dm_nighthawk by haikeebah

Map Rating

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Map Info

Map Description

An 8-12 player DM map with an urban theme and a mixed indoor/outdoor layout.
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01.02.05: Added a download link 3:48am EST - beta two is ready to get run through.

01.04.05: Put together a quick feature page. Check out more screenshots there. Posting a new beta in a couple hours.

Addendum: New beta is uploaded.

01.07.04 Uploaded beta four.
Comments/crits are as usual, requested and encouraged. Now has 13 (OMG unlucky) spawns and I think it would run 8-12 players decently. 10+ would be pretty intense, but IMO, still not too spawn camping crazy.

Got a bit of feedback from some individual testers, but no feedback from a full-on game. Hoping it doesn't run like an epileptic three legged donkey when the prop_physics start flying and there's 8 ppl in it.

Still has mistakes/unfinished zones, therefore the lonely +1% added to the percentage done. I mainly have been dealing with boo-boos and reworking existing stuff. For example, I finally have all four ladders working decently. :/

Still plan on Jan 10th release!

01.08.05 - OPTIMIZZLESHIZNATION in effect. This view http://andrewbakerart.com/hl2source/images/hl2dm_nighthawk_sh03.jpg used to clock in at 17 FPS. Bad, but performance-wise, that is the very worst part of the map you could possibly be at. Up to 25 FPS now with some smartey menz optimizing. This is on a AMD XP2500+ and a 9600XT, so I am hoping it will be acceptable into the future - and more optimizing should push it well over 30 FPS before I release it as final.

I had a person offer to host it for beta testing on a server last week , sent BETA4 but to them, but have not heard back yet... :(

01.10.05 - BETA FINAL. That's it. Last run around. next set of fixes and updates and this gets a fork stuck in it.
Took out all the logo-statue jibba-jabba in the street - I think the extra space will make it better for play, and replacing those func_physbox entities speed things up some. Done a large amount of converting geometry to detail ents - so much the .BSP file is almost 1MB smaller, even tho I have actually added more to the map.

I'd really love to hear if anyone spots mistakes, or just plain dumb stuff. Whew.

01.13.05 - I'm frikken done. Have at it! Final version is availiable for downloading and complaining about!

Discussion

Posted by Mikee on Mon Jan 17th 2005 at 7:03am

This is a nice looking map. Pretty large, and and lot of variety. The brush error against the metal door on the bottom floor tank area behind the screen was missed. You catch on it walking along metal door. Otherwise, this is better than many large HL2 maps out there currently.
Posted by DrGlass on Mon Jan 17th 2005 at 2:54am

The map looks great, though is some places it seems to rigid. I thought the transition from sewer to surface was very good. The map was authentic. It could have been a real place.

some negatives:
-brush work could have used some work in areas, it seemed too square and too much like a hl1 map

-The fire in the blown up building looked like crap becuase the frame rate was so low.

-I did not like that jumping puzzle at all, the hole in the ground one. It slows you down so much. DM is about speed and that puts a hold on you. Also the ladder to get out got me stuck at the top.

I played through 5 maps and that one was by far the best. good job.
Posted by Tactii on Sun Jan 16th 2005 at 3:55am

This is the best custom map I've played yet. A good blend of visual, technical, and gameplay excellence. Here's why it's not perfect:
  • There are many places outside where you can throw physics objects and make them unrecoverable. On the internet, you can expect people to grief with this.
  • Many error messages about missing vphysics models. You can fix this by turning off collisions for the affected props. Do you really need collisions on your 3d skybox props? This is just a nag.
  • The electric trap guarding the magnum is weak to the point of being useless. This trap is underpowered. If I were next to the button and saw someone running for the magnum, I would not bother with it. The potential is wasted.
  • A nodraw on the wall molding next to a door.
Posted by SVIN on Sat Jan 15th 2005 at 2:14pm

Make this map for cs!
Posted by DrGlass on Mon Jan 3rd 2005 at 5:46am

I cant play it yet, but it is looking good. From the screen shots I'd say; make it a little brighter becuase people always bitch about maps being too dark (I like the dark mood personaly)

tone down the plugs, make something small. The model idea is good, but make them smaller. Perhaps you could place them on a desk inside. Think about making them phys objects too so we can kill other players with them.

looks like some of your walls could use some kind of brush work to break them up a bit.

keep it up, looks great.
Posted by haikeebah on Mon Jan 3rd 2005 at 12:37am
[Author]

Spent the afternoon and evening reading up on optimization.

probably going to add a "dogleg" or two to some hall-connecting-zones to speed up things. converted about 30+ physics objects to physics_multiplayer (dont know why I didnt do this originally) and looking at making more of the map func_detail brushes and planning some hint zones, and maybe a couple areaportal_window brushes.

reasonably sure the big silly statue things in the "square" are out the door. I think I can whip something up in Maya and import it that will have the same effect of having a big roly-poly physics object, w/out harshing the speed at which the map runs. func_physbox entities are apparenty CPU "expensive".

beta 3 out the door tomorrow night most likely.
  • hai
Posted by Random on Sun Jan 2nd 2005 at 7:10am

Looks cool keep going
Posted by haikeebah on Sat Jan 1st 2005 at 10:01pm
[Author]

Heh, yes the logo-statues may be cheezy, but they're staying for now. eventually I might be reducing it just one of the two - and a note for everyone - they're physics objects that behave much like the broken-down vehicle phys objs. I should just post a file to DL - will likely do so later today or tomorrow when a few obviously borked or missing elements are added in.

and thanks for the comments/crits, of course
Posted by KungFuSquirrel on Sat Jan 1st 2005 at 9:52pm

Ooh, but the Shacknews stuff HAS to stay. :D

Maybe see if someone can whip up a model of each logo and put a sort of marble/statuish texture on them. :)
Posted by Andrei on Sat Jan 1st 2005 at 9:44pm

Yeah, it's kinda out of place. But you could make a custom texture out of the HL2 logo and put it in the map as a publicity board (or something).