Re: dm_cliff
Posted by DrGlass on Sun May 8th at 2:03am 2005
Ok, Download is now up and Beta is out. There are still a few
problems, but I want to test out gameplay before I stress over any more
details.
I'd love to get this on the server for testing. Maybe get some people together monday or sunday.
the issues.
-cubemap/lighting issue in about 4 places
-lighting mistake in lift room
-fade distance problems all over the map
-some sound issues
-smoke goes through the floor in one area
[addsig]

DrGlass
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Re: dm_cliff
Posted by Natus on Sun May 8th at 12:56pm 2005
eeh, i still get the missing cliff texture checkboard thing, are you using a texture from hl2 or hl2dm?
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Natus
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Re: dm_cliff
Posted by Agent Smith on Mon May 9th at 1:19pm 2005
Well Doc I had a run round in the beta today and have some commentary that I hope will be helpful.
First it up it looks big but the map is really small, and to be honest,
has a really bad layout. That giant container room, unless I'm missing
something (which I probably am since it was really dark), is simply a
giant dead end, with only one way in, a crossbow, a tonne of ammo, and
numerous dark cracks to camp in. Not to mention the only route across
the gorge is the teleporter, which seriously restricts gameplay. I'd
have to say that I'd focus instead on the main area and get rid of the
crate room. In fact if your worrying about framerate (the fact objects
disappear shortly after throwing them indicates this) I'd not worry
about extending the level to the other side, simply expand the main
area and make the otherside look like the level continues when it
doesn't, meaning you don't see as much detailed geometry at one time.
I think I've mentioned the lighting, it was extremely dark in most
places for me, particularly inside the complex. Brighten it up with
some more natural lighting and some varied artificial lighting.
The general look is pretty good,and you pretty much have the style
down, though I'd recommend placing detail in at least semi-realistic
areas, as some items stood out like sore thumbs where they were. Also
make that big glass area into something, give it some function. If its
just an observation deck then just add some more stuff to give that
impression.
Summing up the biggest stumbling block at this point is definately
the fact that the layout is quite frankly s**t, and should be the focus
rather than the look until its fixed. Obviously its still an early beta
and
has a lot more work to go, but I think most of this stuff could be
easily implemented and will improve your map. Hope it helps.
[addsig]

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Re: dm_cliff
Posted by DrGlass on Mon May 9th at 6:03pm 2005
indeed it does. This my friends is why you should plan your
layout before you start work. Honestly as I made this I
thought... crap this isn't going to work out at all.
Sorry about the brightness, I have a LCD and everything seems great to me.
I think I'm going to take a break for this map, it has been far far too
much trouble and again I think its beyond repair at this point. I
got too caught up in making it that I didn't think about the game play
all that much.
[addsig]

DrGlass
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Re: dm_cliff
Posted by DrGlass on Tue May 10th at 6:14am 2005
Thank you, no review is really too negative. I need to hear about
the bad s**t in my maps becuase when you guy so caught up in the
project you cant really see all the flaws. Though I did know
about alot of the prop problems, I didn't relize the lighting was SO
bad.
I dont think I'm going to stress over the map, I like the look of it
and I like the overall feel so I may try and use some parts of the map
later on.
[addsig]

DrGlass
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Re: dm_cliff
Posted by Cassius on Fri May 13th at 4:53am 2005
Don't be afraid to lower lightmap scales.

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Re: dm_cliff
Posted by Pureferret on Fri May 27th at 3:13pm 2005
Don't just leave it! This map is cool! Sure the lighting could be improved etc. But that isn't too big a change is it?
In the Freightbox room could you lift the clip up so I could snipe from the tops of the boxes? And add a window maybe....
A very cool map.
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Re: dm_cliff
Posted by omegaslayer on Sat May 28th at 12:58am 2005
Sorry to post after 14 days of inactivity, but I must still insist
you change the cliff texture to something less "bland", or just
add a bunch of prop_wasteland rocks to the wall. You know add some
depth to the cliff faces.
Other wise the interiors look great (maybe a little too dark in a few place) but still good!

omegaslayer
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