dm_hiatus_alpha
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Re: dm_hiatus_alpha
Posted by Juim on Sat Jun 2nd at 1:47am 2007


Thank you Reaper for your time and your intelligent and thoughtful comments.

1. I will try moving most brushes of the basic architecture back to the world and see how the performance handles

2. Getting rid of the ceiling lights is a definite. My only worry was blackness above. I'll see if I can construct something groundside to throw a bit of ambience up there instead. I agree with that one.

3. Smoothing groups........ Any good tutorials out there on that?

4. Could you be a bit more specific about the ramps?

5. This was like my 5th attempt to put something of substance down in that area. I will look into it. It seems I have my best improvement ideas after leaving something be for a bit.

6. I tend to agree. I used to have half the map textured in the rusty metal textures, but I took a shot at the clean metal look. I actually prefer the rusty look myself. Look for a retexture of some sort in b4.

7. The jetson tubes. What did you mean, lose the enclosure?, retexture?

8. The colored lights. This brings me to my next problem. I actually love the red striped texture in the main room, but unfortunately I don't have access to photoshop or any real decent photo tinkering software. Is there someone who might take pity on me and make me a blue, green, and yellow of the same texture? I would be forever greatful, and it would solve a myriad of texturing inconsistencies.

9. I am having a few epiphenies about the phys props, look for something more akin to the saw blade presentation in b4.

You rock, and I am greatful for the fresh input. Thanks again!





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Re: dm_hiatus_alpha
Posted by reaper47 on Sun Jun 3rd at 2:54pm 2007


? quote:
3. Smoothing groups........ Any good tutorials out there on that?


Smoothing groups are pretty easy to add. Is there one at the 'pit already? I suppose not as you asked... Might be my first one image

Just select the faces you want to be smooth to each other and click a number on the smoothing group list (texture properties). All faces that are applied to smoothing group #1, for example, will be smooth to each other.

? quote:
4. Could you be a bit more specific about the ramps?


They're just too simple for my taste. Try to replace them by more high-poly stairs, add some supports to the walls around, some structure beneath them ect.

? quote:
7. The jetson tubes. What did you mean, lose the enclosure?, retexture?


Maybe both. It's easier to criticize something than to come up with the solution <:]


? quote:
8. The colored lights. This brings me to my next problem. I actually love the red striped texture in the main room, but unfortunately I don't have access to photoshop or any real decent photo tinkering software. Is there someone who might take pity on me and make me a blue, green, and yellow of the same texture? I would be forever greatful, and it would solve a myriad of texturing inconsistencies.


I feel heroic today. I might give it a shot, shouldn't take more than 10 minutes.

edit:

here's the zip with the colored textures If the host is as easy to use as it pretended to be there should be no problem. Make sure the file/folder paths are correct in your hl2dm directory. I hope it was the right texture anyway :/ If you choose to use them, include them in your BSP file for the release, using a program like packrat and making sure the files have correct foldernames within the BSP as well. I quickly tested the textures in Hammer. Should work. I'm not offended if you don't use them, also. Just try if it works.






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Re: dm_hiatus_alpha
Posted by RedWood on Mon Jun 4th at 2:41am 2007


I don't know what to say. There's not much of anything i would change. I agree with Reaper that the cielings would look better keep dark. I ran through for a good 20 min. Hear are a few things i found.

Textures that could use aligning:
image
image
image
image
image

image

Things that could be nodrawed or the brushes are possibly not meating correctly.
image
image
image
image
image
image
image
image
image
image
image
image
image

Vary large vis leafs:
image
image
image
image
image

Other stuff:
image The ramp could use some kind of transition. some texture strip or something.

image Light is showing through the wall on all 4 corners.

image I don't know if this was intended but different barrels a spinning at different speeds.

image I tried swimming though their. I imagine others will too. Maybe add a great or something.

image They start off like this.

image Maybe close the gap. extend the platform or rais the glass possibly.

Seeing how you can't see through the surface of the water and a good amount of the props are going to end up down their. Maybe you could place a one sided occluder over the water. You should gain more performance than you lose (i think).

Hope that helps.




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Re: dm_hiatus_alpha
Posted by Juim on Mon Jun 11th at 5:48pm 2007


OK I just wanted to pop in and say I hav'nt forgotten you guys, I was on a little vacation, but upon my return this morning I fired up Hammer and got back to work. First, Reaper, thanks so much for the textures, they are perfect and add alittle direction to the texture scheme. I have'nt done much else, but after a couple of hours work this morning, I have these shots to show you-

http://gamersdiner.com/images/dm_hiatus_b41.jpg

http://gamersdiner.com/images/dm_hiatus_b43.jpg

http://gamersdiner.com/images/dm_hiatus_b44.jpg

http://gamersdiner.com/images/dm_hiatus_b45.jpg

http://gamersdiner.com/images/dm_hiatus_b46.jpg

Also, Redwood, thanks for the closer look, I am attempting in the next week to rectify many of the things you have mentioned in your reply.




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 Jun 12th at 11:36am 2007


I'm glad the textures worked out. 10 minutes well spent, I'd say image

I see you tried many of the things I proposed, so all I can say is that from my POV it did a lot to accomplish a more consistent theme. I like the industrial look a lot. For some reason this style isn't seen much in HL2DM, at least not in a way it works. Can't wait to see the changes in game.






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Re: dm_hiatus_alpha
Posted by haymaker on Tue Jun 19th at 6:18am 2007


Hi Juim, thx for the comments @fpsbanana

your DL is broken here <img src=" SRC="images/smiles/sad.gif">

I noticed you mentioned func_door for a lift, there is a showstopping bug with that related to 100 tic servers.

http://forums.steampowered.com/forums/showthread.php?t=569456

That map you critiqued for me, I used func_button; it has less options but is bug free.

Anyway map looks good <img src=" SRC="images/smiles/icon_smile.gif"> only thing I can say is a personal thing, it's the SOUND of the metallic textures that drives me nuts, with players spraying bullets everywhere.




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Re: dm_hiatus_alpha
Posted by reaper47 on Tue Jun 19th at 10:34am 2007


? quote:
I used func_button; it has less options but is bug free.


Wow, that's the first time I heard of a fix for this. Thanks for mentioning it!

I wondered whether the latest Source engine update would fix this, too? Haven't checked yet.






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Re: dm_hiatus_alpha
Posted by Juim on Sun Jun 24th at 10:20pm 2007


Well I have gone back to work, so there goes the finished map by the end of my hiatus(Doh!)...(P.S.S., If anyone is interested, I am working on "On the Lot" an American Spielberg/Burnett version of Survivor for Directors)), but I am still working on it. I have added reapers textures with pakrat, and i would like to know if I used it properly. I also made several changes otherwise, and, of course, opinions and comments are appreciated.

Screenies:

http://gamersdiner.com/images/dm_hiatus_b52.jpg

http://gamersdiner.com/images/dm_hiatus_b55.jpg

http://gamersdiner.com/images/dm_hiatus_b56.jpg

http://gamersdiner.com/images/dm_hiatus_b57.jpg

http://gamersdiner.com/images/dm_hiatus_b51.jpg

http://gamersdiner.com/images/dm_hiatus_b54.jpg

http://gamersdiner.com/images/dm_hiatus_b510.jpg

and of course, a download:

http://gamersdiner.com/downloads/dm_hiatus_b5.zip

Please remember that this map is far from finished, and all of your comments/criticisms are taken seriously.

P.S. Download and profile screens reflect new changes and latest download.

Thanks again for all of your input in advance...

Juim




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



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Re: dm_hiatus_alpha
Posted by haymaker on Mon Jun 25th at 2:23am 2007


hi juim, don't know if you saw my other post re this map, that DL link keeps giving "source file could not be read" errors still <img src=" SRC="images/smiles/sad.gif">



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Re: dm_hiatus_alpha
Posted by haymaker on Mon Jun 25th at 2:25am 2007


<html><head><link rel="stylesheet" href="themes/standard.css" type="text/css"><hi juim, don't know if you saw my other post re this map, that DL link keeps giving "source file could not be read" errors still <img src=" SRC="images/smiles/sad.gif">/head><body topmargin=2 leftmargin=2>



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Re: dm_hiatus_alpha
Posted by Juim on Mon Jun 25th at 2:15pm 2007


I don't know what the problem could be, I re-downloaded the file just this morning to make sure, and overwrote it on my desktop and in my maps folder and all seems well. Anybody else having this problem?



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Re: dm_hiatus_alpha
Posted by fishy on Mon Jun 25th at 9:09pm 2007


The downloaded .zip opened fine for me. It might take me a while to install it for a run-around, by it's not corrupt.

Haymaker, maybe you have a bad version in you temp internet files or something. clean your cache and try again. right click, save file as. i've known I.E. to try and open zip files as a text file. silly thing.




i eat paint



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Re: dm_hiatus_alpha
Posted by haymaker on Tue Jun 26th at 6:15am 2007


thanks for the cache tip fishy, did the trick. <img src=" SRC="images/smiles/icon_smile.gif">

First off that is the coolest ambient mix I've heard. Helps with the strangely hl1 feel I get out of it ( maybe the level with the waterlogged generator and the fan that lifts you out ). This has your stamp all over it with the arches and curves, I can see you've experimented with the orb bounces off the tunnels. Is there a control for the orb spawner to curb abuse?
Layout wise it flows and connects nicely, one thing my fuzzy mind likes to see in these situations are landmarks, even something simple like numbers. The outer ring had me going around it more than once, as did the telports in the blue arches.
I see you have opted for a scarcity of healthpacks, lots of maps work that way. Myself I rarely use the machines as they are deathtraps, especially in a map with all those orbs.
Good job getting the weapons to spawn underwater, I understand ppl have problems with that? One other thing, I've never fired smg nades into the water, what a cool effect.
Good stuff so far and of course my aging rig had some fps probs, but there's options there probably.




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Re: dm_hiatus_alpha
Posted by Juim on Tue Jun 26th at 12:58pm 2007


Thanks haymaker, I appreciate your comments. The Orb spawner only allows one orb in the tube at a time, and once you grab one, it won't spawn another until the thrown orb explodes. As for landmarks, I was hoping the colored walls would be enough, but I'll consider putting some number decals up to add to the look. I was'nt actually going for scarcity of healthpacks, but I hav'ent gotten into final placement of entities yet either, I will take this into consideration as well. I of course will take a few shots at optimization before final release. My Desktop gets about 105 fps right now, and my Laptop hovers between 35-42, so theres a pretty wide gap performancewise. I think I have done all I can in the main arena ring. I hope to add some cool physics gadgets in the outer ring rooms before I'm done.



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Re: dm_hiatus_alpha
Posted by Juim on Mon Jul 9th at 12:55am 2007


OK first..... I have lost my personal FTP host indefinitely so I've had to find another place to host my map. I chose FPSbanana, but if you have any suggestions as to where I can upload maps and screenshots I would be most appreciative. The current link is:

http://www.fpsbanana.com/maps/28122

Second: there was some Linux issues with beta 5,which caused crashes, and I hope I solved them. The first issue was,:

...that I used a prefab for the combine spawner, which, when you select it, appears pre-named as "combine spawner 1" or some such thing. Well, I un-grouped it, and added a few things, and changed another few things around, and of course it un-named itself. The ambient generic associated with it still had "combine spawner 1" listed as the source entity from which to play the sound from, and well, it just was'nt there. Fixed.

The second issue was that I had somehow parented the Path tracks from lift 1 to themselves. This , also has been fixed. I need to know if this has resolved the Linux crash issues which I have been having. I will update screens and downloads as soon as I find all new hosts.

Thanks again.......




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



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Re: dm_hiatus_alpha
Posted by reaper47 on Mon Jul 9th at 6:37pm 2007


May I asked what you used a "combine spawner" for in a DM map? I'm just curious.





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Re: dm_hiatus_alpha
Posted by Juim on Wed Jul 11th at 3:22am 2007


............Well I actually never knew it was a "notagood" thing to do. I have played a few maps where there were spawners and I usually enjoyed them (providing the maps were'nt total shyte), and as long as the balls were regulated. In this particular instance I was looking for something eye catching in the high central level to draw players into quick skirmishes, and did'nt want to use the standard RPG type thing, (whis is in the map at the bottom of the water tank). The combine spawner was an experiment, and I discovered that due to the architecture and layout, the balls get rather frenzied and, I just kinda liked it. Do you really think it detracts from the gameplay?

I know some people give the combine ball credit for giving hacks kills, but I have never felt that way. My theory is to get killed as often as possible by the best ball thrower out there and learn the best defense. It's part of the challenge for me personally.





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Re: dm_hiatus_alpha
Posted by reaper47 on Wed Jul 11th at 7:20pm 2007


Oh, I get it. Combine balls. I was thinking of actual combine soldiers! <img src=" SRC="images/smiles/icon_biggrin.gif">





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Re: dm_hiatus_alpha
Posted by Juim on Sat Nov 10th at 9:45pm 2007


Hey folks. I am just letting you know I just posted dm_hiatus_b8 over at FPSbanana. I am sorry about all my previous links on this site, but I lost my file host and so went all the links.Anywho, the latest beta is at:

http://www.fpsbanana.com/maps/download/28122

Screenshots can also be found there. I think the next and possibly last beta will be optimizing and detail oriented. There may be FPS issues with older/weaker cards in a few areas, but I would like to sample a cross section of pitters to see what they are getting. My lowest is 86 FPS in one spot, but the map averages 94 to 130 for me. As always, your input is appreciated.




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



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Re: dm_hiatus_alpha
Posted by RedWood on Sun Nov 11th at 1:15am 2007


The lighting and textures looks nice. For being so industrial it's vary easy on the eyes.
My computer is so old it wouldn't even be fair to tell you what kind of frames I'm getting. Plus i don't have HLDM installed. Tell us when you get this on a server. I'll reinstall and play a few rounds.



Reality has become a commodity.




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