DmCore by MisterBister

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Map Description

This map is a Sci-fi map i made during the times i have been bored the last month.
Textures are from wadfather and very nice guy called Fox1.

The map looked quite different in the beginning due to lots of good comments Ive had from my friends and from you here at snarkpit.
Ive remade it quite alot to the better of course.

NOTE that the screenies are very dark compared with the ingame experience.

Enjoy ;).

Discussion

Posted by ReNo on Mon Nov 1st 2004 at 3:08pm

The red lights look ok but I think they are a bit weak - there is
barely any red light being emitted. Might wanna shove some glows on
those as well :wink:

I say the blue tint on the floor from the screens is good - its too
subtle to clash with any colour schemes you have going but adds a small
bit of a realism. I'm for keeping it, but your call.
Posted by MisterBister on Mon Nov 1st 2004 at 10:37am
[Author]

Hi again... The map is closing in to completion and currently im adding small details here and there.

User posted image
Here are the red lights i was talking about, looks pretty good eh?

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I have made the red lights in this room making more red light.
The reason why it looked very strange before, as reno mentioned, was because i had accidentaly created an entity light there with default settings ^_^.

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Here are a pic on the blue light from the computer screens. Im not relly sure wether i will keep it like that in the final version. Im not relly sure if the blue fitts in the rest of the theme. Please tell me your opinion =P.

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If you take a close look i you can see that i have created sprites which creates halos round all the lights. I think it looks pretty good, thanks to ReNo =P.

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Ah and here is the major difference (which isnt actually that major :wink: ).
I made the Highlighted corridor about 100 units longer to block the players line of sight and therefore decrease the r_speeds in the problematic area down to about 1200.
I didnt want to change the map too much since i was very happy about the current layout and the "window" where you could kill your enemies before even entering the room.
Changing the map after Tracer bullets suggestion would create a too long boring corridor and I didnt want it like that..
But thanks again Tracer for mentioning it. I actually hadnt noticed it before you told me.
Posted by Tracer Bullet on Mon Nov 1st 2004 at 3:55am

MisterBister said:
User posted image
:clap:

Beautiful. I'll definitely add this to my DM collection when you are finished. Everything is looking really good.
Posted by MisterBister on Sun Oct 31st 2004 at 8:57am
[Author]

Watch your texture alignment - nothing major but every little helps :wink:
Fixed
Would be nice to put some blue output light from the screens - just put
a single blue light_spot, angled about -70 toward the floor, and play
around with its settings to make it look like its from the TV screens.
I have concidered using lights from the screens and tested it but i dont think it looks good at all..
Not keen on this rock texture, but its possibly just been scaled too high.
Me neither, if someone have a better rocktexture to use i would be happy if you gave it to me =).
Lose the rock texture on the ground in favour of some sand or something
  • variation is good. Plants look pretty awful sticking out of rock too.
I wanted it to look like this "facility" ,or whatever it is, has been
blown in the rocks with dynamite, thats why i didnt use a sand texture.

Besides, wtf is wrong with plants on rock? There are rockliving plants you know ^_^.
Might wanna stick some subtle glow sprites around these light fixtures
as "halos", but don't make them too obvious (or cassius will eat you
for breakfast :wink: ).
Fixed (and it looks great too =))
I recommend you change this texture so that it looks unlit by default,
and goes lit on pressing. Also, you should stop it from moving into the
wall (there is a don't move flag in its properties).
I wanted it to be lit all the time so noone would miss it since it is a pretty dark area.

I have carved the wall so that the button slides in a little hole into the wall.

If i would let the button stay it would look truly ridicoulus
(spelling?) since the elevator would go straight through the button,
like a ghost elevator or something.
I think these inset pipes could look better with a coloured light above
them. The light fixture being hidden by them but the light seeping past
them should look nice.
Thanks for mentioning it. though i didnt do it as you wanted =). I put
small red lights at the sides of the pipes instead. And it looks great.
There is some dodgy clipping issue around this piece of architecture, I
got snagged a lot when quite a distance from any brushwork.
fixed thanks to ZHLT beta 3, and your help :wink: .

Thanks alot for highlighting some issues and commenting the map. I truly appreciate it.

And by the way.

I have now fixed the r_speeds issue with my "clean" solution, it took
about 5 minutes and it didnt affect the gameplay at all as I said ^_^.

The r_speedspeak is currently around 1200 instead of 1600.

I will present it later on when im able to take some screenies.

Thanks anyway Tracer Bullet for coming up with a solution, youre a really helpful guy and you deserve credits for that :wink: .
Posted by ReNo on Sat Oct 30th 2004 at 5:41pm

Oops, double post.
Posted by ReNo on Sat Oct 30th 2004 at 5:40pm

Some of these points may already have been covered and things, but I
didn't pay attention to other posts when I wrote these down.

User posted image

These light fixtures are much too bright for the light level of the
area, looks odd. I suggest losing all (or at least most) of these trim
lights in favour of a trim texture around the whole level. That might
be overkill though, judge for yourself I guess.

User posted image

Watch your texture alignment - nothing major but every little helps :wink:

User posted image

Would be nice to put some blue output light from the screens - just put
a single blue light_spot, angled about -70 toward the floor, and play
around with its settings to make it look like its from the TV screens.

User posted image

If you could be bothered, these are calling out for use of an overlay glow texture due to being so large.

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HELLOOOOO texture alignment!

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Considering the number of red lights, this area is distinctively un-red.

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This stretched light texture on the side looks pretty awkward to me.

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I like it :smile:

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Another place that the blue lighting could look cool.

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Very cool area, nice design.

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Not keen on this rock texture, but its possibly just been scaled too high.

User posted image

Lose the rock texture on the ground in favour of some sand or something
  • variation is good. Plants look pretty awful sticking out of rock too.
User posted image

Might wanna stick some subtle glow sprites around these light fixtures
as "halos", but don't make them too obvious (or cassius will eat you
for breakfast :wink: ).

User posted image

I recommend you change this texture so that it looks unlit by default,
and goes lit on pressing. Also, you should stop it from moving into the
wall (there is a don't move flag in its properties).

User posted image

I think these inset pipes could look better with a coloured light above
them. The light fixture being hidden by them but the light seeping past
them should look nice.

User posted image

There is some dodgy clipping issue around this piece of architecture, I
got snagged a lot when quite a distance from any brushwork.

All in all its a nice map with an interesting layout and some good
visuals. A little bit repetitive perhaps (most corridors are very
similar, and the texture set is nice but unvaried) but still cool. Good
job, whether you take many of these comments on board or not :smile:
Posted by MisterBister on Sat Oct 30th 2004 at 2:08pm
[Author]

Finally i had time upload the images to my ftp. Well heres what i have done so far:

Note that the pictures are a bit darker than they really are ingame.

I thought that this room is one of the main areas and therefore making this room better would improve the overall impression of the map pretty much.
So i decided to remove lots of the white lights and strengthen the red lites seen to the right which i think made it look much more scary and not so "black and white" anymore.
User posted image

In this corridor (seen to the left of the pic) I have removed a few lights making the small stair very dark and put some small lights at the sides just to break the darkness a little bit and creating a relly nice atmosphere.
User posted image

Earlier today i had some time to improve the outdoor area. During the gametests i realized that this place was a bit too dark to be able to spot the enemy. So i increased the strength of the small lights and decreased the light_enviroment to create some nice shadows aswell. Im not really done with this part just yet.
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This room gives me a real headache. The lightning just doesnt want to get right.
I have done some adjustments here and there which made it a little better but im still not happy... Suggestions are very appreciated.
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Thanks to Tracer bullet who highlighted this problem i chose to make something cool with the holes in the ceiling by removing all the lights around it and putting a strong white light_spot do simulate the light from the hole. This makes it feel a little bit like a lighthouse in the darkness or something like that ^_^. I like the effect pretty much actually and i have done almost the same thing at the other place.
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Heres another view of the "main" room. On the right you can see the other lightpool i mentioned above. Here you can see a signifiant differnece in the lightning of this area.
Ive removed almost all the lights in this "corridor" and let the lights from the main room light it up instead to make it look more scary and "atmospheric".
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Finally i have taken a picture of the overview to show you the difference of the lightning compared to what i had before.
User posted image

Other notes:
Because of the removal of so many lights, the compile time has cut down to half (from 1hour and 20 minutes to about 40 minutes). Which is a great thing.
I have also decreased the "bounce" option from 2 to 1 to make more sharp shadows.
Another great thing is that the map looks better than ever before ^_^.
I have uploaded the map to my ftp also so you can download it and take a look at it in its current state.
I have not yet started to fix the r_speeds problem but i have figured out a very simple and clean solution that will not affect the gameplay much at all and doesnt take much time to change either.

Download the map: http://home.no/misterbister/maps/DmCore.ziphttp://home.no/misterbister/maps/dmcore.zip

Comments on the current pictures are very much appreciated.
Posted by MisterBister on Fri Oct 29th 2004 at 7:02pm
[Author]

any shots? i wanna see how this is progressing.
Sorry i dont have had the time today. Ill throw up the pics tomorrow.

Stay tuned :wink: .
Posted by Cassius on Fri Oct 29th 2004 at 1:05am

G.Ballblue said:
You do realise there are maps out there where the r_speeds sore into the 2500's, and there isn't one bit of lag? :razz: If performance isn't affected, I wouldn't screw around with it then :smile:
Truly ridiculous.
Posted by Tracer Bullet on Thu Oct 28th 2004 at 10:33pm

Orpheus said:
MisterBister said:
I have to ask you this a bit embarrassing question, since in american grades i have A in english, what the hell does "kink" mean?
bend it around.. make it less straight.
Well, your english is very good but that is sort of an uncommon word. Orph is perfectly correct, but here is a bit more depth on what I'm talking about:

User posted image

The blue arrow illustrates the problem. You have a very long sight-line, practically all the way across the map. In order to fix this you need to change the layout in some way. Obviously that's up to you, but the one I have suggested seems easiest to me. By wrapping that hallway around as I have shown you eliminate the very long line of sight.