dm_3006
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Re: dm_3006
Posted by reaper47 on Sat Dec 16th at 11:22pm 2006


The battery charger? Now that's seriously surprising. It's a simple battery recharger and always worked for me <img src=" SRC="images/smiles/icon_lol.gif">

The elevator is one of many hacks I tried to get it resistant to most physics and rendering-related Source engine problems. I have another hack in the works which probably kills the physbox error (it's a physbox now).

I'll think about the dead-endiness. Probably I can bring some of them down, still, but I actually like side-corridors breaking the 100% straight-forward flow. It could be I overdo that. If it gets really annoying then pls show me screens or a precise description of the spots that really hurt and a tip of how to make them smoother.

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Oh, and the elevator buttons are better now (though a bit dim at a distance still) but there's no audio feedback when pressing them. Makes me think I didn't press it correctly every time. <img src=" SRC="images/smiles/icon_smile.gif">


Little things like that are pure gold to know, thanks.






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Re: dm_3006
Posted by Gwil on Sun Dec 17th at 1:19am 2006


I'll add some thoughts tomorrow hopefully - i'm free of work until next year now, so i'll take the chance to contribute <img src=" SRC="images/smiles/icon_smile.gif">





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Re: dm_3006
Posted by reaper47 on Sun Dec 17th at 11:17am 2006


Could you check the news post for the map? I submitted it yesterday and it didn't show up <img src=" SRC="images/smiles/sad.gif">





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Re: dm_3006
Posted by reaper47 on Sun Dec 17th at 10:34pm 2006


My Internet became a little faster this month so I think I can host a small server from time to time. It should be open evening/night (Europe) but it's not permanent, only an hour here and there. So if you download the map and want have a look go into the steam server list and look for a server called "dm_3006" (like the map). That's me.





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Re: dm_3006
Posted by Captain P on Sun Dec 17th at 11:19pm 2006


I didn't see a server by that name. What's your servers IP?





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Re: dm_3006
Posted by reaper47 on Sun Dec 17th at 11:37pm 2006


I don't have static IP I think. Searching the name must be what works best. I should have it running within the next 10 minutes. See if you can find it. ...





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Re: dm_3006
Posted by Kasperg_JM on Mon Dec 18th at 12:49am 2006


I took a walk around alpha2.
Lighting has been greatly improved indeed, and as Captain P mentioned, there are several new cool spots and vistas.
Some of the narrow passages you have opened for the sake of gameflow still need some tweaking but I'm sure you'll get to that.
I know there are less dead ends now, but for me the map doesn't have a clear set of paths I can choose from. I know there are a lot of ways to play DM, but I usually do some sort of loop around the whole level. I find it much more difficult with this map, but that's just a personal opinion
The top floor (with the metal columns) still feels too big and undefined. Could you transform it into some sort of office or conference area? some textures and props would be enough, I think.
The city image below the map is a cool addition and enhances the feeling of "huge" you get with this map. However, the light doesn't match with the level's light_enviroment. Maybe you could replace it with some satellite image of an industrial city (if the city is lit because it is completely underground, forget this comment).
I had some visual issues while looking up at this spot >> http://img97.imageshack.us/img97/5267/3006aja9.jpg
As you can see, there's a part of building that dissapears. Those walls might also need some vent shafts like the ones you have further down that area.
The electrical utility pole you have in the main area doesn't belong in such a city, but you can keep it there if you want to Visually it works.

The following is just a suggestion you can ignore if you wish to. As an architecture student, the stairs you make look weird to me. I mean the ones where you can see the steps underneath. If your stairs are made with concrete structures, the steps would be built on top of a structure such as this one http://img61.imageshack.us/img61/9981/3006bei3.jpg You could also change them to a metal structure in which the steps would be thinner etc.
Anyway, not many people will worry about such things!

Great map so far. I have to say it again: It would be so cool watching combine troops rappeling down those shafts...





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Re: dm_3006
Posted by reaper47 on Mon Dec 18th at 1:23am 2006


I like architectural details like this a lot. Very cool to know. I'll change the stairs.

The other things are helpful, too. Thanks, Kasperg!

Keep it coming!






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Re: dm_3006
Posted by RedWood on Mon Dec 18th at 9:46am 2006


For me, what stuck out the most was all of the trusses crossing from wall to wall. Such as the one at the top of your last pic. They look wired and stick out like a sore thumb. To me at least. I don't know if your trying to save system resources but if you turn them into a hollow box and texture all 8 sides, they look 10 times better. see what i mean.
http://img80.imageshack.us/img80/8520/trusspe0.jpg
I walked through it today and it looked good. It needs some tweaking but the hdr gives a nice effect. I'd like to see how it plays. should be interesting.




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Re: dm_3006
Posted by reaper47 on Mon Dec 18th at 10:10am 2006


I blame it on the map being still an alpha... but the argument's running old. Should be replaced within the next versions.





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Re: dm_3006
Posted by Kasperg_JM on Mon Dec 18th at 12:30pm 2006


I was also going to say the trusses looked weird in some of the places you have put them (I remember there were two of them very close together somewhere).
Since they don't really have any architectural function, you could place some sort of signs in them or make them serve as a structure for guiding cables etc.




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Re: dm_3006
Posted by reaper47 on Mon Dec 18th at 2:23pm 2006


Cables sounds good. I was going to add some anyway as they are supposed to hold some spotlights later.





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Re: dm_3006
Posted by reaper47 on Wed Dec 20th at 9:09pm 2006


I just wanted to thank you for all the feedback. It helped me to get alpha 3 done way faster than I could have hoped. In fact a new version is compiled and finished, I hope to release it tomorrow or Friday! And it's looking more and more like a beta image

Some light fixtures+spotlight effects are in (still not many). I re-textured some parts, also adding $nocull shaders for transparent metal-textures. Then there's another way up, a ventilator shaft that leads to the upper area (one of the many ideas resulting from having a quick run through the map with Gwil). Some fixes here, some tweaks there.

I hope to get the release out some time before a possible playtest on Friday image Let's see.






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Re: dm_3006
Posted by tzech on Thu Dec 21st at 10:55am 2006


Im not such a big HL2 player but so far what ive seen the map looks great! I can see you are trying very hard!

PS: I pmed u about some download hosting for the map.




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Re: dm_3006
Posted by reaper47 on Thu Dec 21st at 3:11pm 2006


Thanks to all your feedback I was able to finish the next update quickly. So here it is: Alpha2a.

Changes include a new vent that leads to the upper parts, some prop and texture detailing as well as small layout tweaks. I'll upload some pictures soon, so far only the 3 profile pics.

Changes include:
  • many minor texture and geometry changes
  • fixed: elevator should work much better now
  • fixed: suitcharger works again
  • added: ventshaft to the upper area
  • added: some small changes to the upper parts for easier movement
  • added: a few props and light fixtures (a lot to be done, still)
  • added: nocull shaders for transparent metal textures



Have fun and happy holidays! <img src=" SRC="images/smiles/icon_smile.gif">






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Re: dm_3006
Posted by reaper47 on Mon Dec 25th at 1:54am 2006


image





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Re: dm_3006
Posted by Kasperg_JM on Mon Dec 25th at 7:37pm 2006


In the image you just posted, bottom right corner. That's one of the places where I had seen two trusses too close together <img src=" SRC="images/smiles/icon_wink.gif">
I took a look around a couple of days ago. Nice to see some light fixtures, and the stairs look much more realistic now, hehe




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Re: dm_3006
Posted by reaper47 on Mon Dec 25th at 8:33pm 2006


I'm glad you like the stairs. <img src=" SRC="images/smiles/icon_biggrin.gif">





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Re: dm_3006
Posted by [FF]FNDR.Jake_Brake on Tue Dec 26th at 4:00am 2006


<Well, I Well, I think you nailed it!! Excellent changes in lighting and connectivity between floors. The map is up on my server and have received many compliments!! Excellent sniping and close quarter action!

One issue is that the HEV machine does not seem to work. We look forward to your next map!!




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Re: dm_3006
Posted by BlisTer on Tue Dec 26th at 11:24am 2006


ooh thats a nice screenshot right there. nice work man


These words are my diaries screaming out loud




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