Re: DM_Soylent (formerly Ozone)
Posted by ding on Wed Jan 3rd at 9:41pm 2007
I have played the map:
[+] for conectivity and room design (so far)
I am looking forward to see this baby textured.

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Re: DM_Soylent (formerly Ozone)
Posted by reaper47 on Thu Jan 4th at 1:53am 2007
Ohh... super-professional orange room planning. And even from this early, rough screens it looks thought-through and solid.
I'll give it a try sometime!

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Re: DM_Soylent (formerly Ozone)
Posted by Orpheus on Sun Jan 7th at 4:38am 2007
OFF TOPIC:
Ding.. Welcome back.
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Re: DM_Soylent (formerly Ozone)
Posted by reaper47 on Wed Jan 10th at 4:38pm 2007
Snickers, this is probably the smoothest layout I've seen in a HL2DM map to date (except for swamplight, maybe). I believe it can only be improved by extensive playtesting, and even there I only expect minor flow changes or weapon balancing.
Maybe some of the underground corridors turn out to be too small (thin). I bumped my head trying to jump beneath the pipes, it looks as if you could, and with the slowtastic HL2DM walk-speeds jumping is the standard way to move for me. You could also award the player with something nice down there and make sure it's not a mandatory connection.
But you can already feel how thought-out this layout is. I'm looking forward to playing the map with others. If you find a server to run it, please announce it here! I'll try and join.

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Re: DM_Soylent (formerly Ozone)
Posted by amanderino on Fri Jan 19th at 11:50am 2007
The ceiling above the catwalk above the two barrels in the fourth picture looks a bit too low. It could just be the way the screenshot is, though. I haven't gotten to download this map yet. I will within the next two days, though.. after I escape from everyone.
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Re: DM_Soylent (formerly Ozone)
Posted by Orpheus on Sat Jan 20th at 11:14pm 2007
Gimme a holler, if you want a critique.
I don't much volunteer them anymore due to the bad feelings incurred.

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Re: DM_Soylent (formerly Ozone)
Posted by Naklajat on Mon Feb 19th at 5:23am 2007
To be honest I was kind of humoring the idea of abandoning this map. I had really underestimated the amount of work it would take to fill the map with custom props. I haven't even looked at this map in quite a while, I think taking a break from it for a month was a good idea in any case, as it'll help me look at it with fresher, more objective eyes. I've put a lot of work into making the layout really solid, it doesn't really make sense to abandon this now that it's mostly cosmetics left. I can tell you one thing for sure though, I don't think I'll ever start another map without working it out on paper first, especially if I plan on making custom meshes for it. I'll probably go through and do perspective drawings of all the major areas of DM_Ozone, so I can figure out what I need to make in Maya.
I'm finding out that Planning > Ambition.
On another note, the "smaller DM map using stock assets" I was talking about turned into another somewhat large map using lots of custom meshes... for UT2004... or maybe (probably) UT3 since I've fallen in love with UEd 4... in any case that's another multi-month project in itself.

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Re: DM_Soylent (formerly Ozone)
Posted by Naklajat on Sun Apr 22nd at 5:54pm 2007
Ever wonder what happens to the massive amounts of casualties in HL2? Or where the mystery meat at your local ration distribution center comes from? You'll find the answers to these questions and more at the Combine Nutrient Reclamation Plant #17B, tours are expected to be available July-ish. (Stay inside the designated area at all times and keep the armed tour guide in sight at all times. Follow any orders your guide gives you, they are for your safety and/or his/her entertainment. Violators will be immediately terminated without exception.)
Changed the theme from a human colony on a distant planet, to a Combine nutrient reclamation center, where they maximize nutrient efficiency by turning the dead into tomorrow's salsbury steak.
Yum.

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Re: DM_Soylent (formerly Ozone)
Posted by reaper47 on Sun Apr 22nd at 11:50pm 2007
I've been looking forward to the original theme but I'm glad you didn't let the whole map die just because the custom work proved to be too much.

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