dm_hiatus_alpha
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Re: dm_hiatus_alpha
Posted by Juim on Sat May 12th at 7:02pm 2007


Heres a new one I am working on. This is about 6 hours work this morning. The description and my intent is in the maps profile.

Thanks for having a look!




Quote from Nietzsche....God is dead
Quote from God....Nietzsche is dead



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Re: dm_hiatus_alpha
Posted by Riven on Sun May 13th at 3:22pm 2007


What's the setting going to be?





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Re: dm_hiatus_alpha
Posted by Juim on Sun May 13th at 4:20pm 2007


well, I am torn between texture sets right now. Combine metallic or stone and brick. I am only going for quality and playability. As for a theme, I guess I am after a QUAKE-ish style arena type map. No particular setting or place. I have included the first alpha for download. I am interested in thoughts about layout, size, should there be more map?. Should I stop mapping?

heres the download:

http://gamersdiner.com/downloads/dm_hiatus_alpha.zip

I would also be interested in thoughts about what to do for cover around the large lower ring. Thanks for having a look.




Quote from Nietzsche....God is dead
Quote from God....Nietzsche is dead



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Re: dm_hiatus_alpha
Posted by BlisTer on Sun May 13th at 4:57pm 2007


seems like a nice arena. i wouldn't go for bricks because of all the curves you've got. also maybe think about adding airlifts/jumppads to increase z-gameplay speed.



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Re: dm_hiatus_alpha
Posted by reaper47 on Sun May 13th at 5:19pm 2007


I agree, the big, outside ring is a bit killboxish. Maybe cut it in two halves.

Personally, I'm not a big fan of the combine theme. It needs a lot of asymmetry to get the feel right and few (not even official maps) get that right IMO. This looks to symmetric for combine architecture. I'd go for classic HL1 concrete/industrial with interesting lighting, but that's just the first idea that comes to my mind.






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Re: dm_hiatus_alpha
Posted by Juim on Sun May 13th at 5:42pm 2007


Excellent thoughts Reaper, I will consider this. I am thinking of adding some barriers around the ring to afford protection from above, and some other tricky stuff will be tried. There will also be teleporters to either side of the ring in the big lower arches. Screenies have been updated by the way.

PS... dont be afraid to jump into the yellowy lit ring in the middle level

there are two teleports, one on either side.




Quote from Nietzsche....God is dead
Quote from God....Nietzsche is dead



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Re: dm_hiatus_alpha
Posted by Juim on Tue May 15th at 4:07am 2007


OK, Progress so far. I'm trying out texture sets, and adding little things here and there, all the while watching frame rates, so because of the enclossed nature of the beast I'll have to be careful.

screenies:

http://gamersdiner.com/images/dm_hiatus_alpha9.jpg

In this first shot theres the Jetsons lift. I know this is an editing forums question, but can anybody point me to a good tut on simple lifts. Everythings in place, but I need the cylinder to go up and down!

http://gamersdiner.com/images/dm_hiatus_alpha10.jpg

some of the metal textures I'm toying with.

Anywho, thoughts and suggestions welcome.




Quote from Nietzsche....God is dead
Quote from God....Nietzsche is dead



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Re: dm_hiatus_alpha
Posted by reaper47 on Tue May 15th at 1:47pm 2007


One word about lifts: They are insanely slow or even bugged in more ways than that on Tick 100 servers. I'd try to stay away from them and use a jumppad or the like where possible.

It's terribly hard to aesthetically judge a pic with any orange room textures left. All I can say is that I like what I see so far. I'm not too sure about the four leaf clover style lamps(?) in the first pic. They don't really fit.






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Re: dm_hiatus_alpha
Posted by BlisTer on Tue May 15th at 4:57pm 2007


that light fixture in the first new shot looks a bit too much like a flower to me :P

for the rests it looks good so far




These words are my diaries screaming out loud



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Re: dm_hiatus_alpha
Posted by Juim on Tue May 15th at 7:21pm 2007


Yah, I'm going to lose the fixtures. They started out as kind of floating lamps with a sci-fi kind of feel, but did'nt translate well, plus they use up valuable FPS-age. By using the existing tuts in the editing forum, I decided to use a func_door for the lift. It goes up real well, by player touch, but it won't go up when you are at the top and want to go down. I'm thinking a trigger multiple at the top or something to actuate the door, but I really don't know (yet.....)

Any suggestions?





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Re: dm_hiatus_alpha
Posted by Juim on Fri May 18th at 8:36pm 2007


OK After hours and hours on my ass I have what I believe to be a fun playable beta. Simple but well made and on the smaller side of medium sized, I am posting dm_hiatus_b1 for your critiquing pleasure.

first, screenies:

http://gamersdiner.com/images/dm_hiatus_b11.jpg

http://gamersdiner.com/images/dm_hiatus_b12.jpg

http://gamersdiner.com/images/dm_hiatus_b13.jpg

http://gamersdiner.com/images/dm_hiatus_b14.jpg

http://gamersdiner.com/images/dm_hiatus_b15.jpg

http://gamersdiner.com/images/dm_hiatus_b16.jpg

http://gamersdiner.com/images/dm_hiatus_b18.jpg

http://gamersdiner.com/images/dm_hiatus_b19.jpg

http://gamersdiner.com/images/dm_hiatus_b110.jpg

The setting is just a simple QUAKE style arena. No real setting is intended. I split the map texturally to help the player know better where he is. Heres the download:

http://gamersdiner.com/downloads/dm_hiatus_b1.zip

As usual, comments appreciated.




Quote from Nietzsche....God is dead
Quote from God....Nietzsche is dead



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Re: dm_hiatus_alpha
Posted by Juim on Thu May 24th at 12:40am 2007


Well, since beta 1 was such a resounding success I have proceeded to beta 2.

In this version I have:

1.) re-textured most of the map.(I went for a cleaner more uniform look).

2.) Added a combine ball spawner in the central upper-most corridor. (This was always my plan)

3.) Changed the lifts (Jetsons Tubes) from func_doors to func_tracktrains. (They operate more like what I had in mind this way)

4.) added/re-arranged weaponry

5.) reworked the underwater areas for appearance and connectivity/performance.

Just in case, heres some screenies:

http://gamersdiner.com/images/dm_hiatus_b21.jpg

http://gamersdiner.com/images/dm_hiatus_b22.jpg

http://gamersdiner.com/images/dm_hiatus_b23.jpg

http://gamersdiner.com/images/dm_hiatus_b24.jpg

http://gamersdiner.com/images/dm_hiatus_b25.jpg

http://gamersdiner.com/images/dm_hiatus_b26.jpg

http://gamersdiner.com/images/dm_hiatus_b27.jpg

http://gamersdiner.com/images/dm_hiatus_b28.jpg

http://gamersdiner.com/images/dm_hiatus_b211.jpg

and of course, a download:

http://gamersdiner.com/downloads/dm_hiatus_b2.zip

I honestly don't think this is a terrible start. However I was wrong once before. (don't ask)

Remember this is a beta and will most likely grow a bit and mature as well.




Quote from Nietzsche....God is dead
Quote from God....Nietzsche is dead



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Re: dm_hiatus_alpha
Posted by Juim on Fri May 25th at 1:18am 2007


OK so the map sucks and no one has the courage to tell me right?



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Re: dm_hiatus_alpha
Posted by RedWood on Mon May 28th at 3:00am 2007


I'll take a look at it after i have turned in my comp map. But it looks good.



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Re: dm_hiatus_alpha
Posted by Juim on Mon May 28th at 10:54pm 2007


Website messing with me so heres beta 3 post. (sorry if it's all wrong)

:

Well I don't know quite why I'm doing this, (obviously) but heres beta 3.

Changelog:

Re-textured a good portion (again)
added 4 bounce pads(to outer hallway)
added outer hallway (soon to come, 4 more outer rooms, with physics gadgets/gimmicks)
added lower central architecture. (still messing with that, not sure if I'm going to keep it)
added/re-arranged weapon placement(again)
added spinning lights outside of each arched teleport
added supports and fencing for inner ring
added many throwables

heres some screenies. (Notice my unfailing enthusiasm).

http://gamersdiner.com/images/dm_hiatus_b31.jpg

Good Z axis stuff here

http://gamersdiner.com/images/dm_hiatus_b32.jpg

http://gamersdiner.com/images/dm_hiatus_b33.jpg

Added supports and fencing for gameplay

http://gamersdiner.com/images/dm_hiatus_b34.jpg

http://gamersdiner.com/images/dm_hiatus_b38.jpg

Added lower architecture

http://gamersdiner.com/images/dm_hiatus_b35.jpg

http://gamersdiner.com/images/dm_hiatus_b37.jpg

Tightened up the sawblade pillars

http://gamersdiner.com/images/dm_hiatus_b36.jpg

One of the jump pads to the outer hallway

And, this is quite possibly futile, but here's a download:

http://gamersdiner.com/downloads/dm_hiatus_b3.zip

Now I don't expect miracles here but a reply of some sort would be decent(RedWood, not included). My general intention, (as with my last map) is to bridge the gap between killboxers and real map lovers. Performance is a must, but so is construction, quality, appearance and gameplay. I kind of feel that I'm on my way here but the lack of response is getting a bit disheartening. Is the Snarkpit dying? I hope not, but I know that this map is worthy at least of a "this one sucks mate". (although I would blindly ignore that one).

As always, thanks for having a look.




Quote from Nietzsche....God is dead
Quote from God....Nietzsche is dead



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Re: dm_hiatus_alpha
Posted by Jacfu on Tue May 29th at 10:05am 2007


I really like the maze-like feel to the layout; it took me a while to get my bearings but once I got familiar with it I could see all the deathmatch/multiplayer possibilities. I would def. add more lights cause some places are just way too dark...

I really like this glasstube lift!

I had some trouble with getting up on the wallledge thing, kept bumping into the light props.

I'll have a proper walk-through soon. Good job!





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Re: dm_hiatus_alpha
Posted by reaper47 on Tue May 29th at 3:49pm 2007


lol, not so pessimistic, Juim.

Sorry, I'm a bit lazy lately.

I love the texturing, especially the dark ceilings and the combination with the colorful red/white wall texture here. The only problem I have with it, judging from what's visible on the screens, are the transitions.

I hope to be back with some more feedback later.






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Re: dm_hiatus_alpha
Posted by Riven on Tue May 29th at 4:57pm 2007


I apologize as well for not commenting in beta2, but the map looks fine from what I can tell.

My problem (why it's hard for me to comment on the map) is that I'm one for looks that resemble a place. Being that this map has no setting and is a pure dm map meant for gameplay, it alludes me as to what its purpose is other than being your project while on your hiatus. But I shall attempt a gameplay critique.

But a quick ?looks? crit: the map looks clean, even though it has dirty textures and whatnot, the lack of props, decals and textures other than metal (on purpose right?) make it seem very sterile. The brushes match up nicely; looks very optimized. Also, no misaligned textures, a very good job on that part. I love the detail on the trim for most surfaces, makes it look 2x better. It just doesn't look fresh (beyond the round architecture). It's like I've seen it all before.

Gameplay crit: Well, I believe you have achieved your goal by not making it just another killbox; it's far beyond that now. It has enough routes to make any player have to strategize their next move. The map certainly has an open feel to it while at the same time keeping the players from seeing one another. The round layout is what sets this map apart, and is the shining star for it. The gimmicks work (Jetson tube, teleporters, grav lifts); they add that extra spice needed in a strait-up dm map.

Props: the props to me seem like they were a last minute idea. This highly diverts from the apparent thought put into the weapon placement. Well props are a weapon themselves! Their placement should be just as important. Also, the kind of props, their mass, their carrying angles, and so on are important to keep in mind. I really like the placement of the saw blades, that's what works for placement, and also the exploding barrels! As far as the regular barrels and the engine blade from Ravenholm, it just seems very random; but in a map with no setting, I suppose it doesn't hurt anything. Now don't get me wrong, you don't have to put every prop up on a pedestal to make it seem thought out, it just needs to be an adequate prop for an adequate location. I noticed the seemingly random ones were placed along the sides on the upper levels. For example: Placing small bricks and things in a large open area, makes your chance of your victim escaping seem more certain than if you had a large tub to throw at them, while perhaps there were nothing but small bricks, my choices of gravity gun ammo type would be much more slim, and make the idea of picking up the brick that much more appetizing. But if you were to place that large tub next to the small brick, I'd go for the large tub, it makes the brick seem useless then. Choke points are always great for prop placement.

Sorry, this seems more like a rant than anything, but it is my two cents on the map, and my attempt at making a gameplay critique (not to mention the pessimism). Sorry about that; this map is a very good symmetrical, general dm map, and worthy of more praise, I just can't relate with it very well. I'm sure someone else here has better things to point out. But this is a very well constructed map that strays far from anything with a "killbox" label on it, and I recommend people download it and give it a test, I'm sure it's quite enjoyable online.







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Re: dm_hiatus_alpha
Posted by Juim on Tue May 29th at 9:20pm 2007


You guys are great. Thanks for restoring my faith in the pit!. Jacfu, I will make those light fixtures around the bounce pads non-solids. Riven, thanks for your very kind words. I can appreciate your preference for real world environments, and for someone who has'nt got much to say about it, you said a mouthful and I appreciate it. I will take into consideration your thoughts on the props. They were a suggestion from another mapper, but I did'nt put much thought in their placement. I will re-think that for sure. Thanks again!.



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Re: dm_hiatus_alpha
Posted by reaper47 on Fri Jun 1st at 10:59pm 2007


Ok, here are some things I noticed:

image
There's a slight performance drop around the middle parts. I see that you made some of the curved walls func_details to avoid them cutting into the ceilings? Maybe it's better to leave them as world brushes so they can act as a proper vis blocker instead.

image
I already mentioned how much I like the dark ceilings. Maybe you should get rid of and point lights and only rely on straight-down light_spots to keep the ceiling as dark as possible.

image
Add some smoothing groups manually and it could make the curvy brushwork look nicer. They are hidden in the texture properties.

image
I like this part so much. The architecture, the texturing... Only the ramps in and out this room could need some attention.

image
I like how well the bump mapping works on this structure, but it's also the place that makes me whish the map had at lease some basic theme or purpose. It looks like the shell of a rocket engine, but inside it's just a boring corridor. I don't know what to think about this. Maybe something simpler would be better. Something that would make more sense as a corridor.

image
I don't like the blueish and combine metal walls. I'd go for a rusty, industrial look for the whole level and skip the artificial, blueish combine textures.

image
The sterile glass walls, again, are a big theme break. I'd use a more basic elevator.

image
The colorful lights for indicating the 4 principal directions make sense as a gameplay device. But I can't help it, they're very ugly. Unfortunately I can't tell you a good replacement (textures, perhaps?). It's just that those red/blue/yellow/green lights look very killboxish :/

image
The wall has inconsistent texturing. Why not use the same texture like the side?

image
same as above!

I can see this map work very nicely. I don't like how physics props are, once again, hidden from the main parts (and likely to disappear in the water, soon). The jumppad works as badly as they did in HL1, but that might not be your fault. image

I'd love to see a little more consistency in the texturing for the final version.

Good luck with this one!







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