Alpha 2a is out! For comments and suggestions please look here!
The map is set in the slums and abandoned industrial areas in the lower levels of a kilometer-high, futuristic city. Corrugated sheet iron and concrete. Some parts stand underwater. Sunlight falls in small chasms but mostly stays a glow in the distance. HDR, mmmm.
Re: dm_3006
Posted by midkay on Mon Aug 7th at 7:18pm 2006
Posted by midkay on Mon Aug 7th at 7:18pm 2006
Hey, reaper47, nice to see more from you.
I like the screenshots - in fact the first one reminds me of something else I've seen here, maybe it was a WIP or abandoned map of yours? Regardless, it looks great; the sunlight filtering down through the window gives a very nice contrast (though in the first shot, at the left; bump up the lightmap scale). I also really like the orange glow on the stairs, which would look to be bounced light from the sun. Very realistic. The contrast between blue in the bottom area and yellow elsewhere is nice.
The whole look of the first screen, kind of this concrete structure built upwards, just looks *real*. The concrete looks thick and heavy, everything has weight to it... maybe it's partially the angle of the shot, or the realistic lighting.. or good architecture.
" SRC="images/smiles/icon_smile.gif">
Your description sounds very interesting. "Corrugated sheet iron and concrete" - I like the mental image I'm getting.
Also having some parts underwater sounds like a very cool gameplay element.
Lighting looks and sounds like it's going to be great.
Looks quite nice so far, give us some more screens! 
I like the screenshots - in fact the first one reminds me of something else I've seen here, maybe it was a WIP or abandoned map of yours? Regardless, it looks great; the sunlight filtering down through the window gives a very nice contrast (though in the first shot, at the left; bump up the lightmap scale). I also really like the orange glow on the stairs, which would look to be bounced light from the sun. Very realistic. The contrast between blue in the bottom area and yellow elsewhere is nice.
Your description sounds very interesting. "Corrugated sheet iron and concrete" - I like the mental image I'm getting.
Lighting looks and sounds like it's going to be great.
-- midkay
Re: dm_3006
Posted by reaper47 on Mon Aug 7th at 8:37pm 2006
Posted by reaper47 on Mon Aug 7th at 8:37pm 2006
Yea, that's the same shot like in the WIP thread, only some slightly updated geometry!
I start fiddling with lighting very early as I think it's the fastest way of getting a sense for the look and feel. The ground brush-work is actually very basic here, but you can see what's my goal. I hope I can show some screens of other areas of the map soon.
There are a lot of more "metallic" areas I want to get in here so maybe the map name will change to "dm_metal" (joke...) or hopefully something more fitting by the time it's release-ready. The layout is pretty much finished and I'm moving fast this time
" SRC="images/smiles/heee.gif">
I start fiddling with lighting very early as I think it's the fastest way of getting a sense for the look and feel. The ground brush-work is actually very basic here, but you can see what's my goal. I hope I can show some screens of other areas of the map soon.
There are a lot of more "metallic" areas I want to get in here so maybe the map name will change to "dm_metal" (joke...) or hopefully something more fitting by the time it's release-ready. The layout is pretty much finished and I'm moving fast this time
Re: dm_3006
Posted by Mr.INSANE on Mon Aug 7th at 10:29pm 2006

Mr.INSANE
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Posted by Mr.INSANE on Mon Aug 7th at 10:29pm 2006
Love the screenshots Pure Sex
Edit: Upon Closer Inspection the lighting looks rather bad do a -Extra compile becuase those would make a great picture
Edit: Upon Closer Inspection the lighting looks rather bad do a -Extra compile becuase those would make a great picture
Mr.INSANE
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Why Do we all have to wear these ridiculous ties
Re: dm_3006
Posted by reaper47 on Mon Aug 7th at 11:50pm 2006
Posted by reaper47 on Mon Aug 7th at 11:50pm 2006
Thanks for the kind words, I appreciate! Here are a few more screens that show some of the wet/water sections as well as some of the more blocky/unfinished parts.
[edit: Yea, I noticed the lightmaps are a bit rougher than usual. I'll try a more quality vrad run sometime!]
I decided to protect the RPG by a lockdownesque user-activated trap:
Players who want the RPG have to dive through this little pool. Unfortunately, the "high voltage" sign above it is there for a reason.
_____________________________________________________________
A switch nearby activates a defect electricity cable (yet invisible) that turns the pool into a deadly trap )people get fried).
_____________________________________________________________
Here's another view at the most detailed part of the map yet that shows the puddles of water at the bottom.
_____________________________________________________________
On the left you see the entrance to an underground section, that I don't want to show yet:
_____________________________________________________________
And a shot of the old industrial/loft building in the top area. The back of these rooms have to be built yet and the white/HDR-light in the background should become a nice skybox once. I like the rows of colums and the general openness of it.
_____________________________________________________________
[edit: Yea, I noticed the lightmaps are a bit rougher than usual. I'll try a more quality vrad run sometime!]
I decided to protect the RPG by a lockdownesque user-activated trap:
Players who want the RPG have to dive through this little pool. Unfortunately, the "high voltage" sign above it is there for a reason.
_____________________________________________________________
A switch nearby activates a defect electricity cable (yet invisible) that turns the pool into a deadly trap )people get fried).
_____________________________________________________________
Here's another view at the most detailed part of the map yet that shows the puddles of water at the bottom.
_____________________________________________________________
On the left you see the entrance to an underground section, that I don't want to show yet:
_____________________________________________________________
And a shot of the old industrial/loft building in the top area. The back of these rooms have to be built yet and the white/HDR-light in the background should become a nice skybox once. I like the rows of colums and the general openness of it.
_____________________________________________________________
Re: dm_3006
Posted by Addicted to Morphine on Tue Aug 8th at 12:31am 2006
Posted by Addicted to Morphine on Tue Aug 8th at 12:31am 2006
Honestly, this is looking fantastic. I've been struggling to come up with something constructive for you to improve or fix, but I can't find anything yet.
Re: dm_3006
Posted by midkay on Tue Aug 8th at 3:10am 2006
Posted by midkay on Tue Aug 8th at 3:10am 2006
Wow, reaper47 - agreement with Morphine, this really looks great.
" SRC="images/smiles/icon_smile.gif">
Really like those puddles of water, especially.
Really like those puddles of water, especially.
-- midkay
Re: dm_3006
Posted by reaper47 on Mon Aug 14th at 12:26pm 2006
Posted by reaper47 on Mon Aug 14th at 12:26pm 2006
A few updates:
First, because of it's sci-fi setting, I decided to give the map the uber futristic title dm_3006 (thousand years in the future... get it? get it?).
Also the layout is pretty much 100% finished and most of the basic brushwork is done. I decided to release the map as soon as the general feel of it fits for some alpha playtesting. So please, don't be surprised if the first release looks even a bit blockier at places than what you see in the screenshots here
Should be ready in the coming weeks.
Check out the "official" shots in the map profile, there are 2 new ones. Here's a 3rd that didn't make it there but shows a part of the map I kinda like. It's the waste disposal system of the future that, as you can see, doesn't work very well. Between the garbage there are some hidden goodies. It is also a neverending supply of disgusting, used toilets.

First, because of it's sci-fi setting, I decided to give the map the uber futristic title dm_3006 (thousand years in the future... get it? get it?).
Also the layout is pretty much 100% finished and most of the basic brushwork is done. I decided to release the map as soon as the general feel of it fits for some alpha playtesting. So please, don't be surprised if the first release looks even a bit blockier at places than what you see in the screenshots here
Check out the "official" shots in the map profile, there are 2 new ones. Here's a 3rd that didn't make it there but shows a part of the map I kinda like. It's the waste disposal system of the future that, as you can see, doesn't work very well. Between the garbage there are some hidden goodies. It is also a neverending supply of disgusting, used toilets.

Re: dm_3006
Posted by 7dk2h4md720ih on Mon Aug 14th at 1:12pm 2006
Posted by 7dk2h4md720ih on Mon Aug 14th at 1:12pm 2006
The quality of most of your screenshots is quite poor, which is shameful for a map this good looking. Under 120k should be sufficient to keep a certain screaming old man at bay.
" SRC="images/smiles/icon_wink.gif">
I look forward to having a run around this when you put up a download. You seem have made excellent use of the z-axis. The adundance of filthy old toilets also appeals to a gravity gun whore like myself.
Your map description reminded me of FF7.
I look forward to having a run around this when you put up a download. You seem have made excellent use of the z-axis. The adundance of filthy old toilets also appeals to a gravity gun whore like myself.
Your map description reminded me of FF7.
Re: dm_3006
Posted by Natus on Mon Aug 14th at 1:13pm 2006
Posted by Natus on Mon Aug 14th at 1:13pm 2006
This looks awesome, the whole "kilometer high city" thing reminds me of
Kaineng City in guildwars, there's sewers and stuff too..
I remember some places with bars going from wall to wall, with chains hanging from them, i think having some wires dangling from metal bars (like the ones in the last screenshot) would be pretty neat.
here's some concept art, just to make sure that you know what i'm talking about
http://www.komotion.com/dociu/gallery/Albums/Album6/Source/sewers2.jpg
lol.
Great job on everything so far.
I remember some places with bars going from wall to wall, with chains hanging from them, i think having some wires dangling from metal bars (like the ones in the last screenshot) would be pretty neat.
here's some concept art, just to make sure that you know what i'm talking about
? quote:
It is also a neverending supply of disgusting, used toilets.
lol.
Great job on everything so far.
Re: dm_3006
Posted by reaper47 on Tue Aug 15th at 12:28am 2006
Posted by reaper47 on Tue Aug 15th at 12:28am 2006
Thanks for the encouraging comments. I never played FF7 but the guildwars concept paint (I bet that's a craig mullins piece) is more what I strive for.
The three screens from the map profile are re-compressed by a Snarkpit script. I actually decided to upload 300k versions for them and use what the 'pit made of them because it still looks best. I'll make the imageshack shots a little sharper in the future
" SRC="images/smiles/heee.gif">
The three screens from the map profile are re-compressed by a Snarkpit script. I actually decided to upload 300k versions for them and use what the 'pit made of them because it still looks best. I'll make the imageshack shots a little sharper in the future
Re: dm_3006
Posted by the Carpenter on Tue Aug 15th at 4:12am 2006
Posted by the Carpenter on Tue Aug 15th at 4:12am 2006
While it's OK visually, I just don't get any "futuristic" feel from it, thus far.
Re: dm_3006
Posted by reaper47 on Tue Aug 15th at 5:45pm 2006
Posted by reaper47 on Tue Aug 15th at 5:45pm 2006
It's more the dirty kind of futuristic, no spaceships. Maybe some strange industrial parts of big, Asian cities actually looks like this today (although I doubt it). I just didn't want to restrict myself to a realistic scale and theme and make the whole thing feel like it is a bit bigger and more "grown" than any structure you'd find today. But I definately consider your argument! I personally always found it a bit irritating that the map "lostvillage" neither looks lost nor like a village. 
Re: dm_3006
Posted by Finger on Tue Aug 15th at 6:06pm 2006
Posted by Finger on Tue Aug 15th at 6:06pm 2006
You could imply the futuristic theme with a few high-tech consoles or electronic kiosks - something cyberpunkish. Please, don't use combine consoles though - go out on a limb and go for some custom models.
Re: dm_3006
Posted by reaper47 on Tue Aug 15th at 6:17pm 2006
That was a rule of mine from the beginning!
Yea, Ill try something. I'm afraid the custom models have to wait for later releases.
Posted by reaper47 on Tue Aug 15th at 6:17pm 2006
? quote:
don't use combine consoles
That was a rule of mine from the beginning!
Yea, Ill try something. I'm afraid the custom models have to wait for later releases.
Re: dm_3006
Posted by Addicted to Morphine on Tue Aug 15th at 6:48pm 2006
Posted by Addicted to Morphine on Tue Aug 15th at 6:48pm 2006
What about a few patrolling manhacks? Would that be too HL2ish?
Re: dm_3006
Posted by reaper47 on Wed Aug 16th at 12:54am 2006
Posted by reaper47 on Wed Aug 16th at 12:54am 2006
I'm afraid it would.
I hope with the skybox and soundscape you get into the theme quite quickly. Unfortunately I haven't added much to the skybox yet that would show in a screenshot. It's just the background (which can wait). The same is true for the soundscape.
I'm very close to an alpha release, though (could be by the end of the week). It will be a bit blocky at places. I'd like to just test the gameplay in an earlier version in case I have to remove a whole junk of a building. But I'd be more than happy for some early ideas about the visuals, too!
I hope with the skybox and soundscape you get into the theme quite quickly. Unfortunately I haven't added much to the skybox yet that would show in a screenshot. It's just the background (which can wait). The same is true for the soundscape.
I'm very close to an alpha release, though (could be by the end of the week). It will be a bit blocky at places. I'd like to just test the gameplay in an earlier version in case I have to remove a whole junk of a building. But I'd be more than happy for some early ideas about the visuals, too!
Re: dm_3006
Posted by Mr.INSANE on Wed Aug 16th at 1:53am 2006

Mr.INSANE
member
156 posts
66 snarkmarks
Registered: Jan 29th 2006
Location: California,USA
Occupation: Student
Posted by Mr.INSANE on Wed Aug 16th at 1:53am 2006
I Like the Manhack idea it seems like it could definetly add some life to the map
Mr.INSANE
member
156 posts
66 snarkmarks
Registered: Jan 29th 2006
Location: California,USA

Occupation: Student
Why Do we all have to wear these ridiculous ties
Re: dm_3006
Posted by reaper47 on Tue Aug 22nd at 10:43pm 2006
Posted by reaper47 on Tue Aug 22nd at 10:43pm 2006
The alpha version is ready and compiled. All I have to do is zip it and load it up. Should be finished by tomorrow or the day after.
" SRC="images/smiles/heee.gif">
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