dm_tertre
Post Reply
Quote
Re: dm_tertre
Posted by habboi on Mon May 2nd at 8:05pm 2005


Yeah and I also have a question:

Windows when shot especially thw wooden ones, when they break they leave bits of wood sticking out, how is this done?

[addsig]




Quote
Re: dm_tertre
Posted by DrGlass on Mon May 2nd at 11:59pm 2005


? quote:
Yeah and I also have a question:

Windows when shot especially thw wooden ones, when they break they leave bits of wood sticking out, how is this done?



dynamic model, wasteland/wooden window frame. I think, check out the island17 source.
[addsig]




Quote
Re: dm_tertre
Posted by nooba on Tue May 3rd at 10:26am 2005


Sorry for the late reply, but I had some stuff to do the last couple of days..

CJ: I would use alpha-masked textures as the beams if I knew how to make alpha-masked textures... so if you could please make me one out of the texture "woodfloor008a" i'd be very thankful <img src=" SRC="images/smiles/icon_smile.gif">

Doc: Way ahead of you <img src=" SRC="images/smiles/icon_biggrin.gif"> I've already set the max view distance to the same as the fog... managed to get some frames from that <img src=" SRC="images/smiles/icon_smile.gif">

Lep, if I send you a beta of the map do you think you could give it a run around and decide if we could give it a playtest on the server? Thanks.




Quote
Re: dm_tertre
Posted by nooba on Wed May 11th at 9:23am 2005


Ok, here it is... beta one

Download here

If someone would like to do a little review i'd be very happy.

Post any bugs/suggestions/comments in here please.





Quote
Re: dm_tertre
Posted by habboi on Wed May 11th at 3:15pm 2005


I had a go and I must congratulate you on such a nice map!
Here is a mini review because my skills on reviewing are average!

I did notice a few bugs and I worte tips plus a joke smiley

http://img175.echo.cx/img175/5867/dmtertrebeta100005um.jpg

This ladder could not be climbed all the way and seemed odd because in real life is there a ladder that you can't fully climb??? Just make the ladder climbable more! I know you wanted it so they got off at where it ends but realism is much better! Plus I found it frustrating to climb it!!! If there were other players I would end up getting killed for climbing an annoying ladder!!!!!!!

http://img240.echo.cx/img240/2165/dmtertrebeta100015ez.jpg

As you can see the ropes are not fully in the ragdolls so fix that...

http://img240.echo.cx/img240/7458/dmtertrebeta100028it.jpg

This bird flew through the building :S I saw it but didn't catch it in the screenshot!

http://img240.echo.cx/img240/7637/dmtertrebeta100031lh.jpg

Again rope isn't in body plus the ragdollwas not working on this one even if I shot it...It was solid as a rock :O

http://img240.echo.cx/img240/5449/dmtertrebeta100049qg.jpg

This is a tip: I noticed you die when you fall down here and even though you die you can still see around you and I noticed that as I hit the ground I saw no tunnels into the distance but a mine that lead nowhere??? make a sort of tunnel which is really dark to make it more realistic...

http://img174.echo.cx/img174/1586/dmtertrebeta100060kh.jpg

I noticed that when you use the gravity gun on the wood bits near the mine it made a funny breaking noise and flashed the screen slightly...?
Any idea why? My screen flashed a tiny bit and I heard a sort of breaking noise as if the wood was breaking?

http://img157.echo.cx/img157/3852/dmtertrebeta100055jx.jpg

Could you please tell me why I saw a huge rebel :O :P
A thing that did catch my eye was the wire on that pole thing...why does it end there?

Hope this helped and I loved the style / layout of this map!

[addsig]




Quote
Re: dm_tertre
Posted by French Toast on Wed May 11th at 8:07pm 2005


Hah, I like the huge rebel pic.
[addsig]




Quote
Re: dm_tertre
Posted by DrGlass on Thu May 12th at 12:08am 2005


Very nice map. The feel of this map was very unique and I could really see the source picture when I looked at the map. You got the feel and the mood down very well.

the first major problem is cubemaps even if you just add a few it would make the map look 10x better!.

http://img.photobucket.com/albums/v421/drglass/Mpas/dm_tertre_beta10009.jpg

Those balls pick up your cude map info, see how crappy they look? thats the cube map that all your items pick up, bleh!

http://img.photobucket.com/albums/v421/drglass/Mpas/dm_tertre_beta10012.jpg

This pic shows how your X beams faded too fast. Looked bad. set the fad distance a little higher.

http://img.photobucket.com/albums/v421/drglass/Mpas/dm_tertre_beta10018.jpg

Nice, but the colors are way too bright and make me think Will Smith in the Fresh Prints, tone it down to match the rest of the map a little more.

Also I really wish your windows would break and that you didn't use non-transperant windows. It looks very strange with all kinds of diffrent windows and some you cant see through.

The doors didn't fit in the theme either, grey metal doors in a old wooden silo? try and change them.

You had a radiator in there that didn't unstick from the wall.

Performance was a bit of an issue, I think some window area portals would work very very well and fix any frame rate issues.


http://img.photobucket.com/albums/v421/drglass/Mpas/dm_tertre_beta10013.jpg

I think this pic looks great, I love the birds and the fog. Also the sound that plays when you swing the playground thing was creepy.

nice map cant wait to play it.
[addsig]




Quote
Re: dm_tertre
Posted by nooba on Fri May 13th at 7:07am 2005


Thanks guys, I really appreciate it <img src=" SRC="images/smiles/icon_smile.gif">

Habboi-

1- Will see what I can do about that...

2- Can't fix the ropes... that's how it is in valves maps <img src=" SRC="images/smiles/icon_smile.gif">

3- The bird doesn't fly through the building it flies under it <img src=" SRC="images/smiles/icon_smile.gif">

4- Same as 2

5- Fixed

6- Did you try break them? :P And I have no idea why the screen flashes :/

DrGlass-

1- I don't think i'll be able to do that.. my cubemaps make everything look blue smiley, but I'll fool around with them and see what I can do.

2- Fixed

3- It's not really supposed to match the map because it's my little sign I add into my maps, but i'll tone it down abit anyway <img src=" SRC="images/smiles/icon_smile.gif">

I've added a few breakable windows in and, I used some non-transparent windows to give it that old feel where some windows are dirtied up and not see-through... (does that make sense? <img src=" SRC="images/smiles/icon_biggrin.gif">)

Fixed the doors

Fixed the radiator

I've added in a few areaportal windows I'll have to see if that helps any <img src=" SRC="images/smiles/icon_smile.gif">

Thanks again <img src=" SRC="images/smiles/icon_smile.gif">




Quote
Re: dm_tertre
Posted by DrGlass on Fri May 13th at 4:01pm 2005


cool.

Do you have cube maps in your level and did you run buildcubemaps? As you can see from thoes 6 balls I posted they are picking up the defult cube map for your skybox. Even though your inside, this means that there are no cube maps in your bsp.

When you place your cubemaps try this, make a cube map. Cut the cube map from your map (ctrl+x) then select 2 walls from a room and press ctrl+e to center youer veiw on the middle of these two walls. Now press ctrl+v (paste) and ta-da your cube map will pop in the middle of the room, and if your walls are 128 units or the middle of the wall brush is in the right place then your cube map will pop 64 units above the floor!

ps make the van by the toxic waist a physics object, its sitting right next to a car and I would assume that you could move them both but the van dosn't even budge
[addsig]




Quote
Re: dm_tertre
Posted by nooba on Tue May 24th at 9:53am 2005


Thanks Doc. I have added cubemaps, and they work very well (I think). The van by the toxic waste is a physics object it is just really heavy. Also.. I have just released the final version of the map so go download it and leave a comment <img src=" SRC="images/smiles/icon_smile.gif">




Quote
Re: dm_tertre
Posted by nooba on Tue May 24th at 11:42am 2005


Download link will be back up when I fix a bug with the cubemaps. <br> <br>EDIT: Download link back up.



Quote
Re: dm_tertre
Posted by Sudasana on Sat May 28th at 11:52pm 2005


My map Dm_Slanska is also based on the photography of van Rensbergen, so I was eager to load up your map. It looks good, and the style is quite spooky. The map as a whole however is much too empty for deathmatch play. While empty abandoned spaces look good, I don't think they make for good gameplay. Maybe a couple more buildings in the same style, some more lighting, and more items would improve this map.




Post Reply