dm_fuzbeam
Post Reply
Quote
Re: dm_fuzbeam
Posted by Belgarion on Fri Nov 11th at 7:47pm 2005


Ok umm.. here. All the info you'd need is in the map description page. This is just because I know the comment page is going to get huge if I let it go.






Quote
Re: dm_fuzbeam
Posted by ReNo on Fri Nov 11th at 7:53pm 2005


I really like it judging by the screenshots. My urge to check it out in game is only outweighed by my lack of time to do so. Rest assured that I will be later <img src=" SRC="images/smiles/icon_smile.gif">






Quote
Re: dm_fuzbeam
Posted by BlisTer on Sun Nov 13th at 5:55pm 2005


as i said, it's really my cup of tea. very nice work. looking forward to playing it. maybe not enough shadows (3rd screenshot) or contrasting-colour-lights but now i'm being picky <img src=" SRC="images/smiles/icon_smile.gif">



These words are my diaries screaming out loud



Quote
Re: dm_fuzbeam
Posted by KoRnFlakes on Sun Nov 13th at 6:25pm 2005


It looks very creative & unique. I'm quite impressed by this map tbh, I will go try it out later tonight.






Quote
Re: dm_fuzbeam
Posted by ReNo on Tue Nov 15th at 1:24am 2005


I had a run about and I liked it - felt very different to the typical HL2 maps doing the rounds. The specularity/reflections were perhaps a little bit over done - there is a lot to be said for subtlety - but it did give it a very untouched and sterile look which I guess you were going for. There were a few visual issues such as obvious seams between the hugely specular materials (where two of the same materials met, the reflections sometimes didn't line up and left an awkward seam), but nothing terrible. The custom environment map was pretty funky - first time I've really seen one based on a map interior pulled off so well actually - but a 3D skybox could probably have done the same thing more convincingly. The map seemed like it would play ok, though the repeating texture set and similar architecture throughout made me think it might be a bit easy to get lost. It's not a big map though which might mean that's not a big problem.






Quote
Re: dm_fuzbeam
Posted by Belgarion on Tue Nov 15th at 2:55am 2005


Last night and today I worked on a 3d skybox that really makes a difference, and I'm pretty happy with it. Here are a few shots.

... I feel so dirty. I'm using image shack.

imageimage
and a pic without the hinderence of a window.
image
I've also added a lift
imageimage








Quote
Re: dm_fuzbeam
Posted by Captain P on Tue Nov 15th at 3:07pm 2005


Looks good. You've got a nice style going on and some very good textures there.

One thing though: I think the map relies too much on its textures and brush-architecture. Add some details now and then, prop models (custom preferrably to keep up that distinct style). Without them some area's feel a bit too empty and flat.

Nevertheless, the style and theme look good, it needs some more work on the smaller stuff but the overall structure is there already. Keep it up! <img src=" SRC="images/smiles/icon_smile.gif">






Quote
Re: dm_fuzbeam
Posted by Belgarion on Tue Nov 15th at 4:01pm 2005


Yeah. It DEFINETLY needs some prop modeling. Right now everything is brushes (except the light fixtures and computer consoles) and it really takes a toll on the CPU usage. I'll be taking 3d modeling next quarter here at school, so hopefully that will be rectified. I'll probably do some of the modeling as assignments for class or something. My prof saw the map and was real impressed, so I'm sure he'd be able to work it in somehow.

I think the empty feeling comes mostly from level 2 and the ramp sections, though I think I may add a lot of windowing to the ramp sections, and perhaps some of those white arches. Level 2 doesn't have much in the way of depth in the walls, but I seem to be stumped. If anyone wants to make suggestions I'd be more than happy to hear them, for both ramps and level 2.

I'm still hoping to edit some of the wall textures to be color-coded for each level (adding a stripe in part of it, reminicient of the intro levels in HL). That should help make each more unique and readyily identifyable. I've also decided to add some skylights to lvl3, so that will further individualize the levels.






Quote
Re: dm_fuzbeam
Posted by Addicted to Morphine on Tue Nov 15th at 4:16pm 2005


I have yet to download this and play it.. but all this talk of color coded stripes reminded me of TFC. Would it be possible to make this into a CTF type map for Fortress Forever? I don't know if its something you would be interested in but the unique style of the map could fit into the TF universe.

I mean, FF isn't out yet (and I'm in no way affiliated with it), but when it does come out it could be a whole new demographic of players that you could reach. And who knows, if you release it when FF is in its infancy, it may become an official map or something like that. As long as its big enough for 2/3 defenders... and has either good flag placement or a nice shutdown laser array it could be used for (eventual) FF league play.

Just some ideas. I really wish my computer at school could run HL2, then I'd be able to download your map and see if my ideas are relevant at all. As is, your map might not even be suitable for anything but DM play, but perhaps with some tweaking a conversion could be done.




Quote
Re: dm_fuzbeam
Posted by Belgarion on Wed Nov 16th at 12:05am 2005


wow. that is such a good idea...
I think the map could easily be adapted to fit TFC-like gameplay. this would simply be the flag room. I already had a few ideas for entrances. I could make two, or possibly even three entrances to the facility. and then of course, there would be outdoor areas to the map. That is definetly a possibility.

As for the theme, a retexturing would really be all it needs.






Quote
Re: dm_fuzbeam
Posted by Addicted to Morphine on Wed Nov 16th at 3:14am 2005


Awesome... just finish off the DM version first, so we can all play it.




Quote
Re: dm_fuzbeam
Posted by Belgarion on Sun Nov 27th at 9:51pm 2005



image image image image image image image
download link updated.






Quote
Re: dm_fuzbeam
Posted by BlisTer on Tue Nov 29th at 3:33pm 2005


ok i finally had a chance to play this, and i must say it's truly great. architecture, layout, style, you master it imo. lighting is very nice too, but it seems that all your floorlights are turned off, even if they cast light. seems like you only put the light-spots facing away from them. what i do is place a second lightspot, facing towards the lightsource, having it just light up the light texture and nothing else. Personal opinion also told me to put different light colors here and there, like in the center section. Seemed like blue (or maybe red) would fit. also i would play a bit more with shadows, but thats personal taste too and maybe wouldnt fit the theme. I saw 1 or 2 minor texture misalignments, nothing serious. lowest fps i got was 20. i hope you finish that last 5% , imo it's certainly worth getting in server rotations.

ps: i never got round to making custom textures specular/reflective. instead of looking it up, could you tell me what the material properties need to be in a nutshell ? <img src=" SRC="images/smiles/icon_smile.gif">




These words are my diaries screaming out loud



Quote
Re: dm_fuzbeam
Posted by Belgarion on Tue Nov 29th at 9:42pm 2005


heh. I'm glad you like it blister. ^_~
it would seem texture lighting in Source doesn't work quite as well, or maybe that the texture simply isn't fullbright. i'll point some lightspots at the textures to illuminate them next time. if you could point out the texture missalignments I'd appreciate it. And you're right, it could do with some light color variation, which is what the windows and skylights on the third floor are meant to do, as well as the computer panels on the second floor.

I'd like to play with shadows a bit, but I'm not sure they would fit the theme. A clean steril environment would probably not have many shadows, as light sources would be arranged in such a way that they illuminate as much of the surrounding area as they could. But normally I would work in some shadows. I like shadows pretty much myself.

And the textures.. I'm going to let you in on a secret...I didn't actually make any of the textures in there. O.O They're almost all from the train texture set from HL2. Otherwise I'd gladly let you know what to do.






Quote
Re: dm_fuzbeam
Posted by MJ on Wed Nov 30th at 6:15am 2005


shiny..



Quote
Re: dm_fuzbeam
Posted by BlisTer on Wed Nov 30th at 12:21pm 2005


? quoting Belgarion

I'd like to play with shadows a bit, but I'm not sure they would fit the theme. A clean steril environment would probably not have many shadows, as light sources would be arranged in such a way that they illuminate as much of the surrounding area as they could.

indeed

also noticed that the elevator switch lags a bit, takes 2-3 secs before it reacts. dunno if you can fix that.

as i said, very minor disalignment <img src=" SRC="images/smiles/icon_smile.gif"> the other ones are on tubes in the stairways on the lower floor, but are almost negligable.

is this reflective glass also a standard texture ? what's it called ?

grtz




These words are my diaries screaming out loud



Quote
Re: dm_fuzbeam
Posted by Belgarion on Fri Dec 2nd at 4:37pm 2005


Right now, all the textures (with the exception of hipshot's sky) are standard. Unfortunately, I can't open hammer... grrr.. so I can't tell you the name of the texture. I believe there is a command that will tell you the name of the texture your reticle is pointed at. at least there was in HL.






Quote
Re: dm_fuzbeam
Posted by Addicted to Morphine on Fri Dec 2nd at 8:09pm 2005


Yeah.. if I remember correctly its "impulse 107" and it shows you the name of whatever texture you're currently looking at.




Quote
Re: dm_fuzbeam
Posted by satchmo on Fri Dec 16th at 7:52pm 2005


Truly lovely. You the man. Who cares about performance. I ain't gonna play this map. I am just going to walk around in it and admire the view.


"The greatest thing you'll ever learn is just to love and be loved in return." -- Toulouse-Lautre, Moulin Rouge



Quote
Re: dm_fuzbeam
Posted by Belgarion on Sat Dec 17th at 7:09am 2005


awww. I care about performance. I want people to play it!
Thanks though, it's nice to hear people like something you've put a lot of effort into. It is indeed more of a visual spectacle than a playable map, but I want both! i'm picky that way.







Post Reply