My competition entry, assuming Valve isn't already making a Canals map that will cripple my own dismal efforts. Many people might object to following the Half-Life 2 theme too closely, but I personally found it challenging and rather interesting. Besides, imitation is the highest form of flattery, eh? In regards to the beta, I'm not entirely happy nor disappointed with the current version. Yes, it's rather bloated. Yes, there's bugs. Maybe I'll make it into a single player map?...
Discussion
Posted by Agent Smith on
Fri Jan 14th 2005 at 5:57am
Just took a look and I'm majorly impressed CJ. Some very nice work.
Most of the problems I found have already been mentioned, like the
different shades and lighting on the water. I think the problem might
be because you've used different brushes for the same stretch of water,
and even though you've used the same texture and it lines up, your
cubemaps are calculating lighting and reflections in different areas. I
found the only way to get it to work properly is having all the water
in an area made from the same brush, using only one cubemap. It might
be hard for your map, what with the tunnels, but I'm pretty sure thats
the way to fix it. Then again I'm no expert, not even close, so I could
be wrong.
It might be an idea to scale up your water texture too, as at the
moment you can see that the ripple effect is tiled, and it looks dodgy
in the larger water areas.
I found some areas to be too dark, but then again my monitor is buggered, so its probably just my setup.
Over all a really nice map, with varying areas and gameplay in a well made setting. Top job.
[Edit] Damn, I wished I payed more attention before posting. Anyway, some of it may be usefull.
Thanks to everyone who wasted their time giving me feedback :wink:
Map profile updated with a Beta 6 download link (with hopefully fixed
canal water) and some updated screenshots. Good luck to everyone who
managed to enter in the contest! :smile:
Posted by Campaignjunkie on
Thu Jan 13th 2005 at 10:39pm
[Author]
I seriously don't know what's with the water. Maybe the judges will
take pity on me? Or hopefully they'll all play on DX9 machines. Some of
the stuff I fixed on my own, other parts I didn't get a chance to fix.
Note to self: Ask for feedback earlier. :smile:
Posted by Adam Hawkins on
Thu Jan 13th 2005 at 5:35pm
Here's a couple of things I noticed while looking round the map :smile: Overall though, it's not far off being a top-notch map - and i'm surprised at how quick people are being able to utilise the new tools.
Your map looks really good. Makes me wonder why I even bothered submitting mine. :rolleyes: Definitely made for a larger group of people. Tweak it a little bit here and there. I feel like Ican just keep adding and adding to mine and never finish. How did you get that Citadel model to fit in there? Is your skybox huge?
Posted by Adam Hawkins on
Thu Jan 13th 2005 at 12:17pm
I'll have a look as soon as I get home from work in about 4 hours :smile:
Posted by Leperous on
Thu Jan 13th 2005 at 10:08am
I found your frame rates to be excellent, actually- good choice to use opaque water. I had a run around- there are a few small things to note such as your chargers seem a wee bit too far off the ground, and radiators don't make a ripping sound when you pull them off the wall. Loved the crossbow location, but otherwise I'd agree with the others and say that currently it's too vast- I think in particular one of the labs/teleporters is too far away from the action and detracts.
I've found weapon placement a lot harder since HL1 as there are seemingly fewer weapons to place! My suggestions would be to not place many more AR2's, and have a few shotguns here and there, a revolver in the labs perhaps. Er, and that's it, that's all the choice you have :sad:
Bleh, should have asked for feedback earlier about the layout. I cut
out one area I didn't finish doing yet, and just threw some stairs
there or something. But I've already done too much on the rest of the
map to throw it away. Thanks for the advice though, I'll consider
tightening everything in future DM maps. :biggrin:
Weapon placement - there's really none to speak of, hehe. What I meant
was where you would consider putting some of the weapons and such. gives Reno puppy dog eyes
About the water; WHAT THE HECK?! Hehe, I really have no idea what's
going on in that last screen. The canal locks should be opening and
closing just fine (they work on the machines I've been testing with)
and the water should all be connected and purdy. Hmmm... Perplexing.
Posted by Yak_Fighter on
Thu Jan 13th 2005 at 5:08am
Christ man, you need to learn to control yourself! This map is gigantic, with some huge, complex, and nice looking areas that look to be great DM fare (such as the industrial interiors and the upper area that the crossbow overlooks), but I'm afraid that due to all the hugeness of everything else you won't be able to recreate that same amount of complexity and detail throughout the map. I was reminded of Rustmill as I was running around some areas, and that was a great map so that's good. The teleporter was sweet as well.
Now, I know you don't have much time, but if I were you I'd cut a bunch of the excess areas and tighten up the map. Just like Persia it's too large. Considering that the airboat does strange stuff in DM and doesn't even fire it's gun I'd suggest ditching them and most of the connecting water canal areas and focusing on the industrial buildings, the waterway overlook in the middle, and some of the teleporter/bunker areas. I couldn't even begin to wrap my head around the weapon placement to be honest, but it didn't seem like there was enough for what is assuredly a 32 player map. I'd have to really take a close look to be sure though.
Basically you've got to remember that you're making a DM map, not a SP map, and that what works in one won't necessarily work in the other.