Re: [map] DM Neon
Posted by IZaNaGI on Fri Oct 28th at 11:46pm 2005
This is a a discussion topic for the map "DM Neon" by IZaNaGI which can be found here
Map description:
This is the final version of my latest map DM Neon. Set in the distant future this is an urban map set around several floors of an entertainment district. The map encourages both large and short scale intense weapon based deathmatch depending where you are in the map, as well as giving grav gun fans the chance to throw some stuff at each other on street level. Almsot the entire map is accesible including the roof area via jump pads.
The texture set is 99% custom and there a few custom physics objects (physbox) thrown in as well. Info nodes have been placed so there is a limited bot capability in mods such as GMOD. The map will also (with any luck) be converted to Dystopia in the coming months, seeing as the general themes are so similar (not intentionaly though!!).
The map supports 12 man DM and TDM and is fully BSPZIP'd.
Map screenshots:
Screenshots for: DM Neon



IZaNaGI
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Re: [map] DM Neon
Posted by Belgarion on Fri Oct 28th at 11:46pm 2005
Let's get straight to it. This map looks great. Nails the Star Wars Couruscant theme smack in the face with style. I was very glad to see all the custom textures though. Very well done with theme and coloring in mind. There is a great deal of custom content in this map, and it all looks great.
<br>
<br>But equally as great is the lack of performance. It looks as if IZaNaGI used entirely world brushes to construct the map. There are a great many repeating world objects in the map that could easily have been prop models, and more than likely no one would notice (at least visually). No doubt that would have helped performance a great deal. I'm using a 6800, 768 ram, and a 2400 and it just *crawls* when I look at the center of the map, which is basically what this is. A large, multi-layered arena. I'd hate to see what this is like on a machine with less power than mine.
<br>
<br>Sadly, I was only able to test this with 3 other people, so I cannot very accurately guage the gameplay, but it seemed thought out well enough in terms of item placement. Finding a gun when spawning was not difficult, and there are some fun toys to pick up here and there (like energy balls.. yum). The crossbow was set high atop the map, which at first you would say is very annoying, as you tend to sit there and pick people off from afar, but seems to be ok as you can't see most of the map from that point. Shotguns and magnums are around, along with smg grenades, ammo of various types, and plenty of health/energy pickups strewn here and there among the corridors. The RPG also makes an appearance on the walkway surrounding the very cool rotating center-peice, which sports some really sweet advertising shaders. It's not easy to get to, and usually incures a 10hp hit because of the distance you drop. To get the RPG is not without consequences, and you're extremely open when you get it. It's good to see a bit of danger involved with a power weapon.
<br>
<br>Accessability was also well addressed. Vents here and there in more open areas allow access to the higher parts of the map, with some that actually move you latterally (if you are careful to follow the path). They're a little tricky, but they get the job done.
<br>
<br>Performance aside, this is a great map. But, unfortunately, performance is really something we can't ignor this time around, and brings down an otherwise fun experience. Because of this I give it a seven(7). Fix the performance problems and it would have been a 9.<br /><br /><b>Verdict</b><br /><br />Pretty and fun, if you have a mega-powa rig.

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Re: [map] DM Neon
Posted by rs6 on Sat Oct 29th at 12:08am 2005
Looks pretty cool. Nice original idea for a map.

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Re: [map] DM Neon
Posted by Underdog on Sat Oct 29th at 12:09am 2005
Looks generically Unreal.
<br>Nice none the less.

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Re: [map] DM Neon
Posted by Oski on Sat Oct 29th at 2:09am 2005
The map looks great. Its nice to see all custom materials. But its almost unplayable on my system. i got below 20 fps on some places when i was alone. I guess if it was UT2004 it would have been no problem. But with source, it is.
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Re: [map] DM Neon
Posted by satchmo on Sat Oct 29th at 4:40am 2005
Beautiful, just beautiful.
<br>
<br>But the name "Neon" isn't selling it well enough. The map reminds me of "Blade Runner" immediately. Would you ever consider changing the name?

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Re: [map] DM Neon
Posted by Crono on Sat Oct 29th at 7:14am 2005
Dude, I was totally going to say, "It's a blade runner map".
<br>
<br>Looks fancy.
<br>
<br>Ran through it. I was a little disappointed to find the map is a relatively small area, just very tall.
<br>
<br>I liked the signs and such. The DOA one had me laughing.
<br>
<br>I also liked the 'jump' points on the vents.
<br>
<br>The only problem I noticed was that the ladder going from the street to the 2nd floor (or whatever), the second part of the ladder ends far to soon. You can still climb, it's just the model was only so big. I'd suggest, if this weren't a final version, that you make the gap at the ground level, it would look more plausible.
<br>
<br>If I actually played it rather than run through it, I'd rate it.

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Re: [map] DM Neon
Posted by omegaslayer on Sat Oct 29th at 7:29am 2005
Very good map, it would be fun with low gravity IMO (no I dont play killbox maps). My only complaint about his map is the low fps. Though this is a final version, you could turn those pillars into models you would gain so much FPS back. Maybe if it converted to the Dystopia mod then this could be done. 9/10 because its this good, but you could have gone the extra mile to turn those simple pillars into models to gain some more frames.

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Re: [map] DM Neon
Posted by IZaNaGI on Sun Oct 30th at 9:12am 2005
Well im not sure if im allowed to reply to comments here but whatever. Firstly thanks for your comments im glad people have enjoyed this map in part and again i apologise about low FPS, this is caused because there is a lot of heavy brush detail and with the map being so open it is impossible to effectively hint the entire map. Believe me when i say i went an extra 2-3 miles to get the FPS as low as it is now, the original FPS was a lot lower in a wider spread area of the map and now its only low when viewing the central area which to me was an achievement in itself.
<br>
<br>About the repeating brush detail including the pillars, obviously for the sake of gameplay these were added to break up attacks from other players spamming fire from afar, without these the map would be encouraging dirty and anoying tactics. Also if i was able to model that wouldnt of been an issue and would of been aplied in a shot but seeing as i cant, the best i could do was apply them to func_details in order to spare time during compile and creating less vis leafs, sparing your systems from less frames per second.
<br>
<br>The map is actually a blend of Bladerunner and the cityscapes seen in starwars but the name has always been intended DM_Neon.
<br>
<br>Finaly this map is being converted by Dystopia as we speak and should be released sometime soon in there next update.
<br>
<br>Thanks for all your comments and rest assured i have learned a lot of lessons while building this map including the fact the source engine doesnt like huge outdoor areas with a load of brush detail.
<br>
<br>IZ
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Re: [map] DM Neon
Posted by satchmo on Tue Nov 1st at 6:30pm 2005
We're all looking forward to your next Source map.
<br>
<br>Is Dystopia a single-player mod?
<br>
<br>P.S. You can certainly post comments here, especially in reply to the comments posted by others.

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Re: [map] DM Neon
Posted by CrazySteve on Wed Nov 2nd at 3:51pm 2005
Here is my take, mapping is an expression of art, and if fps suffer, and its hard or near impossible to play on, it should be judged as a peice of art.
<br>
<br>The map is amazing when it comes to looks imho.
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Re: [map] DM Neon
Posted by parakeet on Thu Nov 3rd at 11:55pm 2005
Dystopia is multiplayer satch , fun and innovative . Similar to NS's revolutionary stuff when it first came out. very fun to play . some of the stuff vaguely reminds me of s&i "science and industry"
<br>
<br>i just like how it looks , but i do feel slightly cramped..
<br>
<br>i think it would be good fun for lan parties eh?

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Re: [map] DM Neon
Posted by satchmo on Fri Nov 4th at 4:37pm 2005
Man, your download link took me to four different websites and what it felt like ten mouse-clicks to get.
<br>
<br>After walking around, I declare that this map is one of the most beautiful maps that I have ever seen. Even if you never get to play it, it's worth the download just to browse around and be amazed.

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Re: [map] DM Neon
Posted by ProXXXy on Thu Jan 19th at 9:14pm 2006
My favourite map. The best map. What else to say. Full score.
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Re: [map] DM Neon
Posted by gabl8a89 on Sun Jan 22nd at 1:42am 2006
Wow the color make me fall in it, i haven't download yet, but, niceone!
<br>
<br>A very cyber-looking map i have ever seen!
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Re: [map] DM Neon
Posted by Belgarion on Fri Oct 28th at 11:46pm 2005
Let's get straight to it. This map looks great. Nails the Star Wars Couruscant theme smack in the face with style. I was very glad to see all the custom textures though. Very well done with theme and coloring in mind. There is a great deal of custom content in this map, and it all looks great.
<br>
<br>But equally as great is the lack of performance. It looks as if IZaNaGI used entirely world brushes to construct the map. There are a great many repeating world objects in the map that could easily have been prop models, and more than likely no one would notice (at least visually). No doubt that would have helped performance a great deal. I'm using a 6800, 768 ram, and a 2400 and it just *crawls* when I look at the center of the map, which is basically what this is. A large, multi-layered arena. I'd hate to see what this is like on a machine with less power than mine.
<br>
<br>Sadly, I was only able to test this with 3 other people, so I cannot very accurately guage the gameplay, but it seemed thought out well enough in terms of item placement. Finding a gun when spawning was not difficult, and there are some fun toys to pick up here and there (like energy balls.. yum). The crossbow was set high atop the map, which at first you would say is very annoying, as you tend to sit there and pick people off from afar, but seems to be ok as you can't see most of the map from that point. Shotguns and magnums are around, along with smg grenades, ammo of various types, and plenty of health/energy pickups strewn here and there among the corridors. The RPG also makes an appearance on the walkway surrounding the very cool rotating center-peice, which sports some really sweet advertising shaders. It's not easy to get to, and usually incures a 10hp hit because of the distance you drop. To get the RPG is not without consequences, and you're extremely open when you get it. It's good to see a bit of danger involved with a power weapon.
<br>
<br>Accessability was also well addressed. Vents here and there in more open areas allow access to the higher parts of the map, with some that actually move you latterally (if you are careful to follow the path). They're a little tricky, but they get the job done.
<br>
<br>Performance aside, this is a great map. But, unfortunately, performance is really something we can't ignor this time around, and brings down an otherwise fun experience. Because of this I give it a seven(7). Fix the performance problems and it would have been a 9.
Design
Gameplay
Verdict
Pretty and fun, if you have a mega-powa rig.
Pros
Beautiful, well thought out, tons of custom content
Design
Performance

Belgarion
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