Dm_valley
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Re: Dm_valley
Posted by MisterBister on Sat May 28th at 9:03pm 2005


Ive been in denmark for a couple of days so I havent been able to work on the map that much. Although I have a few new screenshots to share with you, aswell as a new betaversion.

I have worked with increasing the overall detail of the map aswell as bugfixes and adding clipwalls around the whole map to ensure that no one can climb up the mountains and camp.

I have also worked on the interiors of both the rebel camp aswell as the big combine fortress, wich is not done yet. When im through with that i will start on the 3D-sky.

I had a discussion with a few friends about the rocket launchers and wether i should put a few extra weapons in the map aswell. One suggested a magnum for sniping purposes, while the other thought about the combine rifle with alot of secondary ammo...
What do you guys think?
Is it enough with just the rocket launcher, or will it bore everyone out too quick?

Pureferret:
Yes, some areas do feel a bit empty.
As I said im currently focusing quite heavily on that right now.
Putting in a big gunship was actually not a bad idea at all. There some kind of mystique around crashed big space vessels as well as it increases the detail level quite alot although it would be crashed up in the mountains...
Ill se what I can come up with. Thanks for the idea =).

New beta available for download: http://www.home.no/misterbister/maps/Dm_valley.rar

Heres a few new screenshots:

imageimage
imageimage
image





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Re: Dm_valley
Posted by Spartan on Sat May 28th at 11:05pm 2005


This map would make a great Halo multiplayer map on the PC.

Have you ever consider trying out the Halo editor?




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Re: Dm_valley
Posted by Addicted to Morphine on Sat May 28th at 11:59pm 2005


Well considering the fact that this map is loosely based on Blood Gulch it would be kind of strange to bring it full circle back to Halo.




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Re: Dm_valley
Posted by MisterBister on Sun May 29th at 3:37pm 2005


? quote:
This map would make a great Halo multiplayer map on the PC.

Have you ever consider trying out the Halo editor?


No i havent, thought it was like a "copy and paste" editor for people who didnt really care about the outcome.




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Re: Dm_valley
Posted by habboi on Sun May 29th at 7:51pm 2005


Keep the rocket launchers only!
It makes gameplay more interesting but maybe you should make them work for it e.g. having to climb a mountain that requires jumping.





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Re: Dm_valley
Posted by Frissi on Mon May 30th at 1:08am 2005


WOW a great map indeed im going to rape this map when i upgrade my computer on lans


http:www.frissi.com



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Re: Dm_valley
Posted by Orpheus on Mon May 30th at 1:16am 2005


? quoting Frissi
WOW a great map indeed im going to rape this map when i upgrade my computer on lans

WAY to much info there Fris.. <img src=" SRC="images/smiles/wtf.gif">





The best things in life, aren't things.



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Re: Dm_valley
Posted by Spartan on Mon May 30th at 2:54am 2005


Pimp this map out over at Interlopers as well. I'm sure there are some people over there that would like to see a good DM map.




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Re: Dm_valley
Posted by MisterBister on Mon May 30th at 10:52am 2005


? quoting Spartan
Pimp this map out over at Interlopers as well. I'm sure there are some people over there that would like to see a good DM map.

Thanks for the tip, ill do that when I get home from school.





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Re: Dm_valley
Posted by Orpheus on Mon May 30th at 2:04pm 2005


I am Dloading now. I must say, you have the speediest downloads I have seen in quite some time. I am holding at a solid 8.1k :/

Anywho's, I will post some sort of a comment in a bit. I am curious to see if this much praise is warranted.

[EDIT]

This map has potential, but it is not ready for my comments yet. It is to empty to judge gameplay and such at this point.

Visually, it is stunning, I recommend you increase the visual lengths as it is disconcerting to see the map being drawn as you walk about.

Keep me posted for when you get at least a few items placed. enough to frag anyways.

My only concern is the magnitude of scope. This map is freaking huge and IMO will turn into a sniper fest rapidly cause no one is going to want to run 4 miles to the other side. Place any/all sniper weapons carefully.

/me awaits next version.





The best things in life, aren't things.



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Re: Dm_valley
Posted by MisterBister on Mon May 30th at 2:29pm 2005


? quote:
Visually, it is stunning, I recommend you increase the visual lengths as it is disconcerting to see the map being drawn as you walk about.


Well, thats a problem that I really do not know how to solve. If I let the engine draw any further, that will cause serius FPS-drops when playing against many players. I would love to remove the fog completely, but im afraid I cannot do that.

If you have alternative solutions, please tell me =).

Besides, in what way is it stunning?





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Re: Dm_valley
Posted by Orpheus on Mon May 30th at 2:55pm 2005


? quoting MisterBister

Besides, in what way is it stunning?

The attention to detail.. I do however have several screens where you have holes in your map. I suspect you used sky to seal this thing. If so, fix the leaks and recompile, I bet your FPS will go up and allow you room to increase the distance.

image

image





The best things in life, aren't things.



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Re: Dm_valley
Posted by Myrk- on Mon May 30th at 9:32pm 2005


Ok not sure how old the beta is that I played, pretty sure its the latest. I would take pics, but I'm very, very lazy. Anyways-

Firstly noted that the map has some serious design issues- random houses with some combine fortress? Nah... NAH! Take them out, they aren't that great anyway and they have alot of the problems in texturing and design etc.

When you go out of the combine fortress bit to the thumpers and look back when at the thumpers there is a big white glare- I'm thinking you probably tried to make a glare effect for when looking outside, but it seems to have reversed...

Don't like the barracks much, they seem kinda lazy and un-thoughtfull.

Alot of the edge texturing needs redoing or aligning, by edges I mean trims, sides, everything- in most cases its misaligned. On that note the barrier on the bridge thingy is too low at the stair point, needs extending more.

The swamp areas swamp gassy thing sprites need to be placed better, currently they are in a grid, and its easy to tell.

Another thing I just thought of but I'm not sure about... The bridge ends with damage and rubble, but I can't remember if there was any actual rubble on the ground, or on the other side where it was going to connect to.

Lastly, you need a 3D skybox...

As I said I'm not 100% sure if this is the latest version, but I'm pretty sure it is. If you wanna create a server some time I can show you in game all the flaws.




-[Better to be Honest than Kind]-



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Re: Dm_valley
Posted by MisterBister on Tue May 31st at 8:05am 2005


? quoting Myrk-

Firstly noted that the map has some serious design issues- random houses with some combine fortress? Nah... NAH! Take them out, they aren't that great anyway and they have alot of the problems in texturing and design etc.

yes, the rebel houses is out of place, no doubt about that.
I wanted to create a rebel-looking base when i created them.
If anyone has alternative suggestions to rebel-looking bases that fits the enviroment better, then please tell me.

? quoting Myrk-

When you go out of the combine fortress bit to the thumpers and look back when at the thumpers there is a big white glare- I'm thinking you probably tried to make a glare effect for when looking outside, but it seems to have reversed...

Yes, i made a mistake and been lazy enough to not delete the entity =P.

? quote:

Don't like the barracks much, they seem kinda lazy and un-thoughtfull.

What barracks?

? quoting Myrk-

Alot of the edge texturing needs redoing or aligning, by edges I mean trims, sides, everything- in most cases its misaligned. On that note the barrier on the bridge thingy is too low at the stair point, needs extending more.

The swamp areas swamp gassy thing sprites need to be placed better, currently they are in a grid, and its easy to tell.

Yes, yes, all of that will be fixed at a later stage. Good that you mentioned it though, i havent thought of the "swamp grassy thing sprites".

? quoting Myrk-

Another thing I just thought of but I'm not sure about... The bridge ends with damage and rubble, but I can't remember if there was any actual rubble on the ground, or on the other side where it was going to connect to.


Youre not the first one to mention this part. i have not created any rubble there (YET) since i didnt want to block the path that goes under the bridge. But if placed properly, the rubble can work as great cover from enemy fire.

? quoting Myrk-

Lastly, you need a 3D skybox...

Yes i most certainly do. I have a few great plans for it. Although there are a few things that have kept me from starting with it. First off, im not sure how its going to work together with the fog on the map. Will the fog affect the skybox aswell?
Secondly, im not sure how the "max viewable distance" includes skyboxes aswell..

? quoting Myrk-

As I said I'm not 100% sure if this is the latest version, but I'm pretty sure it is. If you wanna create a server some time I can show you in game all the flaws.

You mentioned thumpers. They are only present in the latest official version.
Yes, that would be great. Ill be in touch.





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Re: Dm_valley
Posted by keved on Tue May 31st at 12:03pm 2005


Some feedback from me...

The 5 screenshots here on Snarkpit don't work (for me, anyway).

In some places you have 2 thumpers side-by-side. Overkill? One in each position will suffice.

Also the positioning of the thumpers seems weird - on rocky peaks and flat man-made surfaces. Surely they should be on sand?

The majority of the texturing is misaligned and needs sorting out, along with all the cubemapping on the combine materials too (I was getting an ugly-looking purple and white effect).

The exterior feels very empty at the moment and filling it sufficiently with detailing is likely to hammer framerates into the ground. <img src=" SRC="images/smiles/sad.gif">

In terms of the deathmatch layout, Blood Gulch may have worked ok on the Xbox in which levels have to be one-tier due to the limitations of the controller, but on PC surely we expect some multi-tier action going on? (i.e. enemies potentially above and below you too). Also, this level is RPG only? Maybe it's just me not "getting it" but this isn't the type of level I'd find to be any fun, sorry. <img src=" SRC="images/smiles/sad.gif">





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Re: Dm_valley
Posted by Myrk- on Tue May 31st at 1:10pm 2005


I think the 2 thumpers is good, and the way they go in time with each other- however, all the thumpers are going in time. They should only go in time as pairs, not all at the same time. There may be too many too.

By the Barracks I mean that outside combine building. The access isn't very good and it seems a little unconnected- maybe use the teleport system with it.




-[Better to be Honest than Kind]-



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Re: Dm_valley
Posted by Guessmyname on Tue May 31st at 2:25pm 2005


If you look at the bridge screenshot (its in the post with the layout) the apc's wheels are in the concrete...



www.filefence.com. Free vmf hosting!



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Re: Dm_valley
Posted by MisterBister on Wed Jun 1st at 9:40am 2005


I have been working on the interior of the big combine fortress. This is what ive got so far:

image

Personaly im not really satisfied, first of all i need to dampen the lightning, to make the room be a bit darker then perfhaps... What do you guys think?
Am I on the right track?

Im currently working on a "what to do" list aswell and will publish it soon so you can see what im planning aswell as easier pointing out things that I have forgot.

Orpheus:
Im afraid it doesnt matter if i remove all the holes in the map. Since displacement surfaces doesnt count as solid brushes, I still have to make a skybox around it to prevent it from leaking all over.




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Re: Dm_valley
Posted by Hugh on Wed Jun 1st at 10:59am 2005


The room should definitely be darker, it doesn't seem very moody for a Combine fortress. Maybe add some fancy access doors, too, those are always cool. It's kinda hard to tell if you're on the right track yet, though the architecture does look like in the same general style of the Citadel so at least that's a good thing. <img src=" SRC="images/smiles/icon_smile.gif">




One day you'll know what you're talking about, I can hardly imagine

Maps! - Audio blog!



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Re: Dm_valley
Posted by Myrk- on Wed Jun 1st at 11:17am 2005


It was fine before- just a little bare. I suggest playing the single player level with the teleporter and take ideas from that- maybe have protected spawn points behind force fields or something. Also you need some sounds in there- something big and epic, with a big fat ass sprite doing crazy s**t round the teleporter so that it makes it look more unstable.


-[Better to be Honest than Kind]-




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