Dm_valley
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Re: Dm_valley
Posted by MisterBister on Wed Jun 1st at 4:35pm 2005


Thanks alot for all enthusiasm, I really appreciate all the suggestions and comments. Here's a small list of changes, if you have something to add, please tell me =).

Things to be added:
A really cool 3D-sky.
More details outdoors (such as rocks ETC).
Rubble under the crack in the bridge, wich should work as cover.
Teleporter effects, including sounds.
Ambient sounds in all the different enviroments.

Things to be changed:
Remove some of the thumpers
Improving the visual quality in the areas inside the big combine fortress.
Texture alignment here and there.
More smooth terrain.
Fixing the APC on top of the bridge.

Things i'm considering:
Redoing the rebel base into a deserted/destroyed combine base.
Adding specific weapons to make the gameplay more diverse.
Making a second version of the final map with "normal" weapon config.
Adding a crashed spaceship somewhere, maybe in the mountains?





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Re: Dm_valley
Posted by G4MER on Wed Jun 1st at 5:38pm 2005


? quoting MisterBister
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.

First off the picture looks really good. Ok now onto the part to Orpheus..

If you have displacement surfaces you can put a solid surface behind it, and build your skybox off the top of that solid surface. Im not sure but I think that can even be a No Draw texture behind the displacement.





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Re: Dm_valley
Posted by MisterBister on Wed Jun 1st at 6:49pm 2005


? quote:
First off the picture looks really good. Ok now onto the part to Orpheus..

If you have displacement surfaces you can put a solid surface behind it, and build your skybox off the top of that solid surface. Im not sure but I think that can even be a No Draw texture behind the displacement.



Yes, that is correct. You may use a nodraw block to prevent the map from leaking, wich is exactly what I have done.

I have made a skybox except for the bottom block, wich is textured with the no draw texture.




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Re: Dm_valley
Posted by MisterBister on Wed Jun 1st at 8:17pm 2005


Todays progress update:

I have removed some of the thumpers and replaced two of them with the big ones, I'm working on making it possible for the player to climb up on them...
Furthermore I have placed combine looking posts all around the map to increase the detail level.

When looking at them, I suddenly feel that the ambience lightning of the map has to be reduced and damped, so that it will look more like late evening..

What do you guys think?

Here's some pics:

image
image






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Re: Dm_valley
Posted by Myrk- on Wed Jun 1st at 9:51pm 2005


Sort out the draw distance with the fog... Maybe use some giant fog dust s**t around the whole level too to give it more motion (the particle distance fog is boring and static- such old skool technology).


-[Better to be Honest than Kind]-



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Re: Dm_valley
Posted by MisterBister on Sat Jun 4th at 11:49am 2005


? quote:
Sort out the draw distance with the fog... Maybe use some giant fog dust s**t around the whole level too to give it more motion (the particle distance fog is boring and static- such old skool technology).


I'm working on optimizing the map in order to be able to increase the max viewable distance. So far I've managed to increase it with about 1000 units, but I'm afraid thats about as far as I can go...




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Re: Dm_valley
Posted by Pureferret on Sun Jun 5th at 2:30pm 2005


My suggestion about the Gunship was to block players crawling over the mountainside where they can see over the rocks. the part where you can do that is the shortside of the bridge after you've been teleported.

The Rebel out post is ok. If you made more functional buildings, maybe even a cliffside watchtowery thing like in the canals (single player) where you drop the washing mashine to raise the ramp?

Anyway I've just finished downloading the new map, looks good from the screenies.

Keep up the great work.

Edit: Ah, it says there is an error with my .rar file. Firstly it says 'unexpected end of archive, then when I try to extract it says file is corrupted. Help...?




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Re: Dm_valley
Posted by MisterBister on Sun Jun 5th at 5:54pm 2005


? quote:
The Rebel out post is ok. If you made more functional buildings, maybe even a cliffside watchtowery thing like in the canals (single player) where you drop the washing mashine to raise the ramp?

Edit: Ah, it says there is an error with my .rar file. Firstly it says 'unexpected end of archive, then when I try to extract it says file is corrupted. Help...?


Good idea about the watchtower, ill think about that.
According to you.. What is a more functional building?

No one else has complained about a corrupt .rar file..
Well, I'm about to release a new beta anyway with a few changes, try to download the map again in 24 hours.




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Re: Dm_valley
Posted by MisterBister on Mon Jun 6th at 6:05pm 2005


Its time for a new beta with a few updates. It can be downloaded at the same place as usual, http://www.home.no/misterbister/maps/Dm_valley.rar .

The major difference is that I have made the interior of the big fortress much more interesting. (The lightning effects took me many hours to figure out =P)
I have also increased the max viewable distance with 1000 units, although my machine can barely render it at acceptable FPS...

Minor updates:
Put combine posts here and there.

Sewed some leaks.

Made the ambient lightning a little bit darker.

Decreased the number of thumpers to one small and two big.

Placed deathmatch spawnpoints inside the big combine fortress aswell.

Here are a few images:
image
image
image




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Re: Dm_valley
Posted by Pureferret on Tue Jun 7th at 9:06pm 2005


Well something that shows a purpose, so you think this place is a map room, or ammo storage.

Going to download after this post <img src=" SRC="images/smiles/icon_smile.gif">




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Re: Dm_valley
Posted by MisterBister on Thu Jun 9th at 10:10am 2005


After the "new" betarelease, progress has slammed into a halt.
The creaton of a 3D-sky went really fast and painless, until i compiled and checked out the result...
It seemes like the 3D-sky isnt affected by the "far Z clip plane" or "max viewable distance" which makes the map look extremely uggly over far distances. I really dont know what to do.. If you have any suggestions then id be happy to hear them.

image
At short distance

image
At long distances.

For more info:
http://www.snarkpit.net/forums.php?forum=6&topic=5185&6




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Re: Dm_valley
Posted by MisterBister on Tue Jun 14th at 3:15pm 2005


Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Some images in this post have been automatically down-sized, click on them to view the full sized versions:

I havent given you an update for about a week now since i have had alot of work to do in school, but now I'm back again with a new beta.

I had lots of feedback at interlopers about the 3D-sky and that I should remove the skyskrapers and create surrounding mountains instead to create a more valley-like feeling, which I have done.

This beta contains a few new enviromental features:


A big fortress at the end of the broken bridge.

image
A pic of the added mountains.

image
another pic of the added mountains.

image
Added a combinefortress looking building aswell, just for show =P.

Download the Beta here:
http://www.home.no/misterbister/maps/Dm_valley.rar

The map seemes to perform a bit better with the newest catalyst drivers 5.6 aswell (it is almost noticable! =P).

Im thinking about making the surrounding mountains a bit higher to create a more claustrophobic feal, right now im not sure if that is necessary.




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Re: Dm_valley
Posted by MisterBister on Sun Jul 3rd at 1:58am 2005


In addition to this small update on the progress I just wanted to say that im not dead... At least not yet.. <img src=" SRC="images/smiles/icon_rolleyes.gif">

Thanks alot for all the feedback, you all have helped me more than you know.
Now for the goodies.

First of all, the "final beta" will be released in late july, and that will be the last chance for you guys to make me change all the bad parts. The final version will probably be released somewhere in mid August.

I have also added a few nice things.
First of all, the missing rubble beneath the bridge. Although as it is right now, the rubble kinda eats up all the perfomance, but im working on it..

image

Secondly, i have added some missing visual features inside the big fortress:

image
image

Finally ive added some scanners and seagulls at the map to give it some movement. Right now theyre just flying around ignoring everything and behaves kinda strange. But i think that theese little fellows gives the map more life.

image




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Re: Dm_valley
Posted by Myrk- on Sun Jul 3rd at 1:04pm 2005


The map doesn't look like those last 3 screens though :P


-[Better to be Honest than Kind]-



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Re: Dm_valley
Posted by ReNo on Sun Jul 3rd at 1:18pm 2005


Might be cool to make one or two high spires/peaks around the edge. At the moment, the screenshots make it look like the cliff border (while very well done it seems) is fairly even in terms of height. A bit of variety wouldn't hurt - get some high spots up there.






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Re: Dm_valley
Posted by MisterBister on Tue Jul 5th at 3:54pm 2005


? quote:The map doesn't look like those last 3 screens though image

Thats maybe because that post is about 21 days old.. =D




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Re: Dm_valley
Posted by MisterBister on Tue Jul 5th at 9:53pm 2005


? quote:
Might be cool to make one or two high spires/peaks around the edge. At the moment, the screenshots make it look like the cliff border (while very well done it seems) is fairly even in terms of height. A bit of variety wouldn't hurt - get some high spots up there.


Yup youre right, ive been thinking about the very same thing.




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Re: Dm_valley
Posted by MisterBister on Fri Aug 5th at 11:51am 2005


Its been a while but now i'm back and here is the "final beta".
If you have'nt given me any feedback before, now is the time!
This beta contains quite a few changes but since I made most of them some weeks ago, and since my memory suck,
I cant really remember exactly whats new..
Anyway, the things that I'm sure has been updated since the last time is:

Added Basic Teleporter effects as well as sounds.
Made lots of vis optimizing.
Added the combine rifle at two spots in the map
Added ambient sounds.
Removed the seagulls and seekers.
Added lots of cubemaps.
Changed the fog so that it is greyish everywhere instead of orange.
Optimized textures on the mountaints here and there.
Removed a bug at the jetty which forced the player to jump across an invisible barrier to be able to cross it.
I have also filled the old image archive with fresh meat and deleted all the old pics.
Have a look:
http://www.home.no/misterbister/Bilder/Dm_halo/WIP/

Here's pics at the new teleporter effects:

image
image
image

Download the final beta here:
http://www.home.no/misterbister/maps/Dm_valley.rar

As I said before, if you have'nt given me any feedback before, please do it now, before it's too late...





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Re: Dm_valley
Posted by Myrk- on Fri Aug 5th at 11:50pm 2005


Looking good, hope you put in them cubemaps I told ya to?


-[Better to be Honest than Kind]-



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Re: Dm_valley
Posted by ReNo on Sat Aug 6th at 12:32am 2005


You are such a cubemap junky myrk <img src=" SRC="images/smiles/icon_biggrin.gif">







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