This map is incredibly rough at this point. Only about 3 hours of
solid work so far (and I don't think I work particularly fast).
Like the map description says, I'm trying to create a DM with strong
vertical gameplay. Consider what I have posted so far a rough
sketch of about 50% of the layout. I'm adding some bounce
pads/elevator shafts that will transport players up to the rafters area
that will also be added. I'm also toying with the idea of adding
another silo that connects with this one.
I know it's hard to judge from the shots, but if you could give me some feedback on the layout so far, I'd appreciate it.
The brushwork is worse than basic, but I didn't want to spend a lot of
time beautifying a map that I'll potentially be ripping apart later to
accomidate feedback on the layout. However, still feel free to
constructively criticize the brushwork I have so far if you see
problems with it.
I'll be adding more as soon as I can.
[addsig]
Re: dm_comsci
Posted by DrGlass on Wed Apr 27th at 9:26pm 2005

DrGlass
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Posted by DrGlass on Wed Apr 27th at 9:26pm 2005
I like the general idea of this map. It seems like it will turn out to be a nice classic deathmatch map.
I think rather than making another silo you should keep building this up. maybe toy around with some low gravity areas? trigger_push kinda stuff?
This seems like the kind of map that will have traps and lots of evil ways to kill off the player.
brush work looks fine to me, just bring in some more small details and you should have a fine map.
[addsig]
I think rather than making another silo you should keep building this up. maybe toy around with some low gravity areas? trigger_push kinda stuff?
This seems like the kind of map that will have traps and lots of evil ways to kill off the player.
brush work looks fine to me, just bring in some more small details and you should have a fine map.
[addsig]
DrGlass
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Re: dm_comsci
Posted by G4MER on Wed Apr 27th at 10:39pm 2005
Posted by G4MER on Wed Apr 27th at 10:39pm 2005
Man this just shows how much I suck.. Nice idea.. and only 3 hours to get that. Cant wait to see it finished.
[addsig]
Re: dm_comsci
Posted by Addicted to Morphine on Thu Apr 28th at 1:37am 2005
Posted by Addicted to Morphine on Thu Apr 28th at 1:37am 2005
Thanks for the votes of confidence guys. I did some more work
(fleshed out most of the map now) and posted 3 updated screenshots.
I'm going to add one more bounce vent. It'll be opposite the topmost one. So there will be two ways to get to the top.
I've decided not to include the RPG. It would make this map too easy. I'm already debating whether or not to add any Machine Gun grenades.
The way the map is shaping up I think I'd have the most fun with the crossbow, magnum, and combine rifle. The shotgun would have a place in the side corridors.
When someone dies at the top... they fall a long way down. I blew myself up a couple times just to watch my body tumble all the way to the bottom. Pachinko!
Feel free to offer feedback on the new screens!
Edit: If it doesn't hurt performance too much I'd like to add smoke to the pit... So that it will obscure the bodies when I trigger_hurt kill them. I think it'd look pretty snazzy as well. How would I go about doing that? Which entities? I did a search but I'm still not sure what I should be using.
[addsig]
I'm going to add one more bounce vent. It'll be opposite the topmost one. So there will be two ways to get to the top.
I've decided not to include the RPG. It would make this map too easy. I'm already debating whether or not to add any Machine Gun grenades.
The way the map is shaping up I think I'd have the most fun with the crossbow, magnum, and combine rifle. The shotgun would have a place in the side corridors.
When someone dies at the top... they fall a long way down. I blew myself up a couple times just to watch my body tumble all the way to the bottom. Pachinko!
Feel free to offer feedback on the new screens!
Edit: If it doesn't hurt performance too much I'd like to add smoke to the pit... So that it will obscure the bodies when I trigger_hurt kill them. I think it'd look pretty snazzy as well. How would I go about doing that? Which entities? I did a search but I'm still not sure what I should be using.
[addsig]
Re: dm_comsci
Posted by G4MER on Thu Apr 28th at 2:13am 2005
Posted by G4MER on Thu Apr 28th at 2:13am 2005
Do always map in the grid, and then go back and texture? Im wondering if I should do that?
[addsig]
Re: dm_comsci
Posted by Addicted to Morphine on Thu Apr 28th at 2:28am 2005
Posted by Addicted to Morphine on Thu Apr 28th at 2:28am 2005
I've never done it this way before. I figure... before I get all
distracted by the way the map looks I'll try to figure out the layout
objectively.
It's kind of nice not worrying about what things are supposed to be textured as you build it.
I'd say it's worth trying.
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It's kind of nice not worrying about what things are supposed to be textured as you build it.
I'd say it's worth trying.
[addsig]
Re: dm_comsci
Posted by Addicted to Morphine on Thu Apr 28th at 3:15am 2005
Posted by Addicted to Morphine on Thu Apr 28th at 3:15am 2005
I just finalized the layout and updated the screenshots
accordingly. It's a simple map, nothing more than a stretched out
arena, but I have to say I'm rather happy with the potential for
vertical combat. After I finish up weapon and item placement, as
well as player spawns, I'll be ready to host the map.
Does anyone want to help me playtest the alpha?
It's not much to look at now, but I want to see how it plays and also get some input on weapon locations before I work on textures, architecture, lighting, and props.
It will have to be sometime this weekend. If anyone is interested, please post when you're available. Thanks in advance!
[addsig]
Does anyone want to help me playtest the alpha?
It's not much to look at now, but I want to see how it plays and also get some input on weapon locations before I work on textures, architecture, lighting, and props.
It will have to be sometime this weekend. If anyone is interested, please post when you're available. Thanks in advance!
[addsig]
Re: dm_comsci
Posted by Ferret on Thu Apr 28th at 4:01am 2005
Posted by Ferret on Thu Apr 28th at 4:01am 2005
I think you're missing the point of the developer textures.
Re: dm_comsci
Posted by satchmo on Thu Apr 28th at 4:30am 2005

satchmo
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Location: Los Angeles, U.S.
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Posted by satchmo on Thu Apr 28th at 4:30am 2005
I have a suggestion for the theme. The map looks like it can have
the architecture for a intercontinental missile hanger. Perhaps
it could be one of the powerful combine weapons used in the Seven-Hour
War?
This can provide the basis for texturing the map. And I love the layout. I had an idea for a map like this, but it never materialized.
I recommend adding some ladders to have more access to the top. In addition, I like the idea of having transparent walls. Perhaps you can even make some more walls that just has a hole filled with non-breakable glass in it. This way, you can see another player running right past, but neither one can shoot at one another. But the anticipation is that you'll be meeting right around the corner (so either bust out the nade or the shotgun).
What about a functional elevator? And more piping models in the center of the silo structure? Some high-voltage area with switch? Just some more ideas.
I can't wait to play this.
[addsig]
This can provide the basis for texturing the map. And I love the layout. I had an idea for a map like this, but it never materialized.
I recommend adding some ladders to have more access to the top. In addition, I like the idea of having transparent walls. Perhaps you can even make some more walls that just has a hole filled with non-breakable glass in it. This way, you can see another player running right past, but neither one can shoot at one another. But the anticipation is that you'll be meeting right around the corner (so either bust out the nade or the shotgun).
What about a functional elevator? And more piping models in the center of the silo structure? Some high-voltage area with switch? Just some more ideas.
I can't wait to play this.
[addsig]
satchmo
member
2077 posts
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Registered: Nov 24th 2004
Location: Los Angeles, U.S.

Occupation: pediatrician
Re: dm_comsci
Posted by DrGlass on Thu Apr 28th at 4:53am 2005

DrGlass
member
1825 posts
293 snarkmarks
Registered: Dec 12th 2004
Location: USA
Occupation: 2D/3D digital artist
Posted by DrGlass on Thu Apr 28th at 4:53am 2005
I dont think there is really any 'right' way to use the dev textures.
I'd like to help play test it, I'm thinking about asking for another play test night, neo has a map that needs testing, I have one (if I could ever compile it), and you would make a solid three.
There needs to be some more light variation. Try diffrent color based on level, so you dont get lost.
[addsig]
I'd like to help play test it, I'm thinking about asking for another play test night, neo has a map that needs testing, I have one (if I could ever compile it), and you would make a solid three.
There needs to be some more light variation. Try diffrent color based on level, so you dont get lost.
[addsig]
DrGlass
member
1825 posts
293 snarkmarks
Registered: Dec 12th 2004
Location: USA
Occupation: 2D/3D digital artist
Re: dm_comsci
Posted by Addicted to Morphine on Thu Apr 28th at 12:10pm 2005
Posted by Addicted to Morphine on Thu Apr 28th at 12:10pm 2005
Hey satchmo,
Thanks for all your suggestions! You've mentioned some really really good ideas that I'd like to try to implement.
Right now for the theme... I am leaning towards some sort of combine weapons/research silo. So I have my texture set, I just have to do a good job of applying them.
I'm glad you like the layout! It's fairly simple now (although I may add a few more routes to the top because right now there are only a couple).
I never liked ladders in deathmatch, but they might be added as an option somewhere in the corridors, I actually already have an idea brewing for an alternate route... I guess I'm just worried there's not enough connectivity. I'm hoping there's flow, but I want more options to keep the games fresh. I'll need to playtest this to confirm. Check out the new chapter I have about the completed alpha.
I like the idea of windows so you can see people run by. I have some good ideas on where to put them.
I don't think I'll be adding an elevator. I already have 3 soon to be combine zero-gravity lifts that are just simple trigger_pushes and they spit you out a ways. It's rather amusing to fly through the air coming out of the chute.
I will definitely add more piping models in the center of the silo.
What I think might work well is a button somewhere that deactivates the bridges briefly. I'd have to make them energy bridges, but I think the effect might be good. Getting almost across and someone deactivates the bridge and you fall a long way. There'd have to be an audible warning to stop that from being too annoying.
Again thanks for the comments!
Everyone else, please post in the new chapter.
[addsig]
Thanks for all your suggestions! You've mentioned some really really good ideas that I'd like to try to implement.
Right now for the theme... I am leaning towards some sort of combine weapons/research silo. So I have my texture set, I just have to do a good job of applying them.
I'm glad you like the layout! It's fairly simple now (although I may add a few more routes to the top because right now there are only a couple).
I never liked ladders in deathmatch, but they might be added as an option somewhere in the corridors, I actually already have an idea brewing for an alternate route... I guess I'm just worried there's not enough connectivity. I'm hoping there's flow, but I want more options to keep the games fresh. I'll need to playtest this to confirm. Check out the new chapter I have about the completed alpha.
I like the idea of windows so you can see people run by. I have some good ideas on where to put them.
I don't think I'll be adding an elevator. I already have 3 soon to be combine zero-gravity lifts that are just simple trigger_pushes and they spit you out a ways. It's rather amusing to fly through the air coming out of the chute.
I will definitely add more piping models in the center of the silo.
What I think might work well is a button somewhere that deactivates the bridges briefly. I'd have to make them energy bridges, but I think the effect might be good. Getting almost across and someone deactivates the bridge and you fall a long way. There'd have to be an audible warning to stop that from being too annoying.
Again thanks for the comments!
Everyone else, please post in the new chapter.
[addsig]
Re: dm_comsci
Posted by Addicted to Morphine on Thu Apr 28th at 12:14pm 2005
Posted by Addicted to Morphine on Thu Apr 28th at 12:14pm 2005
Ok sounds good. I'll keep my eyes open for a test night.
I'm going to vary the light colors like you suggested.
As for the Dev textures... I found that particular texture to be the least annoying when blanketing every surface. Maybe they are still annoying, but I can't think of another that would be less irritating.
[addsig]
I'm going to vary the light colors like you suggested.
As for the Dev textures... I found that particular texture to be the least annoying when blanketing every surface. Maybe they are still annoying, but I can't think of another that would be less irritating.
[addsig]
Re: dm_comsci
Posted by Push6 on Thu Apr 28th at 12:31pm 2005
Posted by Push6 on Thu Apr 28th at 12:31pm 2005
This looks like its got the potential to be alot of fun, hope you can
pull it off. It could just be me, but the glasswalk ways seem a bit..
thick? maybe make them a bit thinner? Apart from that though, it sounds
alot of fun.
[addsig]
[addsig]
Push6
member
32 posts
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Registered: Mar 6th 2005
Location: England
Occupation: Student - Loughborough
member
32 posts
33 snarkmarks
Registered: Mar 6th 2005
Location: England

Occupation: Student - Loughborough
Re: dm_comsci
Posted by G4MER on Thu Apr 28th at 1:37pm 2005
Posted by G4MER on Thu Apr 28th at 1:37pm 2005
? quoting Push6
This looks like its got the potential to be alot of fun, hope you can pull it off. It could just be me, but the glasswalk ways seem a bit.. thick? maybe make them a bit thinner? Apart from that though, it sounds alot of fun.
Dont Do it.. leave it just like it is. =) It has that great HALO, StarWars Sci-FI feel. Besides.. I want the glass thick.. im a big heavy dude.. and thing glass bridges and im sure to crack my glass ( remove the gl ).
![]()

Re: dm_comsci
Posted by Addicted to Morphine on Thu Apr 28th at 5:59pm 2005
Posted by Addicted to Morphine on Thu Apr 28th at 5:59pm 2005
Updated the Screenshots.
I'm looking for a way to host the alpha. It's only 655kb zipped up.
Can someone either host it for me or send me to a place where I can get it hosted?
Once I get hosting I hope some of you will give it a run through and give me feedback. This version will also be the one used for the playtest.
Thanks!
[addsig]
I'm looking for a way to host the alpha. It's only 655kb zipped up.
Can someone either host it for me or send me to a place where I can get it hosted?
Once I get hosting I hope some of you will give it a run through and give me feedback. This version will also be the one used for the playtest.
Thanks!
[addsig]
Re: dm_comsci
Posted by Push6 on Thu Apr 28th at 6:05pm 2005
Posted by Push6 on Thu Apr 28th at 6:05pm 2005
You could try filefence, Ive never used it before but Ive heard good things about it.
[addsig]
[addsig]
Push6
member
32 posts
33 snarkmarks
Registered: Mar 6th 2005
Location: England
Occupation: Student - Loughborough
member
32 posts
33 snarkmarks
Registered: Mar 6th 2005
Location: England

Occupation: Student - Loughborough
Re: dm_comsci
Posted by satchmo on Thu Apr 28th at 6:08pm 2005

satchmo
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Registered: Nov 24th 2004
Location: Los Angeles, U.S.
Occupation: pediatrician
Posted by satchmo on Thu Apr 28th at 6:08pm 2005
As for the lighting, what about having a different color for each
level? That way, people can get oriented immediately when they
spawn.
It reminds me somewhat of that huge silo thing in Star War, where Darth Vader battled his son.
[addsig]
It reminds me somewhat of that huge silo thing in Star War, where Darth Vader battled his son.
[addsig]
satchmo
member
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Registered: Nov 24th 2004
Location: Los Angeles, U.S.

Occupation: pediatrician
Re: dm_comsci
Posted by Addicted to Morphine on Thu Apr 28th at 6:14pm 2005
Posted by Addicted to Morphine on Thu Apr 28th at 6:14pm 2005
Push6, unfortunately filefence only lets you upload VMFs. So I'm
out of luck. I was going to register a 50megs account, and then I
realized you could only upload things that were smaller than 250kb.
Satchmo that idea was so good it was suggested twice!
After the alpha playtest I'll start beautifying the map.. and that's when I'll figure out what I'm going to do with the lighting. It may be unnecessary to light it differently level to level, but I'm going to promise to use more lighting variety in the beta
[addsig]
Satchmo that idea was so good it was suggested twice!
After the alpha playtest I'll start beautifying the map.. and that's when I'll figure out what I'm going to do with the lighting. It may be unnecessary to light it differently level to level, but I'm going to promise to use more lighting variety in the beta
[addsig]
Re: dm_comsci
Posted by Leperous on Thu Apr 28th at 6:18pm 2005

Leperous
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Registered: Aug 21st 2001
Location: UK
Occupation: Lazy student
Posted by Leperous on Thu Apr 28th at 6:18pm 2005
Leperous
member
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788 snarkmarks
Registered: Aug 21st 2001
Location: UK
Occupation: Lazy student
Re: dm_comsci
Posted by Addicted to Morphine on Thu Apr 28th at 6:26pm 2005
Posted by Addicted to Morphine on Thu Apr 28th at 6:26pm 2005
Thank you!!
This is awesome. The alpha is now ready for download thanks to Lep.
Please, feedback and comments! Also, hopefully there will be a playtest soon -- this weekend perhaps?
Edit: I'm not sure the updated screenshots I uploaded are working so here they are:




It's a long way down!


[addsig]
This is awesome. The alpha is now ready for download thanks to Lep.
Please, feedback and comments! Also, hopefully there will be a playtest soon -- this weekend perhaps?
Edit: I'm not sure the updated screenshots I uploaded are working so here they are:




It's a long way down!


[addsig]
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