dm_tech
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Re: dm_tech
Posted by MisterBister on Thu Apr 12th at 11:58am 2007


Its been a while since i posted any project in here, but that is because i have been working hard on a very, very special project alongside with this one.

This is a map that i have been working on for the past two weeks.
Its a small sci-fi 1 on 1 map for HL2:DM.
Its made mostly for portfolio purposes, but playes quite well.
Textures are made by PhilipK.

The map is almost finished, but i think its always important to get feedback before releasing the final product.

You can download the beta here..

Here are the screens:
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Take a look at the full size images aswell:
http://www.leveldesign.nu/skit/misterbister/dm_tech/goodscreens/testmap70027.jpg
http://www.leveldesign.nu/skit/misterbister/dm_tech/goodscreens/testmap70032.jpg
http://www.leveldesign.nu/skit/misterbister/dm_tech/goodscreens/testmap70034.jpg
http://www.leveldesign.nu/skit/misterbister/dm_tech/goodscreens/testmap70037.jpg
http://www.leveldesign.nu/skit/misterbister/dm_tech/goodscreens/testmap70039.jpg
http://www.leveldesign.nu/skit/misterbister/dm_tech/goodscreens/testmap70043.jpg
http://www.leveldesign.nu/skit/misterbister/dm_tech/goodscreens/testmap70052.jpg
http://www.leveldesign.nu/skit/misterbister/dm_tech/goodscreens/testmap70057.jpg




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Re: dm_tech
Posted by Junkyard God on Thu Apr 12th at 2:02pm 2007


Looking sweet man, No comments on this atall, I'll dl it when i come home to check out the layout etc. <img src=" SRC="images/smiles/icon_smile.gif"> but it looks very nice.





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Re: dm_tech
Posted by BlisTer on Thu Apr 12th at 3:12pm 2007


it is well executed mapping-wise but personally it reminds me of the common ns style too much. The textures are ofcourse very nice separately, but as a whole it comes over too busy, cluttered, dark-contrasted and unoriginal imo. but maybe i'm just biased by the many ns maps i've seen. i would just like to see a refreshingle simple futuristic design sometime. But since the map is close to finished anyway, just ignore my personal general ramblings <img src=" SRC="images/smiles/icon_wink.gif">





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Re: dm_tech
Posted by Junkyard God on Thu Apr 12th at 4:52pm 2007


I think it's a nice mapping style, ns might have had a bit of an overkill of this type of theme.
I think that the lighting sceme might be able to come out more if the overal lighting is a bit dimmer, so all the colours are more ontop, if you know what i mean.



Hell, is an half-filled auditorium



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Re: dm_tech
Posted by Riven on Thu Apr 12th at 6:41pm 2007


I've never seen so much detail on a completely brush-based map (besides the lighting models). The bump mapping really does make it look much more detailed than it actually is. Although, I wonder if it would look better if you were to use the phong shader instead of the reflective shader on most of the dull pieces of metal? Anyway, the layout works for maybe 2-4 person matches, but any more would be pushing it.

My only complaint is that I wish the elevators waited at the top level just a little longer.

Nice map, but yea, the theme is a little worn-out IMO.







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Re: dm_tech
Posted by reaper47 on Thu Apr 12th at 8:33pm 2007


Sweet!

After all the urban/coastline styled maps this is very refreshing for HL2DM. Pretty much perfect in composition, also!

I agree on the NS look though. You're really mapping on such a high level here, that it would be worth looking into custom prop-modeling to make better use of the engine.






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Re: dm_tech
Posted by Gwil on Fri Apr 13th at 12:32am 2007


It looks nice, but it looks like a lot of grey metal with moody lighting. Even if it is only a small map, variation in architecture and lighting, texturing - perhaps even a focal point (eg a atom compression chamber, use your imagination) works as a landmark.

Also, (i've not d/l'd the map), it looks like a bunch of passageways. Try cutting a few out and linking two areas up with a fancy corridor. Z axis use, would be nice <img src=" SRC="images/smiles/icon_smile.gif">




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Re: dm_tech
Posted by Juim on Fri Apr 13th at 5:32am 2007


I downloaded the map today at work, I must say iy is impressive looking. I wonder what the performance would be like if you made much more of the decorative architecture model based as Reaper said (my poor laptop avereaged 25 fps throughout). This is a good 2 on 2 map. I wish it was about 3 times larger as well. Impressive.



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Re: dm_tech
Posted by Junkyard God on Fri Apr 13th at 7:17am 2007


I think it would be nice if you'd maybe expand this map a bit for maybe a v2.
To support some more players, maybe you could add some kind of outdoor area (something like a mars landscape ala quake 4?) or something like that.

This map would be nice to run around on with more than just 3 or 4 players.





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Re: dm_tech
Posted by [22g]hooligan|uk on Sun Apr 15th at 8:48pm 2007


very,very nice map.It not only looks good,but it has decent FPS as well.Which seems to be a rarity these days <img src=" SRC="images/smiles/icon_smile.gif">Shame theres no props to throw about,but ya cant have everything I s'pose.Plus it could be a gnats c**k bigger,maybe a outside bit and a couple of rooms.


As its a tech demo,have you added 12 or more spawn-points.Cause I really wanna add this to the 22g small maps server.

Anyway cheers for a great map and keep up the good work <img src=" SRC="images/smiles/icon_biggrin.gif">




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Re: dm_tech
Posted by MisterBister on Tue Apr 17th at 3:21pm 2007


<html><head><link rel="stylesheet" href="themes/standard.css" type="text/css"></head><body topmargin=2 leftmargin=2>

? quote:
<span style="color: white;">very,very nice map.It not only looks good,but it has decent FPS as well.Which seems to be a rarity these days <IMG CLASS="smiley" ALT="smiley" SRC="images/smiles/icon_smile.gif">Shame theres no props to throw about,but ya cant have everything I s'pose.Plus it could be a gnats c**k bigger,maybe a outside bit and a couple of rooms.<br><br><br>As its a tech demo,have you added 12 or more spawn-points.Cause I really wanna add this to the 22g small maps server.</span><br><span style="color: white;">Anyway cheers for a great map and keep up the good work <IMG CLASS="smiley" ALT="smiley" SRC="images/smiles/icon_biggrin.gif"></span><br>




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Re: dm_tech
Posted by [22g]hooligan|uk on Tue Apr 17th at 3:59pm 2007


Hmmm yes quoting,well even posting seems a bit of a mission on here.Why ya gotta change font colour all the time????just seems a tad odd.And when ya do quote whats with all the funny red lines that show up???

Anyway MisterB,we've already added this map to our small maps server.And so far its gone down a storm.

Cheers:)




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Re: dm_tech
Posted by reaper47 on Tue Apr 17th at 10:38pm 2007


I had a closer look. Apart from a few texturing errors around corners, I couldn't see a flaw in the brushwork and lighting. Everything is very awesome-ish.

But then I noticed there are no physics props. Seriously, that's bad style. Physics gameplay is the biggest thing that this game has to offer and simply ignoring it is... I dunno. Looks are fine but item-placement forces the map into Quake DM gameplay which doesn't do the game justice.

I did read that it was made for portfolio purposes, but if you like this going beyond shiny looks, think of some physics gameplay.






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Re: dm_tech
Posted by Junkyard God on Wed Apr 18th at 9:01am 2007


? quoting [22g
hooligan|uk]Hmmm yes quoting,well even posting seems a bit of a mission on here.Why ya gotta change font colour all the time????just seems a tad odd.And when ya do quote whats with all the funny red lines that show up???

Anyway MisterB,we've already added this map to our small maps server.And so far its gone down a storm.

Cheers:)

Update your java script mate, or disable java scripting in your user options.

Missing props could be because this map isn't the typical hl2dm theme, most props don't fit with this theme, maybe you could look at some kind modeler with puppy eyes to make you some neat props, or improvise something with the existing ones. Unless ofc you can use maya or something yourself. smiley





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Re: dm_tech
Posted by Kasperg_JM on Fri Apr 20th at 6:57pm 2007


Nice little layout and specially nice looks. There is so much eye candy that it's impossible to look somewhere and not find a little architectural detail or a great lighting effect over a nice texture. <br>That same thing could also be a reason that makes it a bit hard for me to know where I am in the map, since the geometry, textures and lighting look good and similar throughout the whole map. <br>I would rate it an 8 or 9 because I'm not specially fond of tech maps like the ones we see countless times in Unreal. But as a fellow mapper I can see that your effort was worth it and you achieved your goal perfectly. <br>P.S. While technically much more polished than your previous map, this one is not as great as a concept.



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Re: dm_tech
Posted by omegaslayer on Sat Apr 21st at 1:09am 2007


/cry <br> <br>www.eternalsilence.net <br> <br>we need you + your texture artist.



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Re: dm_tech
Posted by Orpheus on Sat Apr 21st at 2:06pm 2007


As long as you've been here, and you remember us in hindsight. :/



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Re: dm_tech
Posted by half-dude on Sun Apr 22nd at 11:31pm 2007


Wow, its HL2 but it looks just like HL1. <br> <br>Regardless of that, it looks amazing! Nice contrast of lighting and texture using.



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Re: dm_tech
Posted by Kampy on Thu Apr 26th at 8:19am 2007


Just watching the screenshots Id say that its an excellent piece of work




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