dm_comsci
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Re: dm_comsci
Posted by DrGlass on Thu Apr 28th at 9:57pm 2005


Cant wait to play it! Maybe we can get a saturday server time?
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Re: dm_comsci
Posted by Addicted to Morphine on Fri Apr 29th at 3:07pm 2005


I just hopped on the server and played a quick 15 minute round with Tau_Neutrino and Nooba. The map is available to be voted on the server thanks to reno. Just vote on comsci_alpha if you want to play it.

Aside from improving the wonderful textures, the general consensus was more weapons (specifically the magnum, shotgun, crossbow, and ar2) and ammo. They also wanted some healthchargers and some props and more combine type stuff (ie ball dispensers). This being my first attempt at a DM map, I have a lot to learn about weapons placement, and hopefully both of them will give me some specific pointers later. So please, if any of you get a chance to run around the map or play it, give me some feedback about weapon locations, ammo, and general layout.

I have some things in mind to change for the next alpha... but more ideas the better!
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Re: dm_comsci
Posted by Natus on Fri Apr 29th at 3:37pm 2005


aww, i want to playtest it too, it looks really good, but i gotta fix my router smiley
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Re: dm_comsci
Posted by Myrk- on Sat Apr 30th at 12:27am 2005


Architecture looks very halo esque... [addsig]



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Re: dm_comsci
Posted by Addicted to Morphine on Sat Apr 30th at 3:01am 2005


? quote:
Architecture looks very halo esque...


Hmm you're right. That's not a good thing for HL2. We playtested today. It seems the general concensus was that the layout was fine. The map just looks really out of scale (too too big). At first everyone was like "whoah, this is really not scaled right" but I think most of them found it didn't bother them after a little bit. I'm going to try to fill up the space with some more support brushes, pipes, light fixtures, etc... and hopefully that will beef up the level and make it less empty and appear better scaled. In other words, after I finish, I hope it doesn't look like halo.
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Re: dm_comsci
Posted by DrGlass on Sat Apr 30th at 9:40am 2005


Well... play tested it today here a few thoughts.

  • Give spawns some cover! I always like a second or two to collect myself when I spawn, but here I spawned in the middle of fire fights and was at 50 hp before I could even fire my gun
  • Small details, add some supports, props, combine stuff, pipes, etc. (i know you know that)
  • more light variation. try and shoot for 3 kinds of lights, hard cold spot lights, soft white lights, and some colored lights (war color, like red or orange.
  • more wepons, but seperate the gun from the ammo so the player cant just camp in one spot with full ammo.
  • more cover, add some pillers along the walls or half walls you can crouch behind.
  • texture (duh)

Thats about it for now, cant wait to play it again!
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Re: dm_comsci
Posted by Addicted to Morphine on Sat Apr 30th at 2:11pm 2005


Thanks for the comments. I'll definitely have to sort out the spawn issues. I'm going to move those two that are in the open area to a place where they'll have some cover.

What do you think I should do about the sense of scale? You can't drop from level to level without losing 10 hp... and aside from the one ladder there's no way (currently) where you can get down safely. I'm thinking of adding vents etc that you can jump onto so that you can make it down without losing life if you want. Although 10 hp really isn't much. Do you think I should sacrifice the height of the map to accomidate the proportions/safely dropping from level to level?
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Re: dm_comsci
Posted by Addicted to Morphine on Sat Apr 30th at 8:17pm 2005


I've finally decided to ahead with the combine theme. I textured a tiny bit of the map to see which textures fit well... and I think I'm keeping that blue wall texture and the turquoise for the platforms. The floor textures I'm nots so sure about. Anyway... here's a taste.

image

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Re: dm_comsci
Posted by Ferret on Sun May 1st at 12:28am 2005


desperately requires better texturing, and moreinteresting static props to flush out the walls ect.




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Re: dm_comsci
Posted by mazemaster on Sun May 1st at 2:19am 2005


Maybe on the edges of the glass put some supporting metal beams. That would look cool but still let you see through most of it. I definitely like vertical aspect. [addsig]



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Re: dm_comsci
Posted by viper5k on Sun May 1st at 4:49am 2005


Nice but plain




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Re: dm_comsci
Posted by SnarkSephiroth on Sun May 1st at 8:32am 2005


From the looks of it, Id say this map is going to be really cool! Keep up the good work! Where did you get the idea for it? Any sources or just from thought? I like it.
[addsig]




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Re: dm_comsci
Posted by Addicted to Morphine on Sun May 1st at 2:49pm 2005


I was sitting in class and my professor was talking about a specific type of design for a prison, which involved a single tower surrounded by a ring of cells which were fully visible from the tower. The tower had smoked glass so the inmates couldn't tell if they were being watched at that particular moment.

This map doesn't resemble that design much, except for the emphasis on action surrounding a central point. I had an idea for the first floor, and after I mapped out the pit and the glass, I really just went from there on without a solid plan for the rest of the map. The layout has gone through a couple revisions.

Thanks for the compliments. I know it's plain, but I'm working on that now.

I almost don't want to make it too detailed, so I can just keep a classic DM feel...
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Re: dm_comsci
Posted by Addicted to Morphine on Mon May 2nd at 3:52am 2005


I officially hate texturing...

I'm getting a bit frustrated with my attempts at progress in this map. Here are 4 screens to show that I'm actually still working on it. I'm not particularly happy with it. I almost want to give someone an earlier version of the VMF which has no textures and only the basic layout. I truly feel the layout has merit, but I'm losing my motivation to beautify the map. I may just want to keep it simple.

Anyway, no cubemaps yet. Here are some shots:
imageimage
imageimage

I already know the lighting in the second picture is too yellow. There are lights without sources in the main chamber. And... I'm afraid some of the wall columns are too busy... too HL1ish. If you see anything that is particularly garrish or offensive, do tell. Don't spare my feelings. [addsig]




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Re: dm_comsci
Posted by DrGlass on Mon May 2nd at 4:21am 2005


To fix the scale you should add smaller details, 2x2 unit trim. Small details, and static props. As for the fall damage, you could make 'landing' pads that had a trigger_push above them so if you jump on the pad it slows you down about 128 units above the ground.
[addsig]




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Re: dm_comsci
Posted by Leperous on Mon May 2nd at 8:26am 2005


Use some combine tubes, giant monitors (not necessarily working) and more props/detail to spice up the flat walls. I don't want this turning into a big tall killbox :P



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Re: dm_comsci
Posted by Orpheus on Mon May 2nd at 9:36am 2005


? quoting Addicted to Morphine
I officially hate texturing...




Because you were dumb enough to wait till it became a chore silly.

I texture as i go, I may change my mind on some later but its not a chore then. I know many mappers who scrap a map simply because they were stupid enough to wait to the end and "Try to force" the textures work. They give up in defeat.

Some mappers however do well by waiting, but they are few and far between,

Next time, texture as you go and save yourself a bit of text you will waste on crying.

/ 2 cents

[addsig]




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Re: dm_comsci
Posted by Addicted to Morphine on Mon May 2nd at 1:23pm 2005


Well. It seemed like a good idea at the time. Often, I spend hours hunting around for a good texture and I lose focus on completing a working layout.

I'll be using a different approach next time.
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Re: dm_comsci
Posted by DrGlass on Mon May 2nd at 2:08pm 2005


? quote:
? quoting Addicted to Morphine
I officially hate texturing...




Because you were dumb enough to wait till it became a chore silly.

I texture as i go, I may change my mind on some later but its not a chore then. I know many mappers who scrap a map simply because they were stupid enough to wait to the end and "Try to force" the textures work. They give up in defeat.

Some mappers however do well by waiting, but they are few and far between,

Next time, texture as you go and save yourself a bit of text you will waste on crying.

/ 2 cents



I texture as I go, but I dont think its better or worse. If you wait till the end you can really get the scope of your project and texture everything in the same style.

on the other hand, your brush work may be the wrong size for the texture and if that happens you s**t out of luck unless you want to change a huge amount of your map to fit one or two textures.

The 'orange map' was (I think) used becuase there really weren't any textures when the mappers started work.


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Re: dm_comsci
Posted by Push6 on Mon May 2nd at 3:08pm 2005


The orange map was used so the mappers and playtesters could concerntrate solely on the gameplay, rather than how pretty It looked.

Back on topic though, I still think the floor/platforms look too HL1-ish. Also, if you add support beams around the outside walls, or maybe even break it up with consoles, etc. Do make use of the combine pipes as well, like Leperous said. Finally, Dont give up! stick with it. smiley
[addsig]





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