Re: dm_3006
Posted by Orpheus on Tue Dec 26th at 3:09pm 2006
Finally, I have time for a looksee.
/me will get back to you in a few.

Orpheus
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Re: dm_3006
Posted by Orpheus on Tue Dec 26th at 5:53pm 2006
25 huh? A bit of an oversight on your profile update or do you really think this is only 25? No problem either way cause I can live with both.
My question is, how much are you willing to change in this map? I mean, the map looks great as is, but its still in need of some major alterations. In other words, it can be fine unchanged or it can be fine changed.
I am not willing to invest an entire afternoon and have it blown off like the last critique I did. I realize that that critique was my own fault, but the afternoon was still wasted.
The map looks fantastic as is. The call is yours.
For the record, this is not my ego talking. I can improve this map, or I can like it just the way it is. This maps success is not pivotal on my comments.
I looked at your readme. You already have a fine crew. They have brought you a long way. I'd hit them up once more at least because there are some areas that need attention.
/2cents.

Orpheus
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Re: dm_3006
Posted by omegaslayer on Tue Dec 26th at 6:34pm 2006
Okay a few things, but lemme first say that the map looks great, you
have some great basic archetecture, and I think you should run with
that. Placing too many detail props (I think anyways...) would draw
away from it's futureistic urban look.
You have a great gameplay overall, verticle gameplay is somethign of a
rareity these days, and it blends well. Id just have to say that maybe
you should unify certain areas with lighting. By that I mean the
certain levels of height the player is at should have a "color" to
their own, so when the player looks around he can say "ohh im on level
x because im in the y color area".
A thing to note is that in the rocket room you can swim under,
chuck a nade up to where the rocket is and have it blown to you, thus
kinda defeating the purpose of having a maze of air vents to crawl
through. Its not really a big deal, but I can tell you that people will
be doing that when they play your map (a func_vclip_physics should solve
this).
While we're on the topic of the rocket, lets just have a quick chat
about the trap. I like it, seldom do I see traps anymore in maps, and
this is a healthy one. The problem is I see is that theres no visual
queue for the person throwing the switch to turn on the electricity.
And with no visual queue how can the switch thrower know if anyones
down there? I mean it takes a split second for you to throw the switch,
which is enough time to take a nade or cross bow bolt to the face. Is
it really worth throwing if you dont know if someones there? You can
solve this one of few ways:
-give the switch thrower a visual queue (this could be glass or a
monitor) for him to make the decision to kill the person getting the
rocket.
-make the switch throwing sequence faster, by that I mean so he can do
it ranged. This can be achieved one of two ways: 1) making a
plug/socket set up like in lockdown or 2) make it so you can shoot a
circuit box to cause a short that would trigger the electrical surge
(func_button that doesnt move, but gets activated when damaged).
/my 2 cents on gameplay
Visually I like the tin roofs, thats a real nice touch. But lets get to
the sky box, now I realize that your not done yet with it, but im just
not getting the sensation that when in looking down im looking at
another part of the city, I can tell its not far away. My suggestion
would be to add in fog, or dust clouds, OR even look into placing a
brush with the scrolling clouds texture over the citys bellow. That I
think would give us a better sense of distance.
/my 2 cents

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Re: dm_3006
Posted by Orpheus on Tue Dec 26th at 8:33pm 2006
I had noticed while on my exploration that the map is approximately 70% completed. That said, there are a s**tload of finished maps out there that play just fine at that same level of completion.
Anywho's, I was truly impressed with it and would not be ashamed to rate it in the high 7's or low 8's.
I would say this one thing. That little bit of whatever it takes to set any map apart from all the other run of the mill maps is definitely missing.

Orpheus
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Re: dm_3006
Posted by Orpheus on Sat Dec 30th at 5:56pm 2006
Nope. not a DOD/s only fan.
In fact, I haven't opened the game since my disastrous critique. I lost all interest in the game.

Orpheus
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Re: dm_3006
Posted by RedWood on Thu Jan 25th at 1:45am 2007
Looks grate.
Maybe you could have a difference in elevation between the ground and the diamond plate in your first and third screen.
Is the bsp. up to date? I'd like to walk through it and see the changes.

RedWood
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Re: dm_3006
Posted by Stadric on Thu Jan 25th at 2:52am 2007
Might want to put some garbage in that wheelbarrow to remind people that a wheelbarrow can be useful at that altitude.

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Also change the texture of the dock. Docks are rarely tile. -Facepunch
As I Lay Dying
Re: dm_3006
Posted by Kasperg_JM on Thu Jan 25th at 2:37pm 2007
In the shopping district picture, things I would do:
The continuity of the floor is broken by that central pillar. I think
the floor around it needs a metal trim as seen in the edges of the
room. The light effect might even look better that way.
That central pillar, being a shopping district, looks like the perfect
place to put some sort of poster, advertisement or screen of some sort.
I don't know if you are going to put custom shop signs, since it seems
there would be little room for them. Maybe vertical signs or some sort.
About the rest of the screenshots, they look good. The grey corrugated
metal contrasts a lot with the brown textures, and IMO it might break
the massive vertical impression that those walls used to make. They
used to look like concrete cliffs, a very poetic kind of feeling that
worked very well. I'm not sure if you wanted to change that.
Anyway, it might just be the HDR making them look too bright. I know
you altered them for the sake of texture variation, and in that sense,
the map looks much better now overall.

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Re: dm_3006
Posted by reaper47 on Thu Jan 25th at 5:55pm 2007
I like the term "concrete cliffs" because it's how I always thought of the architecture in this map. Like man-made cliffs. The new textures breaking the vertical impression is an interesting point. I think I don't have a problem with this, especially around the garbage area. There's enough other places for the full, vertical monumentality. It certainly looks a bit more improvised now. Which is something I like about the place and that hasn't really come across with texturing so far. I'll take your view under consideration. It's just one or two simple revisions from the pure concrete-fest it was before. The textures aren't fixed yet.
I think you're perfectly right about the pillar. Shouldn't be too hard to do that also. Thanks.

reaper47
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Re: dm_3006
Posted by Orpheus on Fri Jan 26th at 5:14pm 2007
Fat lotta good. The download link is borked.
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Reaper, get me a functional link please.

Orpheus
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Re: dm_3006
Posted by reaper47 on Fri Jan 26th at 9:38pm 2007
I changed the host. Hopefully it works now.

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Re: dm_3006
Posted by Orpheus on Fri Jan 26th at 10:18pm 2007
That host put me through 9 kinds of hell, then it laughed at me and called me an SOB. 
You don't believe me? Check this out:

I'll look over the map soonish, but that host sux.

Orpheus
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