dm_castigate
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Re: dm_castigate
Posted by omegaslayer on Thu Jan 12th at 8:16pm 2006


Greetings. Im basically looking for feedback to improve this map in the next compile. Currently there is a dynamic light problem that brings down FPS, but Ive discovered the cause, it is due to some evn_fires that are in the map....Im taking them out come the next compile.
Screens:
image
image
image
image
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Plus the other 3 in the map profile.
Post/flame away






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Re: dm_castigate
Posted by Orpheus on Thu Jan 12th at 8:24pm 2006


/me adds Omega to Xmas "best wishes" list for his properly proffered images. <img src=" SRC="images/smiles/icon_smile.gif">



The best things in life, aren't things.



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Re: dm_castigate
Posted by omegaslayer on Thu Jan 12th at 11:16pm 2006


? quote:
/me adds Omega to Xmas "best wishes" list for his properly proffered images.

I was worried a bit about incuring the wrath of 56k Orph. Thanks






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Re: dm_castigate
Posted by Orpheus on Thu Jan 12th at 11:50pm 2006


? quoting omegaslayer

I was worried a bit about incuring the wrath of 56k Orph. Thanks

I complain often but, I never complain needlessly. <img src=" SRC="images/smiles/icon_wink.gif">





The best things in life, aren't things.



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Re: dm_castigate
Posted by Addicted to Morphine on Fri Jan 13th at 1:02am 2006


I like the variation in the color of the lighting, and I like the first image you've posted here. Overall I think you do a good job with the outdoor areas but the indoor areas so far seem slightly lacking... I'm not sure what it is right now. Perhaps lack of memorable areas? For example, I'm thinking of how memorable the destroyed multi-floor area with all the sawblades was in Yak's Torque.

Also -- the cinderblocks you've got going on in the third shot look strange to me. Especially the ones that seem to be hanging from the ceiling without any visible support.




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Re: dm_castigate
Posted by Orpheus on Sat Jan 14th at 1:35pm 2006


*Orph puts on "HAT OF PATIENCE" to look over images as they slowly arrive*

image
I particularly like the design of this shot. Maps of supposedly real locations hardly ever achieve their goal. This shot looks like a real place. Architecturally speaking, it looks sound enough to be real at least. The grassy displacement looks to green, and to unnatural for my taste however. I would roll it a bit more gently, and find something a bit more trodden looking. Housing tends to have the very worse in the way of foliages.

image
I have no clue what this is. It looks nice, perhaps a teleporter but with the apartment feel of screen #1, is it going to fit the theme?

image

Nice hole. Poor block choice but nice hole. I'd consider scaling down the debris texture though cause somehow it doesn't fit. I might even consider losing it since its obviously not block debris.

image
Oh yes, I like this. A good feel to it as a basement type setting. Sometimes square rooms actually work well within a map. Turn down the light value a bit to dim it some and I think you'll have a winner here. You need some trash/clutter/dust bunnies though. Basements are hardly this clean.

image
I never did like the bluish quality of the lighting in HL2 mapping. I know it was theme related but I never liked it since it always seems to clash with most real world texturing. The door has me thinking. Do doors actually fall so squarely when knocked open and/or off its hinges? Again with the sterile look. Put some diapers in the corners or some other disgusting stuff at least. <img src=" SRC="images/smiles/icon_biggrin.gif">

image
Real world vs.Alien. You seem to have the basics down and just looking at the pictures gives the impression that you need little in the way of motivation. I however feel that originality may be suffering a bit. Thats not always a bad thing in "Quality" mapping but it can blur it to obscurity if you do not add something original. This map could fade rapidly otherwise into the nether regions of all quality but unoriginal works.

image
FLATLINES... I dunno what this is. Perhaps another angle would assist my limited view.

image
This room, the square/flat doesn't work for me. Its a nice room but it needs just tiny bits of elevational differences to be transformed from average to grand. Elevate each work station on a simple wooden platform perhaps. just a step up would work wonders. Limit the overhead grating too. A bit to grant elevational advantage is nice but a catwalk is overkill IMO. The white lights are to white. Try some other color variations and allow for dust buildup on the bulbs. In other words, some lights will be dimmer and more brownish, assuming you have brown dust. You are also depending to much on the girders to accent the ceiling. Change the flatness of it a bit.

Again, I congratulate you on the clear, and yet small file sizes of the screens.





The best things in life, aren't things.



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Re: dm_castigate
Posted by Orpheus on Sat Jan 14th at 7:53pm 2006


*clears throat*

Ahem, look fellas. If I can do a minor critique on 56k, most of the rest of you should be able to squeeze out one ever once in a while too.

Snarkpit, is turning into just a Pit of non-interaction of late. We need some critiques, even if its only minor versions from time constrained members.

/speech





The best things in life, aren't things.



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Re: dm_castigate
Posted by omegaslayer on Sat Jan 14th at 10:24pm 2006


Thankyou orph, thats just the type of feedback I was looking for.
/checks download link
Yup it still works. While your critiques were nice and informitive, I think you actually need to visit those areas of the map to understand whats happening in them.
EG: The screen you did not know about needs to be visited so you may see what exactly is going on there.
1st screen: when you say "Trodden" do you mean trapled/walked on?

2nd " this is actually a device that is carrying the "key" (the floating ball) to call down the air strike. The theme I was going for in the map was combine taking over, they have lots of devices all around the place that have different purposes.

3rd : I agree 100% too blocky and those textures are a bit too high.

4th: is ist a really good idea to make something dimly lit for a DM map? I also thought of dimly-ness here, but I thought that gameplay dictates that light needs to be somewhat bright to see other players.

5th: The light values are a bit high here, ill lower/remove some to give a better sence of atmosphere (add some color as well). On the topic of the door. I actually placed the door as a func_physbox so you may toss it. Currently it floats in hammer, and falls to the ground when the map spawns, so I guess you could say it is "natural" :S.

6th: Are you saying here that im lacking in originality? Thats really not a problem I can solve since everything Ive built is original. But do you mean the theme of "combine mixed with old city" isnt mine? Thats just something that you really can't get away from.

7th: Obscured shot, I just wanted to catch someones eye with mid-afternoon light comming in from the top contrasted with the combine infestation.

8th: I like your suggestions here. What would you recomend I do with the cat walk? replace it with a wooden one instead?

Once again thankd for the suggestions. This post was merely to gain some understanding of the critiques. Keep up the good input orph. <img src=" SRC="images/smiles/icon_smile.gif">







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Re: dm_castigate
Posted by Orpheus on Sat Jan 14th at 10:57pm 2006


? quoting omegaslayer
Thankyou orph, thats just the type of feedback I was looking for. You are quite welcome sir. Custom dictated that since you accommodated my desires for smaller images that I show my respect for them. /me bows.
/checks download link here again, time is a problem. Using your images alone, that critique took me over 30 minutes. Imagine if I downloaded your map, took screens, uploaded them and commented. Perhaps an hour to an hour.five?
Yup it still works. While your critiques were nice and informative, I think you actually need to visit those areas of the map to understand whats happening in them. I agree, but would it be worth the time I do not have? I grant that I cannot be very good using your screens but I will always give you my best/honest replies with the info I have.
EG: The screen you did not know about needs to be visited so you may see what exactly is going on there.
1st screen: when you say "Trodden" do you mean trapled/walked on? Trampled yes. Trodden in my opinion would be better only because trampled sounds like its recent. Homes have pathways from here to there. Such as to the market or laundry.

2nd " this is actually a device that is carrying the "key" (the floating ball) to call down the air strike. The theme I was going for in the map was combine taking over, they have lots of devices all around the place that have different purposes. My apologies. I was uninformed. Now I am not. <img src=" SRC="images/smiles/icon_smile.gif">

3rd : I agree 100% too blocky and those textures are a bit too high. I was thinking, Leave the blocks BUT make them resemble blocks. Try increasing the scale to make the walls thinner. Blocks have very large holes in them and thin to moderately thin walls.

4th: is ist a really good idea to make something dimly lit for a DM map? I also thought of dimly-ness here, but I thought that gameplay dictates that light needs to be somewhat bright to see other players. There is dimly and dark. Dimly works if you have no deep shadows. You can have deep shadows but its best to not have them as camping locations. I would lower the light to 1/2 its current level and brighten it slowly till you acquire the desired lumen's.

5th: The light values are a bit high here, ill lower/remove some to give a better sence of atmosphere (add some color as well). On the topic of the door. I actually placed the door as a func_physbox so you may toss it. Currently it floats in hammer, and falls to the ground when the map spawns, so I guess you could say it is "natural" :S. Break a few, do not remove them. Lowering the value in lumen's here will help too I suppose. Its that god awful blue I dislike. Funny thing is, most all my maps had blue basic lighting throughout them. HL1 textures were accented perfectly by it. HL2 textures balk at it IMO.

6th: Are you saying here that im lacking in originality? Thats really not a problem I can solve since everything Ive built is original. But do you mean the theme of "combine mixed with old city" isnt mine? Thats just something that you really can't get away from. Lacking originality in theme, not content. I realize you built it but you modeled it after 10's of 100's of other maps. You can get away from it I bet with some creative originality. Cities the world over use the same colors paint without looking the same. In fact, the new England side of the USA looks drastically different that the West Coast. They both use brick and mortar.

7th: Obscured shot, I just wanted to catch someones eye with mid-afternoon light comming in from the top contrasted with the combine infestation. Obscure only because I am not sure what the blurry object represents.

8th: I like your suggestions here. What would you recomend I do with the cat walk? replace it with a wooden one instead? Bullets and such reach far. You do not need a path up there unless you truly need to run from over there to over here. I mean, is it a path of adding connectivity? Why not restrict some movement with the removal of all that metal? Put a hallway on the outside to connect the two ends and remove the grating. Assuming only that I am looking ONLY at the screen and have no idea why the room has a catwalk. The wire area to the left looks smashingly great. I love the fencing it restricts movement but allows much visibility.

Once again thankd for the suggestions. This post was merely to gain some understanding of the critiques. Keep up the good input orph.





The best things in life, aren't things.



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Re: dm_castigate
Posted by Orpheus on Mon Jan 16th at 10:26pm 2006


NOTE: It took 40 minutes just to receive this map. 8 megs is asking a lot from this old man. Secondly, this map showed a funny combination of well thought out and not planned sections. It looked as if you reached a point and noticed that you were suffering in the connectivity area and decided to add a bunch of rooms/areas/passages. I noticed that the outside area was much more pleasing to the eye than any of the inside areas. Even though a few of the inside ones showed that they were planned, the outside was much more so. Thirdly, The map was very confusing to me. Landmark zones were not very evident. I am sure that they were there, but I got lost several times and if I did, others will too. Fourthly, the overall lighting was OK. Not superb, but satisfactorily IMO. It could use some tweaking to cut on the glare of those damnable glows but still there was no areas to dim to frag. Fifthly, item placement sucked. You need some playtesting to sort where, but there were way to many caches. Lastly, I felt this map lacked that certain something that sets it apart from your average Joe map and your superb one of a few kind. There was no real atmosphere. The map was clean, and well swept throughout. It had no real ambient sounds to speak of and the very air itself was polished feeling. You really need someone better than I to specify where you are falling short. I know that a lot of effort went into this. It shows everywhere, but if you do not address its shortfalls, the map will be wasted. Just my opinion, but I am hardly ever wrong. Course its your call not mine. I am sure you can find someone to praise it as it is.

Orph's score currently: 6/10
Orph's score if fixed: 9/10

You chose.

Castigate Critique.





The best things in life, aren't things.



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Re: dm_castigate
Posted by omegaslayer on Wed Jan 18th at 11:35pm 2006


I just came back to say that lately Ive been busy with real life (school has started again), but I want you to know I really appreciate what you did orph <img src=" SRC="images/smiles/icon_smile.gif">. When ill get the chance I will read through everything with a fine tooth comb and take your suggestions to heart. Thankyou!






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Re: dm_castigate
Posted by Orpheus on Thu Jan 19th at 10:53pm 2006


? quoting omegaslayer
When ill get the chance I will read through everything with a fine tooth comb and take your suggestions to heart. Thankyou!

Well, I wouldn't read to much into my suggestions until more than one person says something close to similar bud. Suggestions are meant to be listened to, not necessarily adhered to.

Good luck anywho's. I liked the feel of your map. It has lots of potential.





The best things in life, aren't things.



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Re: dm_castigate
Posted by DrGlass on Fri Jan 20th at 1:16pm 2006


I'll try and give this a run around soon. Anyone know a easy/fast way to upload a bunch of photos into an album? Orph dont you have something like that?




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Re: dm_castigate
Posted by Orpheus on Fri Jan 20th at 1:35pm 2006


Dude, if you read my critique, there was a link to the program in it.

Sadly, you need a pit or something similar because you need to upload it all like an HTML web page.

Works well though because it optimizes it to suit YOUR DESIRES.

PM me if you need any assistance as its a bit strange the first time you use it.





The best things in life, aren't things.



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Re: dm_castigate
Posted by ReNo on Fri Jan 20th at 3:49pm 2006


I still can't download this - the link just takes me to some wierd website that has more advertising links than content <img src=" SRC="images/smiles/confused.gif">






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Re: dm_castigate
Posted by omegaslayer on Sat Jan 21st at 7:49am 2006


? quote:
I still can't download this - the link just takes me to some wierd website that has more advertising links than content

DL link is broken <img src=" SRC="images/smiles/sad.gif">. Im working on an alternate right now. So ill soon have a DL link once again.






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Re: dm_castigate
Posted by omegaslayer on Sun Jan 22nd at 11:10pm 2006


Okay folks, I added lots of stuff to the new beta. I also got a DL link for the second beta:
http://omegaslayer.freespaces.com/
edit: a more reliable place to download was provided to me by Juim
http://gamersdiner.com/downloads/dm_castigate_beta2.zip
Once you click it it will take you to a cheaply done website. Merely right click-save as to download it. Ill add some new pictures in a few mins when I get the chance.
Message submitted 23 minutes after original post:

Pics:
image
image
image
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image

Message submitted 28 minutes after original post:

Things to do:
Better transition to the "bath room" in image 1.
Better lighting in image 3.
Add some stuff to image 4. Any suggestions?
Fix the vis error in image 5.
Light the tunnels by adding light ents.
Add a clip brush to a window to the room in image 4.

Open for comments







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Re: dm_castigate
Posted by Naklajat on Mon Jan 23rd at 10:01am 2006


I only played it for a couple minutes, but from what I've seen it looks pretty good, though it would be best to play it with others.
/me wonders about SP server

One major thing I noticed though: The alarms are TOO LOUD! And it takes forever for the airstrike to come.

Oh yeah, and you can get outside the level :P There's windows in one building that lead to the place behind the fences. And other areas with windows that act like concrete. And also, when some of the windows break the gibs fly really far, looking unrealistic.

I want to play against some people on it, it looks pretty sweet gameplay-wise.



=o



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Re: dm_castigate
Posted by Orpheus on Mon Jan 30th at 3:05pm 2006


image

29 minutes and 30 seconds later...

I will look things over and get back when/if I can.





The best things in life, aren't things.



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Re: dm_castigate
Posted by Orpheus on Mon Jan 30th at 4:54pm 2006


As usual, I concentrate on what I feel needs addressed. This by no means says the map only has stuff that needs altered. The map is, or could be considered fine "as is"

As usual, I will not take offense to ideas that are vetoed, I expect my ideas to not always be used. I do however expect gratitude for ideas, even if not used but thats all I expect.

I would have hoped to see someone else do a critique considering the time it takes for this old man to do them. Notice the times between these last two posts. I was busy the entire time doing this critique.

Anyway, good luck.

Castigate_b2 critique.





The best things in life, aren't things.




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