dm_amadi_a1
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Re: dm_amadi_a1
Posted by Varsity on Tue Mar 1st at 8:57pm 2005


This is the first ALPHA build of dm_amadi. It is currently in orangemap stages: basic geometry, developer textures, little to no detail, only one environmental light source, no cubemaps. It is purely for gameplay testing and will not stay in this state!

If you were wondering, the wall measure textures indicate surfaces that will become displacement maps and when the map is finished it will take the style of an African mudbrick settlement built right into a cliffside. The large area of skybox in front of the cliff will become water.

Please give this map a test: I'm releasing it now to gauge it's gameplay value before things get fiddly.

KNOWN ISSUES:

- BSP does not join up on Southern tunnel entrance
- Interiors too dark
- Fog visible in interiors
- No cubemaps
- Falling from the cliff does not kill players
- Items thrown from the cliff do not get destroyed > respawn

SCREENSHOTS

http://www.btinternet.com/~varsity_...madi_a10002.jpg
http://www.btinternet.com/~varsity_...madi_a10003.jpg
http://www.btinternet.com/~varsity_...madi_a10004.jpg
http://www.btinternet.com/~varsity_...madi_a10005.jpg
http://www.btinternet.com/~varsity_...madi_a10006.jpg





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Re: dm_amadi_a1
Posted by Leperous on Tue Mar 1st at 9:15pm 2005


? quoting Varsity
It is currently in orangemap stages: basic geometry, developer textures, little to no detail, only one environmental light source, no cubemaps. It is purely for gameplay testing and will not stay in this state!

I remember the pre-release statements all talking about how mappers would have to build their maps like this and then texture them when architecture was complete, but really, there's not much need to do this- save some time and start texturing from the outset!





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Re: dm_amadi_a1
Posted by Myrk- on Tue Mar 1st at 9:40pm 2005


Actually the orange helps to get the form of your building sorted before you texture it, but tbh with the poor texture set in HL2, I find you have to build for the textures, not the other way round. [addsig]



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Re: dm_amadi_a1
Posted by Varsity on Wed Mar 2nd at 8:30am 2005


Like Myrk says the texture set isn't really appropriate to my style. I'm going to import materials from other sources, but that's in the future.

One things for sure though: I won't bother doing it this way again. I didn't expect much of a response but there hasn't been any at all on how the map plays - not that your comments aren't appreciated. I guess you need it to look striking before people are interested...




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Re: dm_amadi_a1
Posted by Leperous on Wed Mar 2nd at 10:10am 2005


One secret to getting people to download and try out your map is to help them with theirs in return! It's not all about screenshots, but your reputation as well... My advice would be to throw a bunch of comments at other people's maps here, and try again when you have a few more textures in there



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Re: dm_amadi_a1
Posted by DrGlass on Wed Mar 2nd at 5:38pm 2005


I like where you are going with this! The shape is very nice, but if this is going to be a mud building type of place you'r gonna want to make it less blocky. Really use some displacment maps for some of the structures. Also try to escape from the dry, hard, repeating patters (like the stairs). Work on more natural look.
[addsig]




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Re: dm_amadi_a1
Posted by Varsity on Thu Mar 3rd at 8:32am 2005


I've thought of displacements on all the buildings, but that would kill performance. It's much better IMO to have well-textured (perhaps even bump mapped, but that comes at a cost too) flat brushes.

You are right about the stairs though. I just can't (other than ladders) think of any other sensible way to get players up that would keep the map's theme. :/




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Re: dm_amadi_a1
Posted by DrGlass on Thu Mar 3rd at 9:15am 2005


make some of the stairs broken, and add a displacment under it so it looks like they are laying in some dirt.

I'm not 100% sure but I think that displacment uses less resources than brush work. At the very least you can clip off a 45 degree angle on some corners and round them a bit.
[addsig]




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Re: dm_amadi_a1
Posted by Varsity on Thu Mar 3rd at 9:52am 2005


Nice ideas, I'll clip the corners now.




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Re: dm_amadi_a1
Posted by ReNo on Thu Mar 3rd at 12:03pm 2005


DrGlass, I doubt that displacements use LESS resources than standard brushes. Valve say that displacement surfaces are cheap to render, but I think they meant cheaper than the equivelant terrain would be if built out of brushes rather than just a flat brush.
[addsig]




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Re: dm_amadi_a1
Posted by Captain P on Thu Mar 3rd at 12:20pm 2005


Dismaps take a lot more filespace, that's for sure. The cheapness comes at a prize...
EDIT: Actually, perhaps not more filespace than the brush-based equivalent, but with dismaps it's far easier to get a lot of polygons than with brushes.

I'll have a go at this map this afternoon or evening. The concept sounds nice.

As for ladders and stairs, some sort of jungle netting could do it too. Or ropes. Tree-trunks... just as long as it looks climbable and you're consistent with such objects it's fine.

[addsig]



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Re: dm_amadi_a1
Posted by Varsity on Thu Mar 3rd at 4:05pm 2005


I've spent a happy afternoon making textures and applying them. Sure, it looks like crap, but at least I can do it! Cheers Captain.




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Re: dm_amadi_a1
Posted by Captain P on Thu Mar 3rd at 8:22pm 2005


I think it has a fair lay-out so far. Not a very large level, but you make nice use of the z-axis. The left part, as seen from the open, looks best. It's more open and feels more free than the right part, wich takes place mainly inside. Some testing lights there would've helped...
EDIT: Some additional routes could be a good idea, as I think there will be too few to allow a good flow. Basically there are only two routes between the left and right part. Perhaps a plateau on the outside of the round tower? Or a path on high above the rocks?

I do think some wooden constructions like an extended guard-tower or such that stick out further from the cliff could be a nice addition. Right now the cliff-side is a safe place, where you won't expect combat from. It might make the map feel somewhat limited. I don't know, just a thought.

Weapon placement looks ok, though I overlooked the rpg at first. Nicely placed in the open...


It'd be interesting to see some trees and bushes stick out from the cliff. Perhaps some desert trees in the 3D skybox and such... that savannah feeling could do well. Good luck with it!
[addsig]




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Re: dm_amadi_a1
Posted by Varsity on Sat Mar 5th at 11:02am 2005


I'm having real trouble getting decent textures. The ones I have found are excellent but taken from too close to really be used. Does anyone know of an african/morrocan or similar texture pack?

Cheers again captain. I originally had a third route over the tower's main bulk, but that went when I sealed it off to help performance. Is it worth removing or making a hole in the cliffs there? I don't think a little wooden walkway around the outside of the base of the tower would go amiss, either.




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Re: dm_amadi_a1
Posted by Captain P on Sat Mar 5th at 10:07pm 2005


Mhh... perhaps spicing it up with a 'secret' cave to add a third area. Right now your map is still quite small. Such a cave could help making the routes from the cliff area's more interesting. Just an idea.

Textures... I've never been good at finding the ones that fitted my themes, so I learned how to make my own. Costs a lot of time, but in the end it's worth it. If you have the time, that is. Currently I don't know of an African theme. TFC textures seem most close, but these are lower resolution. Perhaps some CSS dust textures mixed with custom ones?
[addsig]





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