Posted by keved on Sun May 29th at 5:05pm 2005
I have a new HL2 deathmatch level to download, entitled 'Prison Riot'.
More info...
http://www.keved.com/dm_prisonriot.html
Screenshots...
http://www.keved.com/dm_prisonriot_01.jpg
http://www.keved.com/dm_prisonriot_02.jpg
http://www.keved.com/dm_prisonriot_03.jpg
http://www.keved.com/dm_prisonriot_04.jpg
http://www.keved.com/dm_prisonriot_05.jpg
http://www.keved.com/dm_prisonriot_06.jpg
Download link...
http://www.keved.com/dm_prisonriot_b1.zip
Suggestions and feedback is welcome.
Thanks.
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Posted by Orpheus on Sun May 29th at 5:52pm 2005
This the one I critiqued already, right?
Need another?
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Posted by Natus on Sun May 29th at 5:58pm 2005
love the lightning
Posted by MisterBister on Sun May 29th at 6:05pm 2005
Strict leveldesign opinions:
My first impression is that the map is very, very well done from a leveldesigners point of view. Everything is where it is supposed to be and the level strongly reminds me of nova prospect. The lightning is superb nad you have really mastered the "point_spotlight" entity =).
My opinions about the level in general:
The map looks really good, but i am afraid it does'nt add something to the HL2DM community.
You have completely copied the consept of nova prospect and dm_lockdown and havent really added something new at all in forms of gameplay or artisticly. This might not be a negative thing for those who love running around in prisons, but i dont. I have played far too many maps like this one to enjoy it anymore.
I see that you are an exelent mapper and im sure that you can do something MUCH more creative than this.
I took a closer look at the map, and had to look quite hard for things to remark.
Well heres what I got:

The stair seemes a bit too thin and weak for me..

When standing here i couldnt jump up on the platform to the right. Seemes like you have put some clipbrushes there. Try to solve it in a different way.

Absolutely beautiful!

The layout feels very labyrith-like to me. I had a really hard time finding my way through the map since everything lookes the same. Try to use different lightning, or other things that makes it easier to remember.
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Posted by Leperous on Sun May 29th at 7:02pm 2005
Those giant blue baths should really be physics objects that you can push around, rather than static obstructions! And some areas still look like they could use some more detail, you can certainly afford to spend some FPS on more: perhaps more "prison-ey" bits? Otherwise, looks pretty good, very cold feel to it.
Are you happy with the layout?
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Posted by Orpheus on Sun May 29th at 7:56pm 2005
Without being incredibly nit-picky all I can truly complain about is the lack of items. This map is far to large to have such a short supply. In fact, I feel it would rapidly deteriorate into a sling fest, cause props far out number items in many locations. Course, I have no way of doing a real playtest to confirm this but I am almost sure I am correct. There were vast regions with almost nothing to be had. It is my considered opinion that because it was created not for DM first, that it suffers some because of it. HLDM is like no other frag after all..
I know that I am an advocate for skill maps. Meaning, cut down on items, force people to make every shot count but... with props to sling about, no ones gonna slow down anyways so why not increase the items to a level befitting a map this huge?
I did take a couple screens, but they were bad piping and texture misalignments, nothing major really.
I know its your map, but I would decrease the props you can fling, and increase the items. and PLEASE move that stinking blue tub, I got hung on it twice strafing my son. ![]()
[edit] Son is running LAN game on his PC, the sounds are not making it from him to me.. IE he can hear the flares, I cannot. when I go to console it says "failed to load blah,blah flare something"
you might wanna find out why the sounds are not coming from him to me..
YES, we each downloaded the map separately and installed it..
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Posted by Andrei on Sun May 29th at 11:13pm 2005
I've seen you used the rail prop and that it's not fullbright. Me and other people have been having some problems with this prop since, whatever we do, it comes out fullbright. And yet, I see in the screenshots that this is not the case here. Please please please enlighten me on this one.
Posted by Orpheus on Sun May 29th at 11:45pm 2005
I am beginning to suspect that snarkpit feedback, is not the same feedback Kev is used to.
Kev, is there any way you can post some links to your other forums threads on these maps? I am genuinely curious as to the type of criticism you receive.
Don't get me wrong, you produce some of the very best quality I have had the pleasure of witnessing but, when you ask for feedback and read it without some indication as to how it was received, I get concerned that we crossed some line somewhere.
The fact is, on the CTF version of this map, you received some feedback from Snarkpit, yet you only credited the CTF creators.. I fear your level of feedback may drop off if you continue to forget whom all helped.
Tis why I always joke.. "You misspelled my name again" " SRC="images/smiles/icon_wink.gif">
Never fear, I do not help for the thanx, I do so cause I genuinely enjoy doing critiques. Others however may not share my views.
/ 2 cents.
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Posted by keved on Mon May 30th at 1:00pm 2005
You have completely copied the consept of nova prospect and dm_lockdown and havent really added something new at all in forms of gameplay or artisticly. This might not be a negative thing for those who love running around in prisons, but i dont. I have played far too many maps like this one to enjoy it anymore.
I see that you are an exelent mapper and im sure that you can do something MUCH more creative than this.
Here are a few early pics of my next level, "The Great Wall". The concept is kinda like the Great Wall of China; a huge defensive wall running 1000s of miles used by the Combine to secure their borders.
http://www.keved.com/ctf_thegreatwall_01.jpg
http://www.keved.com/ctf_thegreatwall_02.jpg
http://www.keved.com/ctf_thegreatwall_03.jpg
http://www.keved.com/ctf_thegreatwall_04.jpg
A level doesn't necessarily have to bring something totally new to deathmatch though. I went for the prison setting because with the Nova Prospect section in HL2 spanning several levels there are plenty of prison-themed art assets to make use of. Obviously, the prison theme can also take advantage of the popularity of Lockdown - no harm in that.
Aren't all large indoor HL1/2 levels seemingly labyrinthine when you're unfamiliar with them? I'm fairly happy with the layout - it has large two+ tier rooms each with 3+ entrances, and all connected by short corridors. There are a few specific areas that need addressing though, such as the room in pic1 has upper tier walkways which are too narrow. If you guys have specific suggestions of where you think the layout needs changing I'll be glad to hear them. " SRC="images/smiles/icon_smile.gif">
This is the first opportunity I've had to reply, Jon. I totally take on board whatever people say - I've already spent at least twice as long changing the CTF version (now at beta 10!) as actually building the original beta version in the first place. I remember posting beta 1 here of the CTF version and after receiving comments here that the lighting was flat I totally relit the level!
Yep fair play, I can only apologise for not already mentioning SnarkPit guys already having commented on the CTF version. This will be rectified in the next beta's txt file. I've updated my website already.
I have got a LOT of feedback on the CTF version in the HL2CTF.com private forums and particularly from the mod's creators too via MSN Messenger as they are really pushing to increase the standard of the official levels. I also post looking for feedback at the Steam forums - a number of server admins hang out there so it's more than worthwhile hearing what they have to say about how it runs online & gauging general opinion of the punters on their servers. Since I only released beta 1 of dm_prisonriot 2 days ago there isn't a great deal yet, though.
Since this level is largely based on the CTF version (which is at beta 10) the visuals are at a fairly polished state but obviously with this being the first free-for-all DM version this is my first attempt at the DM weapon layout, so this is very much what I was looking for comments about. Thanks for your input. I think there are already quite a few weapons (8 shotguns for instance) but after I've got a bit more feedback from various sources I will probably end up increasing the number of weapons.
Regarding the props, there are some areas with a few props too many and will look at removing some (particularly the smaller props). I'll make those big blue bathtubs into physics objects too. " SRC="images/smiles/icon_smile.gif">
Thanks for all the input fellas.
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Posted by Orpheus on Mon May 30th at 1:11pm 2005
My only concern about your great wall map is, so far I have had nothing constructive to say about it. I mean, I have seen it since it was created almost, yet my stupid ass cannot come up with anything to add. You are just doing to good a job ol man. " SRC="images/smiles/icon_biggrin.gif">
In essence, I feel badly that I have not been of more help is what I am trying to say.
If you send me your next version, I will come up with something if it kills me.
As for my comments on this map, I was concerned, not mad or upset.
I can post some screenshots if you like. I did note some trivialities that could be corrected.
and, the sound issue of course.
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Posted by Cassius on Tue May 31st at 6:47am 2005
The lighting style on this map is what catches my eye - for some reason I can't place it looks very different from most other maps, very larger-than-life.
Posted by keved on Tue May 31st at 8:26am 2005
Great Wall has been on the back-burner for a week or two since I've been doing this DM version of Prison Riot so it hasn't changed a great deal since, but I'm moving back onto it for a few weeks while I wait for a bit more feedback on dm_prisonriot.
I'd appreciate it if you could pls.
I'll check that out but I'm not sure what the prob is atm since I'm just using an ambient generic with a default sound.
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Posted by keved on Tue May 31st at 9:32am 2005
I've seen you used the rail prop and that it's not fullbright. Me and other people have been having some problems with this prop since, whatever we do, it comes out fullbright. And yet, I see in the screenshots that this is not the case here. Please please please enlighten me on this one.
I've never had a problem with railings being fullbright (or the entire model being one clearly the wrong tone), only very long props which have the model's vertices far apart (such as long pipes). Whenever I add railing I just make sure the bottom of the bounding box (not the model itself) is precisely flush with the floor level and also disable its shadows (since I don't increase lightmap resolution enough for the thin railings to cast shadows anyway).
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Posted by ReNo on Tue May 31st at 3:26pm 2005
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Posted by keved on Sat Jun 11th at 9:31pm 2005
Having decided to split the enormous dm_prisonriot into two smaller levels, I've now finished work on the first of them.
http://www.keved.com/dm_prisonriot1_b1.zip
Aside from layout and weapon placement changes, one major addition is the inclusion of new normal mapped versions of various Valve materials. I've generated normal maps for around a dozen materials which I've used a lot in dm_prisonriot1, so those of you with high-end PCs running HL2 in DirectX9 mode will see a visual improvement.
Here are a few example images...
The previous version (dm_prisonriot), without normal maps...
http://img178.echo.cx/my.php?image=nonormalmaps6pa.jpg
This first beta of dm_prisonriot1, with normal maps...
http://img182.echo.cx/my.php?image=normalmaps1ld.jpg
As always, comments are very welcome. Thanks.
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Posted by Addicted to Morphine on Sat Jun 11th at 10:32pm 2005
Posted by keved on Thu Jul 7th at 10:15am 2005
Beta 2 of dm_prisionriot1 is now available.
http://www.keved.com/dm_prisonriot1_b2.zip
Mirror link...
(big thanks to *ASFE*-Kellis for providing the webspace)
http://kev.5th-gradient.com/maps/dm_prisonriot1_b2.zip
Changes:-
- Added extra weapons, ammo and pickups.
- Added small new section at what was a dead end above the RPG.
- Added extra clip brushes.
- Other small changes that nobody will probably notice. 
Unless there are any further major issues or suggestions raised I'll probably recompile this as the final version sometime over the next week.
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Posted by keved on Thu Aug 4th at 9:19am 2005
Beta 3 of dm_prisionriot1 is now available.
http://www.keved.com/dm_prisonriot1_b3.zip
Changes:-
- Added extra hev battery pickups
- Added quite a lot of extra detailing and increased lightmap resolution in some places (bsp size increased by about 6mb).
Feedback welcome. ![]()
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