dm_torque by Yak_Fighter

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Map Description

This is the spiritual successor to my first HLDM map Torque and also my competition entry. The layout is basically the same but of course it looks radically different. I'm very pleased with the way I managed to keep to the original design so well while still updating it to look alot better.

The theme is pretty simple. We've got a section of City 17 that's been fought over by the resistance and the Combine for quite some time. The connectivity and flow was always my favorite aspect of Torque, and I think I did a pretty good job of recapturing that for this map. There's plenty of pathways to get to where you need to go and some nice vertical play. The map is probably large enough to handle 20 or so players, but due to the compact and open nature of the map it could provide a good game with even 4 players. I'd suggest 12.

Discussion

Posted by Yak_Fighter on Thu Jan 20th 2005 at 12:56am
[Author]

Unfortunately it has been released. I have an ironclad 'no re-release' policy with my maps so I'm just up a creek without a paddle for this one.
Posted by Inflatable on Thu Jan 20th 2005 at 12:44am

Np m8.. Are you gonna work on this map more (by maybe adding stuff to that room etc), or is this the final version?
Posted by Yak_Fighter on Wed Jan 19th 2005 at 10:59pm
[Author]

Thanks for playing it! :smile:

You have a good point about the hotel that I didn't think of. I guess I overstated the importance of the overwatch rifle, but that's what I get for not being able to playtest the map or get any critiques before release. The original design for HLDM had the gauss rifle in that room and the map had one less stairway leading up to the top. Goes to show how difficult it is to port maps between the two games :wink:
Posted by Inflatable on Wed Jan 19th 2005 at 10:52pm

I just played this map 1on1 yesterday for some time.. And we really liked it, the flow/gameplay on this map is pretty good.. But I feel the room where the combine rifle is on ground level (pic 6 above) didn't get used alot because it doesn't hold any important stuff (outside the combine rifle).. We bassicly fought over and on the RL & crossbow roof area's all the time.. So maybe you can make that area a bit more interesting to go to by adding a combine supercharger or something..

P.s. having the RL and crossbow on top, and their ammo on groundlevel is pretty smart.. Stops people from camping on top all the time..
Posted by Yak_Fighter on Wed Jan 19th 2005 at 7:12pm
[Author]

Huh? The env_cubemaps were properly placed for reflections due to textures, and buildcubemaps was run. I just took a look and you're right that a handful of static props reflect the sky instead of the surrounding environment for some odd reason, but it's barely noticeable and so insignificant that it really doesn't matter. I don't see why something akin to a few texture misalignments would be such a big deal, but whatever, nobody's going to play this map anyway.
Posted by Tactii on Wed Jan 19th 2005 at 4:03pm

I think this would be an excellent map if you just learned to use env_cubemap. Your cubemaps aren't placed correctly, or aren't built, so it's using the sky as an environment map. Check out the SDK documentation and see sdk_dm_lockdown for examples on that. A little more work and you'll have a 9 map. This is good stuff. Don't let an easy thing like envmaps bring it down!
Posted by Dark|Killer on Tue Jan 18th 2005 at 8:18pm

I LOVE THIS MAP !!!! i love the broken buildings i like the stuff i like everything...the archtictures...and ALLL AAAAAAAAAAAAAAAAAAAAAAAAAAAAA this map is nice....I LIKE IT !!!!!!!!!!!
Posted by Yak_Fighter on Tue Jan 18th 2005 at 2:17am
[Author]

Right click, save as

unless I've already used up my bandwidth...
Posted by ddrgn on Tue Jan 18th 2005 at 2:15am

Link working for anyone?
Posted by Yak_Fighter on Tue Jan 18th 2005 at 1:15am
[Author]

dm_torque is now released. Feel free to tear it apart, as I'm taking the lessons learned here and applying them to my next map. The download link is up above. Right-click it if Tripod spits out an error message.

EDIT: There's an alternate download link at www.punkassfraggers.com: Look for dm_torque

It doesn't look very different from the earlier shots, and that's because I really couldn't add any additional details for the following reasons:
-I tried to add fog but it screwed with the skybox turning the models gray and leaving the sky clear, either I did it wrong or it doesn't work in that situation.
-I didn't have any updates from December 17 onward, so I didn't have the patch that fixed detail props not showing up after compiling. I couldn't add little bits of grass in the buildings because the grass didn't show up.
-I tried to use beams of light in the dust mote areas (those I did add) but they didn't look right in that situation.
-Breaking out the windows in the orange building caused a FPS drop in an area that already had a low FPS. I felt the small and unimportant (and ugly!) asthetic change did not justify the performance hit. It's strange that they had orange wall damaged props but no orange wall damaged textures.
-I tried to add a citadel, but I basically ran out of time.

I'd appreciate any post-release complaints you may have.