten out the most to me.

My big critique is with the layout. My first impression, was that it's just too dense and intricate between the two bases. I haven't really played any serious hl2dm-ctf, so this is just coming from the gut, but I would be curious to see how this map felt with more basic connectivity in the middle. Right now, with my impression of the game, and peoples willingness to learn new, big, maps - I think this map might be more accessible if simplified.

That was the beauty of maps like 2fort in tfc, and dust in cs; they are just so easy to jump into, quick to learn, and play fast. I have always been a fan of big maps, but from my experience selling them and getting them to stick around is a challenge.





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Re: Riot (HL2DM CTF)
Posted by keved on Mon Feb 21st at 11:05am 2005


Thanks Finger. I'm working on the lighting atm - the lighting in the rooms I've done so far is more interesting and not as flat. I used too many lights and not enough strong light_spots.

Regarding the layout, you're right, there is one section in between each base that I'll be changing. The main bottom tier of the level only takes 6 right-angled turns to go from one flag to another - I'm happy with that. I think the problem is the upper tier as there are too many twists & turns. Simplifying them is next on my hit-list.





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Re: Riot (HL2DM CTF)
Posted by Myrk- on Mon Feb 21st at 11:06am 2005


I'll have to disagree with Reno and many people completely about the outdoor lighting... I think you could do with some fog or something, make it kinda a misty day thats dull.

If you need good lighting then your architecture is poor in form.

[addsig]




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Re: Riot (HL2DM CTF)
Posted by keved on Mon Feb 21st at 12:24pm 2005


? quoting Myrk-
If you need good lighting then your architecture is poor in form.

??? I said nothing about needing good lighting, just that I recognise it needs improving and am doing something about it.

Snark Pit seems to pride itself on the quality of feedback given but with the exception of the outdoor lighting suggestion (which I'll try out), the feedback you've given thus far Myrk is what some here mock the Steam forums for. If you're going to give feedback, a bit more explanation than throwaway sentences like this (and your previous "Too bland and monocoloured") wouldn't hurt.





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Re: Riot (HL2DM CTF)
Posted by Agent Smith on Mon Feb 21st at 12:48pm 2005


Finally had a chance to check this out Keved and I am impressed with how much you've done in such a short time (though CTF is a bit of a cut and paste job ).

Most of Reno's criticism regarding the narrow passages and quite bland architecture in some places I would definately agree with. You should at least be able to fit two players side by side down the corridors in question, so that it doesn't turn into a frag fest when a grenade is thrown in, or someone has the ar2, giving people move to run or manuever.

I really noticed the lack of finer scene setting detail and interactivity. While the lighting is pretty spot on (if a bit dark for my liking); and the architecture is good, I found that for a destroyed prison, particularly after a riot, it felt extremely empty and clean. I know its only an early beta and the props and stuff will come later, but I know they will seriously enhance the feel of the map.

On the lighting, I think you shouldn't go overboard with different coloured lighting. The occaisional red emergency light to highlight an area, or perhaps the flickering light from some fires (a must in a prison riot) would certainly enhance the feel of the map and make it more interesting.

I had some problems with the overhead walkway areas. I noticed this with refinery, while most of the walkways are fine, every now and again you get this wooden plank placed over a fall. In combat they are too small, I often found myself falling off when forced to hot foot it. Also I'm not sure where they would get planks for walkways in a prison. Perhaps instead make it a piece of the fence used on the walkways, which would not only fit the theme much better, but also provide a wider walkway across the gaps.

You might also want to try spiffing up the architecture a bit, as its pretty plain at the moment, lots of blocks, nothing too complex. Even shearing off the corners of pillars and some detail like pipes in tunnels greatly enhances the scene. I suppose its a trade off between playability and looks, but like you said you have fps to spare, perhaps they would be some minor but worthwhile additions you could make.

Apart from that looking very nice Keved . [addsig]




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Re: Riot (HL2DM CTF)
Posted by DrGlass on Mon Feb 21st at 12:50pm 2005


I will try and give this a run through, but I would really like to play this with other people. CTF is a hard game play to balance, do you plan on submitting this to a server? I think the [K-9] server would run somthing like this. If you do please send me a PM and I would love to try it out.

A quick comment on the out door lighting that Reno talked about, I quite like the screen shot there. I think that the blan, quited, cold light really adds to the feeling that you seem to have all over the map.

A few colored lights would help in some areas though. I'd look at pictures from movies like 'the rock' for some insperation.
[addsig]




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Re: Riot (HL2DM CTF)
Posted by keved on Mon Feb 21st at 2:14pm 2005


Thanks for your feedback Agent Smith/Dr Glass, all good stuff which I'll be doing something about for beta 2.

DrGlass, there are already some servers running the level. When I did this search at game monitor there were 5 servers to choose from.

http://www.game-monitor.com/search.php?map=tdmctf_riot_b1&game=all&country=





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Re: Riot (HL2DM CTF)
Posted by Orpheus on Mon Feb 21st at 2:39pm 2005


LOL, how is it, your 3 posted screens are so well optimized, and your 3 extra screens are so.... not?

i am truly busy today, but i do want to give this map my full attention bud. if i am able, i will get to it today sometime.. (my today, not yours )

anywho's /me is off for the day.. be good.

[addsig]




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Re: Riot (HL2DM CTF)
Posted by Orpheus on Tue Feb 22nd at 4:00pm 2005


Notice: I do not play CTF maps so all i will do is concentrate on what i see that needs altering from an editing standpoint. Game play will have to be done by someone who plays this type of map. I also noticed that my screen shots are a tad bit darker than in the game, so do not base light intensity on my screens. Another thing of note, I do not really read other peoples critiques till I have done my own. In this way I do not pre-judge a map and possibly alter my views before I have even seen the map. If I comment on something that someone else has already, consider it note worthy enough that more than one person saw it and move on. Lastly, as i stated before, due to the HL2's engine ability, machine size is going to effect a critique in some ways. I may not notice some slowdowns now that I used to on my older machine. I figure however, anything over 30 FPS is all goodness.

Now without further delay..

Spawnpoint, at least the one I spawned on. Yes I realize the map is a night, or early morning setting, but i feel the light level can be raised just a bit. The colors hurt my eyes at this intensity. It could be only my eyes, but since this is my critique, I can only say how i feel. A bit more fog couldn't hurt. The cloudy sky would lead someone to believe that its almost ready to rain, or the humidity is high enough to warrant some fog.

2 things caught my attention right off. 1) the entry from this way looks built. Not by convicts, but by engineers. They had frames around the holes, where convicts would have settled for just opening the way enough to grant egress. 2) the rooms/cells were so empty. No debris, no dirt, not even a pile of old feces.. nothing. It was almost sterile. Of course this could be due to its unfinished nature, but at 90% or more completion, this map should have already contained a fair amount of ambient items. At the very least some old papers. The rooms/cells were mostly vacant of normal living items such as beds and potties. No sinks or other of the normal amenities were present.

No one would bother propping that door against that pillar.

Due to the light level in the map, I overlooked, or nearly overlooked a fair amount of items. I suggest some sort of an identifying feature. In my map Apex, it was dim like this and I added light spots over every item location to assist fragging.

Shadow under bench.. /me wonders how when none of the other items did this on any bench.

I asked myself at each end (red and blue) what would be the purpose of such a dead end alcove? No weapons of note existed. Perhaps I simply overlooked the purpose such as defensive. *shrugs*

Utility light above, old construction below would have been a nice touch. Perhaps a clean-up job left unfinished.

This washer area is sadly insufficient for so vast an instillation.

Heavy weapon and easy access = bad. Weapons of this nature should be medium to difficult to attain. Same holds true for that crossbow you had lying on the floor elsewhere I saw.

Where did all that debris come from? That pile of stuff could never have originated from above. Also it seems made up of rock, where dirt and concrete would have more likely been the major materials involved.

Them are the strongest electric wires in the history of construction

More debris, wrong material. I would also venture a guess that some plant life would grow this close to the outside. Drifting seeds and bird poop would guarantee that much.

Broken rails, no debris below.

Them have got to be the ugliest stairs in the history of editing .. seriously, they need help. They almost look added as an afterthought.

I was wrong, THESE are the ugliest.

I saw these lights sway when shot in other maps.. Would be a nice touch in this one as well.

Overall, a very nice map.. Considering its these. Prisons tend to be littered with dead ends so I never mentioned them. I think once the ambiance is addressed this map will move up several notches in its quality.

I would be happy to do a second critique after these things I posted are addressed, assuming I have not totally pissed you off thus far

[addsig]




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Re: Riot (HL2DM CTF)
Posted by Orpheus on Tue Feb 22nd at 5:50pm 2005


/me saw keved read this.

/me musta went to far. :/

[addsig]





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