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.
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.

Looks nice there buddy, but maybye too dark?


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.






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.

Stupid disabling of comments with a forum thread... My comment-
Too bland and monocoloured.
[addsig]
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 ![]()
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.

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.
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.

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.
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??? 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.


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=

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]
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 ![]()

/me saw keved read this.
/me musta went to far. :/
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