Re: [map] dm_unreal_factory_hd_b1
Posted by Le Chief on Thu Oct 23rd at 3:39am 2008
Nice, I think I remember viewing some earlier screenshots of this map in another thread and offering my thoughts :dodgy:.
I'll check this map out later tonight probably.

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Re: [map] dm_unreal_factory_hd_b1
Posted by haymaker on Thu Oct 30th at 11:53pm 2008
umm am I blind, where is the DL? Can't find it on the other page either :P Screens look nice

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Re: [map] dm_unreal_factory_hd_b1
Posted by haymaker on Fri Oct 31st at 1:03am 2008
I can't believe I had to resort to a Japanese download link at FPSB! Apologies if I am truly blind.
Love the layout, you've got your proportions right. Nice xbow bounce too. You've nailed the scifi atmosphere pretty well. Love the red-carpet bubble room. I was surprised to see no 3dsky at the big windows though, and a couple areas could be finessed a bit more in brushwork and texture alignment.
As for performance, I never run DM maps with anything more than absolutely bare-bones, so I'm missing the HDR. I can live with that but I will run around and check out the textures later on a higher setting. So, while at this dx7 / 800x600 level, I still found a couple weak spots, the water being the nastiest, and an intersection near the sawblades. Overall it is mostly 100+ which is certainly a competitive number.
My questions are mainly thematic, why are there sawblades and car axles in this place? I understand the need for throwables, but I would have looked in /gibs or somewhere for some overrides, or borrowed some customs. Similarly I don't understand those single-height static crate brushes, they just get in the way. There are a couple of redundant breakables that confuse things as well.
Your layout has a lot going for it, it's smooth and relatively open while still being an inside environment. Not sure about weapon placement yet, seems like a lot of everything except a well-placed orb ( didn't find one quickly anyway ). I don't know if you would ever consider doing a vanilla version of this with stock textures, but that would certainly help the colossal DL size which will likely cause many players to cancel. And this would have potential for entry into HL2DMU's second map contest if you fine-tune your optimizing and item arrangements, and lighten the bsp weight a bit ( an ldr-only version would be smaller ).
This error in console while spectating:
Too many vertex format changes in frame, whole world not rendered

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Re: [map] dm_unreal_factory_hd_b1
Posted by gtamike_TSGK on Sat Nov 1st at 5:31pm 2008
Thanks for the feedback, I don't plan to update the map this year but I might sometime in 2009.

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Re: [map] dm_unreal_factory_hd_b1
Posted by Le Chief on Fri Oct 31st at 8:34pm 2008
+ Originality (for Half-life 2 DM anyway)
<br />+ Satisfactory use of ambient sound
<br />+ Custom content (did you make that stuff?)
<br />+ Map perks (trigger screaming sound, crate transport etc)
<br />
<br />- Not aligned textures
<br />- Brush Geometry (was too rough, but I see the effort)
<br />- Felt rushed/unfinished
<br />
<br />Suggestions:
<br />
<br />* More thought out and variety of ambient sound
<br />* Tidy up brush geometry and texture alignment
<br />* More dramatic lighting could really enhance this map, try using more spotlights
<br />
<br />Good work gtamike_TSGK
<br />

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