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.
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.
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?
Posted by BlisTer on Tue May 15th 2007 at 4:57pm
that light fixture in the first new shot looks a bit too much like a flower to me ![]()
for the rests it looks good so far
Posted by reaper47 on Tue May 15th 2007 at 1:47pm
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.
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.
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.
Posted by reaper47 on Sun May 13th 2007 at 5:19pm
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.
Posted by BlisTer on Sun May 13th 2007 at 4:57pm
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.
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.

