dm_Intense
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Re: dm_Intense
Posted by BlisTer on Wed Aug 10th at 5:43am 2005


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Map profile gives a description. Here are the screenshots (+additional screenshots).

I would very much appreciate suggestions and if possible a playtest (by friday). If one of the server admins has time, then we can set something up. Maybe for all the comp maps at the same time? i'll try to be in irc as much as possible too. the beta can be downloaded in the map profile.















thx in advance





These words are my diaries screaming out loud



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Re: dm_Intense
Posted by Windows 98 on Wed Aug 10th at 6:54am 2005


VERY NICELY DONE! I love your architecture






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Re: dm_Intense
Posted by Oski on Wed Aug 10th at 10:53am 2005


Interesting design. I think you are overusing the point_spotlights though. The lighting is somewhat bland overall. Otherwise, great job.


I know you like good music. Go to http://peak.sorkmos.com/PEAK/ and start DL. now.



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Re: dm_Intense
Posted by Juim on Wed Aug 10th at 11:27am 2005


Some great ideas in there. The pulsating texture is great with thwe custom sound loop. Is that a standard HL2 texture? if not where can I get it?



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Re: dm_Intense
Posted by BlisTer on Thu Aug 11th at 1:55am 2005


thx. it's not standard, i drew it and fiddled around with the refract shader.

other suggestions apart from lighting?



These words are my diaries screaming out loud



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Re: dm_Intense
Posted by Crono on Thu Aug 11th at 2:02am 2005


It's be very cool if there was a way to make the player stick to a platform, so those loops that go up to the ceiling could become pathways.

That'd make it that much more disorienting.



Blame it on Microsoft, God does.



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Re: dm_Intense
Posted by Agent Smith on Thu Aug 11th at 6:48am 2005


Gotta say I love the map, or at least parts of it. The shots 1, 4, 5, 6 and 7 are great, I love the architecture and style. The sound really sets the mood, and I think this map would be exceptionally suspenseful, particularly if playing with a small amount of players. These sections I've pointed out are damned near perfect, absolutely great, and would be perfect for an alien style ship or something.

That being said these area's are let down by the larger areas, which are generally very low on detail and lack the kind of mood seen in the tunnels. There is also another tunnel, a very square one, which lack a lot of the style seen in the others. The ladder also seems out of place, something like a lift or anti grav tube would be much more appropriate for the type of map.

The large central area with the big orb is probably the weakest area in the map. The orange reflective surface is over used here, I'd recommend keepings it useage down so it acts to highlight features like in the tunnel. This area could also do with a lot of detail to make it more interesting, and I'd probably vary the walkways some more so they aren't all on the same levels, maybe even make them solid/thicker rather than that see-through grate.

Apart from that its very cool. The layout isn't too bad, could do with some work though. The tunnels really set a great theme/style for the map, and are by far the strongest parts. More detail and attention paid to main large areas also. Nice work <img src=" SRC="images/smiles/icon_smile.gif">.




Ham and Jam Contributor
http://www.hamandjam.org

'Get your stinking paws off me, you damned dirty ape!'



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Re: dm_Intense
Posted by BlisTer on Thu Aug 11th at 1:57pm 2005




Crono: making the loops pathways isn't really what i'm going for, cause i want it to be an "untouchable presence" in a way. i would also have to alter those "pillars" so that you can get to them :s

Smith: i agree that a few rooms can be made more atmospheric, but the main reason for not doing so is the deathmatch aspect. i heard a lot of people say that it gets frustrating if you cant see your opponents clearly in the whole map. I can see your points though, i'm an atmosphere man myself, thats why i used to make sp / coop maps.

I have another opinion about the ladder; lifts generaly break fastpacedness and ladders work both ways compared to an anti-grav tube.

About the larger areas; since i'm a preformance junkie i couldn't afford to go ultra high detail there, instead i opted to make them interesting by the general architecture and lighting, and another reason why they're there: gameplay. the room where the RPG is provides good gameplay with it's strategic position and 5 entrances. The room with the orb is for the long-range-weapon-lovers and provides vertical gameplay. i made the platforms grates for extra vertical visibility. The reason why the pulsating texture is very present in that room compared to the others because i wanted to make some sort of heart / core room there.

I'll try to darken that corridor and see what else i can do in one day.

thx for the input






These words are my diaries screaming out loud



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Re: dm_Intense
Posted by Dark_Kilauea on Thu Aug 11th at 3:29pm 2005


Well, i must say, well done. Your beginning to match the quality I expect from the Myst series.

Until Later...



Dark_Kilauea
DVS Administration
http://www.dvstudio-production.com/



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Re: dm_Intense
Posted by ReNo on Thu Aug 11th at 4:07pm 2005


Errrr, eh? Whats myst got to do with an FPS level? Strange comparison Map looks pretty crazy, which is good given the competition theme In the screenshots the mad highly reflective looking orange material seems to be used in some odd places (as a trim on pillars?) but maybe it looks more natural in game. Does it move like water? Looks like it should for some reason. I think you went a little overboard with point_spotlights, which are fast becoming the most overused thing since func_illusionary light fades <img src=" SRC="images/smiles/icon_wink.gif"> Anyways, good to see an entry, I'm thinking you will be one of the few






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Re: dm_Intense
Posted by Dark_Kilauea on Thu Aug 11th at 8:11pm 2005


*cough* UrU *cough*

Until Later...



Dark_Kilauea
DVS Administration
http://www.dvstudio-production.com/



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Re: dm_Intense
Posted by BlisTer on Thu Aug 11th at 11:20pm 2005


? quote:
In the screenshots the mad highly reflective looking orange material seems to be used in some odd places (as a trim on pillars?) but maybe it looks more natural in game. Does it move like water? Looks like it should for some reason. I think you went a little overboard with point_spotlights, which are fast becoming the most overused thing since func_illusionary light fades


the golden refract texture shouldn't be seen as water, but more as "tentacles" of this surreal presence. thats why they appear on edges etc. and indeed it moves and changes refract intensity.

about the point_spotlights, well, they shouldn't have made them this pretty then Nah, i used most of them by the ground to create a ground-fog effect feeling. When it comes to using a spot light and you want to create a foggy atmosphere, nothing beats them in this, so i dont see why not use them then.

And when i count it out i have more lights that dont use them than lights that do use them. for my large ceiling lights i use the good old env_sprite

im currently compiling a new version, with less point_spotlights, harder shadows in that one corridor, more concentrated walkways in the orb room, and added detail in the RPG room.

i'll release it somewhere tomorrow if all goes well ...





These words are my diaries screaming out loud



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Re: dm_Intense
Posted by BlisTer on Fri Aug 12th at 8:21pm 2005


ok i changed a few things. the orb room walkways are more concentrated. the atmosphere and detail is a bit increased in the areas Smith mentioned, as you can best see ingame, here is a screenshot of the RPG room



if you read this , dm_intense is released, check map profile



These words are my diaries screaming out loud



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Re: dm_Intense
Posted by Myrk- on Sat Aug 13th at 2:15pm 2005


Some of it looks too big and open. Reminds me of the film &quot;Sphere&quot;. What texture is that too? (The crazy golden liquid one). <br> <br>Had a run through, I have to say the same as Ferret. I'd consider it more of an extended experiment with nice lighting etc. What you need to do (if you have time) is trim it down and make it more coherent.



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Re: dm_Intense
Posted by Hugh on Sat Aug 13th at 6:15pm 2005


I like the first two shots a lot, the third one seems rather drab, especially in comparison. I'd play it if I had HL2, at least.



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Re: dm_Intense
Posted by satchmo on Sat Aug 13th at 11:58pm 2005


Looks great, but I have to say it's not the most original. The theme reminds me of &quot;Doom&quot; or &quot;Quake&quot;, which are both fabulous games. <br>Good mapping, needless to say, but it's not going to be the most unique map in the comp.



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Re: dm_Intense
Posted by Ferret on Mon Aug 15th at 2:38am 2005


Your level has a lot of potential but I'm afraid it fell short in a lot of aspects. For instance your theme. I couldn't find a great consistent theme asside from the golden texture you made. But thats too weak to hold a whole level together. If you had merged the golden texture with the circular tube lights you had you could've pushed it a little farther. You have some nice architecture but you can't make a level simply on architecture when they dont match. For instance some rooms have some interesting arch work, than other rooms are simply cut out blocks. Removes the player from any sense of atmosphere. ALso you need to refine your lighting in areas. Some areas have consistent themed lightings, other are just a bland red. The last thing I'd mention is landmarks. ALl of your items,weapons, and so forth need to have a land mark marking the place they spawn as &quot;special&quot; so players can have a mental picture. I'd say &quot;unfinish&quot; this map and refine it for another release.



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Re: dm_Intense
Posted by BlisTer on Tue Aug 16th at 7:51pm 2005


Heh you guys are sparse on saying something positive smiley i wonder how you feel on 95% of the maps that get produced here. Obviously everyone has his own opinion, others say that the golden liquid is the theme and holds it together, in some rooms appearing as a subtle presence - as i intended. i feel 5/10 is a bit harsh compared to ratings on other maps, but oh well <br> <br>[edit] <br>Myrk: i made that texture <br>Satchmo: feel free to point me to maps that are the same



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Re: dm_Intense
Posted by DocRock on Wed Aug 17th at 2:04am 2005


I think this map has alot of great potential. It looks and feels real good, and runs nicely. I like the layout a whole lot, and the shiny textures really look good. I think it's a very nice map and has captured the contest theme well. As far as landmarks for weapon placement -- thats for the map author to decide and is not something neccessary in any map. BlisTer: well done man!! congrats on a well built, solid, unique map ^^



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Re: dm_Intense
Posted by warlord on Wed Aug 17th at 1:14pm 2005


Those hallways are incredible




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