dods_neuUlm
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Re: dods_neuUlm
Posted by Dr Brasso on Sat Feb 25th at 6:58am 2006


im about half done, after finally finding an acceptable layout...i think the gameplay will be good....its hard to really evaluate the things like r speeds, fps etc, on my machine, so i could use a little help fromtime to time gents... <img src=" SRC="images/smiles/icon_smile.gif">



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Re: dods_neuUlm
Posted by Crono on Sat Feb 25th at 9:03am 2006


Maybe someone should figure out a mathematical equation to evaluate all the values given from the stats screen. Like ... take the average of that ... plug those values into some program someone writes and BAM gives you something as straight forward and meaningful as R-Speeds.

Anyway, it looks pretty. But, from screen-shots, as I'm sure you're aware, you can't really tell how game-flow will be ... meaning ... screen-shots are about the pretty and you haven't really started on that aspect yet.

But, architecturally, the buildings look a bit bland, not because of the design, it just looks like a peaceful town. Where's the evidence of war? The buildings are really clean. Can you go inside them? Is that clean too? It should at least look like people booked it in a hurray ... because Nazi's were coming to kill them ...

I'm mostly rambling; I apologize.

As far as I can see now: Your map needs more harmful chaos (Yes, there's a difference)



Blame it on Microsoft, God does.



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Re: dods_neuUlm
Posted by Finger on Sat Feb 25th at 9:06am 2006


I'll be glad to take a closer look at this tomorrow. Only comment atm: from the last screenshot, the brick archway looks awkward being so thin at the top.

Oh.. is there no download? chop chop!!





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Re: dods_neuUlm
Posted by Dr Brasso on Sat Feb 25th at 2:11pm 2006


yep....stated the pretty obvious there crono...lol glad you took the time though bud, tnx.....you too fingerdude......this thing isnt even close to being done yet, i guesstimate about half....its taken me 3 months and about 20 different layout designs to come up with something feasable....verticle play is good, lots of battle points, ambush points, and room to haul ass if'n yer feeling a bit, oh, chickens**t... natural cover is good, but prop placement for cover etc is proving a bit tricky...as far as the "clean and bland aspects, itll look like a s**thole coming up....

finger, i chuckle as i ask,"would you offer up a download of a map thats half done, except to a trusted few" (of which you would definately be one ) that could enlighten me as to the not-so-obvious discrepancies ....and yer right about the gateway.....i started out to have the whole top side (you can see where the top brush was removed) with a railed fence continuing above the gateway....but no such model animal....ill figure something out....

ive just started detailing in earnest, things like sidewalks, and potholes, craters, stains, holes in the walls etc....

quite honestly, this is the first map ive done that ive taken past the "this looks like s**t" stage....and its the first ive done that ive actually started to feel good about...i have a set of textures that were bestowed upon me....thursday, and ive yet to even start with those...(btw, the dods texture/material sets are getting a bit boring, or is it just me??....)

lots to do, and i will take all critisisms and suggestions to heart....i need em, as my brain is turning to mush over this one....im at that point where, yer sick of yer own work, but yer too far along to waste ther time spent....savvy?

banzai!!

Doc B.....





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Re: dods_neuUlm
Posted by Orpheus on Sat Feb 25th at 4:07pm 2006


When I get home... Mondayish, I will give this a looksee.. Problem is, Can anyone look at it with only HLDM?

Anyway.. Looks nice.





The best things in life, aren't things.



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Re: dods_neuUlm
Posted by Dr Brasso on Sat Feb 25th at 5:13pm 2006


i spose i could put together a hl2dm entity free version jon, but itll lose alot of whats there already... :/

Doc...:dodgy:





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Re: dods_neuUlm
Posted by ReNo on Sat Feb 25th at 5:40pm 2006


Throw in an info_player_deathmatch or info_player_start and you should be good to go. If the game code can't create entities from those defined in hammer, it just ignores them. Or at least it does from my experience - I've been defining entities in the FGD file and placing them in hammer, but not linking them up to code, and it just gives me an error message on loading the map then continues on its merry way <img src=" SRC="images/smiles/icon_smile.gif">

As for the map, looks good so far. In the third pic there is an obvious roof that looks really tall, as in it seems like it has too steep an angle, and that strikes me as looking a bit awkward. Otherwise, what the others said. Needs a bit more detailing, liberal use of overlays to dirty things up and break up texture repetition, and a bit more sign of life/death <img src=" SRC="images/smiles/icon_smile.gif"> Keep it up, and don't take too long posting a test release :P






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Re: dods_neuUlm
Posted by omegaslayer on Sat Feb 25th at 7:06pm 2006


I realize this map is in the early stages when I say this; but: Looks too clean. Add in some trash, fallen rubble, debris, ect.






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Re: dods_neuUlm
Posted by Myrk- on Sat Feb 25th at 7:22pm 2006


Shot 2 is a bit ugly- the building needs a frame to the door, nicer steps up to it, and maybe a mural on the wall or some paint jobby... Shot 3 also needs some spicing up, and the archway is a bit thin at the top.

As for shot 1, looks really good, but again maybe the windows could be bayed windows to add that extra architectural element. Also, it being source, try making the wooden beams on the buildings- they should stick out only a bit as they are cob infill walls (a wooden frame stuffed with a mud/hay/water mix).




-[Better to be Honest than Kind]-



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Re: dods_neuUlm
Posted by Dr Brasso on Sun Feb 26th at 7:28pm 2006


yeah, all good and accurate commentaries so far..... a few new screenies prolly wouldnrt hurt either, if'n ya'll are up to it...***rubs eyes

myrk, yer as succinct as ever.... <img src=" SRC="images/smiles/icon_lol.gif"> yeah, its an ugly sob right now.....but i like the way it feels in game, i think its gonna be a decent gameplay effort in the end....lots yet to do bud....and, if i may, i'd definately like you to help me play test better, along with a few others id like to invite as well....ill be in touch... in a few weeks.....what say ye sir?

.....and that brings me to this.....i dont know how you guys do it honestly, but ive found the best way for me to locate, add, and angle appropriately as far as damage goes, is to sit in game with a bazooka, an attitude, and a half a 5th of cuervo under my belt, yell about the ole lady, life, work, the general pursuit of happiness as i/we know it, God, country, friends, family (is that redundant?)

....................and then run around and shoot the s**t out of everything.... <img src=" SRC="images/smiles/heee.gif">

and obviously, im gonna have to send my family on vacation for a couple of days at least to accomplish this feat...

any takers?? <img src=" SRC="images/smiles/icon_lol.gif">

Doc...:dodgy:





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Re: dods_neuUlm
Posted by Finger on Sun Feb 26th at 7:39pm 2006


I'd love to have a little playtesting party, when the map is ready for it. I wish we had more of those, here at the snarkpit..... so count me in.

yeah, its an ugly sob right now.....but i like the way it feels in game

Honestly, don't worry about things being pretty until you have achieved the right layout. It's easy to get lost in the details, and screw up with major gameplay elements (which will hurt the map more than looks). I now try to bang out a solid and cleanly constructed layout with the basic developer textures (gray and orange) just to keep myself from going off on a tangent with the 'art'. The last map I approached like this came together about 50% faster. It really works, and it's very nice knowing that you have a solid layout and can then just pour yourself into the look/ambeince.

Get this map to a state taht is testable, and let us take a look at it so we can make sure it actually plays well. Even if half the level is gray developer textures and block geometry. Even with such simple construction, you can get a good idea of what shapes and compositions will work within the space you have created.





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Re: dods_neuUlm
Posted by Spartan on Sun Feb 26th at 9:34pm 2006


This is definatly going to turn into a nice map when it's finished. I really like the first pic.




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Re: dods_neuUlm
Posted by Orpheus on Mon Feb 27th at 10:46pm 2006


OK Doc. /Me is home now, for the moment. I still cannot find the download link. Where is it stashed?

And, the new avatar, although the butt of a good laugh I liked the other better.

You need to find a fitting example.

Took me ages, but I finally found mine and... Wouldn't part with it for the world.





The best things in life, aren't things.



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Re: dods_neuUlm
Posted by Dr Brasso on Tue Feb 28th at 2:16am 2006


no linkage sir, you have not lost your mind.... <img src=" SRC="images/smiles/icon_wink.gif"> ***see above

as for the avatar, i found it hilarious, but yes, you are correct, the luster had worn off already....the search continues...

Doc...:dodgy:





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Re: dods_neuUlm
Posted by Dr Brasso on Wed Mar 1st at 2:09pm 2006


i did a fast vis compile on this last night, on my wifes new pc....damn. that was a mistake....im contemplating comandeering her computer till i get this finished.... (im king in my castle, i can do that....<img src=" SRC="images/smiles/icon_wink.gif"> )

the graphics difference was phenominal....friggin made me rethink this whole damn map....what a &^%#%^*(*^%$^&* ...........

to be continued...

Doc B...:dodgy:





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Re: dods_neuUlm
Posted by Orpheus on Wed Mar 1st at 2:18pm 2006


Teaches you somtin... PC's are passed down from the... One who builds them.

My son and wife have vastly inferior machine. This way there is never anyone but ME asking to use the bigger machine. /giggles.

Fast compiles, never give you a definitive outlook on maps Doc. If the machine is superior, do a full/final compile before you despair.





The best things in life, aren't things.



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Re: dods_neuUlm
Posted by Dr Brasso on Wed Mar 1st at 2:35pm 2006


? posted by Orpheus

Fast compiles, never give you a definitive outlook on maps Doc. If the machine is superior, do a full/final compile before you despair.

no despar bud, and i realize the fast compiles are like "checking the skin coat on drywalll", i was just simply literally "stunned".....i knew it would be better, i just never fathomed how much......wow...

Doc B...:dodgy:





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Re: dods_neuUlm
Posted by Dr Brasso on Tue Mar 7th at 2:00pm 2006


threw up a couple screenies, shows a bit more detail, as im getting around to it finally <img src=" SRC="images/smiles/icon_smile.gif">

Doc...:dodgy:





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Re: dods_neuUlm
Posted by ReNo on Tue Mar 7th at 2:55pm 2006


I'm finding that in the second and third screenshot you are making the roofs way too tall. They look far too steep, and unbelievable for me.

How about making some of the roads into displacements? I mention in AtM's new map thread about making roads more interesting, and I think yours could benefit from it too. Maybe also make a new blend material for the roads, using your current road materials and some other dirt/mud material, and that should let you break up the repetition too.

The brick house in the first shot looks too repetitive and simple for my liking. Could really use some texture variety, overlays, damage, architectural detail, or whatever, just to break up those big brick surfaces.

Obviously lighting needs a bit hike in quality, but I think doing so will make things look a lot sexier. It's coming on nicely anyway though, keep it up mate.






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Re: dods_neuUlm
Posted by Finger on Tue Mar 7th at 8:25pm 2006


I agree with Reno. Things need to look a little more organic, and using displacments can easily do that. I love displacements, and find myself using them quite a bit for things other than terrain. You could make some very sween bomb craters in the road that would add to the realism. When I get home, I'll post a little shot of a crater I recently created from displacements.




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