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 Orpheus on Tue Jan 11th 2005 at 8:31pm

<DIV class=quote>
<DIV class=quotetitle>? quoting Yak_Fighter</DIV>
<DIV class=quotetext>ah, ok. I think I have some ideas on how to impliment these things. I'll see if I can shove them in there. :wink:

</DIV></DIV>
teamwork, its such a f**king cool concept :smile:
Posted by Yak_Fighter on Tue Jan 11th 2005 at 8:14pm
[Author]

ah, ok. I think I have some ideas on how to impliment these things. I'll see if I can shove them in there. :wink:
Posted by Orpheus on Tue Jan 11th 2005 at 7:47pm

if it rains, in a building with no roof, puddles form in the lower levels.

shade will slow evaporation too so, you could put stagnant water in darker places.

trash isn't the only form of debris.. dirt piles on the windward side of things.. rain washes dirt away on others.

when i said "rampant plant growth" i didn't mean a second tropical rain forest.. just put some grass stems on places that in a normal building would have it.. places where footsteps would not trample it if it were real.

with dust, comes beams of light, use that to effect.

sounds, don't forget some sounds.

hope that helps.
Posted by Yak_Fighter on Tue Jan 11th 2005 at 7:33pm
[Author]

<DIV class=quote>
<DIV class=quotetitle>? quoting BlisTer</DIV>
<DIV class=quotetext>the purple-blue tiles. it seems its not really a roof, more a floor of a 1st storey cause there seems to be a door (lower right). on the second pic it looks like a connecting terrace </DIV></DIV>

Oh! That's a combine structure that connects two buildings, not a roof :razz:

And dust particles are a good idea for that one enclosed area. I should have thought of that one myself. :smile:
Posted by Crono on Tue Jan 11th 2005 at 7:06pm

the purple-blue tiles. it seems its not really a roof, more a
floor of a 1st storey cause there seems to be a door (lower right). on
the second pic it looks like a connecting terrace
Tiles are actually cut that way though
... And honestly, I doubt he could cram much more detail in that open
of an area.

Yak, very nice architecture, I like it. I don't
think you have to go as far as making an ass load of foliage
or something like that, but messing around with the "dust
particle" effects would be a good idea, especially in the area
shown in screen #6/7.

It also seems like there should be some
more bare wires and such. But, that's just some extra
detail.

Anyway, get optimizing, I
suppose.
Posted by BlisTer on Tue Jan 11th 2005 at 6:57pm

the purple-blue tiles. it seems its not really a roof, more a floor of a 1st storey cause there seems to be a door (lower right). on the second pic it looks like a connecting terrace
Posted by Yak_Fighter on Tue Jan 11th 2005 at 6:29pm
[Author]

I'll see what I can do, but I'm already below my target FPS in certain areas so I don't know how much more I can add. I agree that the pictures aren't stunning and that the map probably won't be well received, but that's nothing new for my maps :/

The windows on the orange building will be blown out, that is a pretty obvious oversight on my part. I don't know how many plants I'm going to be putting in the rafters of concrete and brick buildings... now if they were completely destroyed leaving only an empty shell and rubble on the ground then sure, but these buildings aren't very realistically destroyed. The ground is probably too undamaged, but I can't start tearing up the road in any significant way because players still need to be able to get around the level. I refuse to use any of the concrete pile models down there because they present too many snags and sticking points for an area that basically connects the entire level.

Thanks for the suggestions.

EDIT: What picture are you talking about? There are no tile roofs in the first picture.
Posted by BlisTer on Tue Jan 11th 2005 at 6:19pm

seems everyone is doing destroyed buildings nowadays :smile:

in the bottom half of the first screenshot, the left roof texture seems a bit overscaled, and in the right roof texture, the tiles dont fit in the triangle. have an edge so that they dont end abrubtly.
Posted by Cassius on Tue Jan 11th 2005 at 3:23pm

Yeah. The structure of the map looks fine to me, and you did some cool things with the lighting (see 3rd to last screen - wow) but it's like the map has two halves: a ground level that is basically unscathed, and a rooftop level that's all f**ked up.

Though I hate to say it, the lighting needs to be a harsher color, if only a darker gray. Subtle fog (and maybe even dust/fire sprites here and there?) would do you a world of good.

I don't want to trash the map; the effort you put into the design/architecture is apparent in the screens. It just lacks the extra umph of polish needed to jump out at the audience.
Posted by Orpheus on Tue Jan 11th 2005 at 12:07pm

<DIV class=quote>
<DIV class=quotetitle>? quoting fishy</DIV>
<DIV class=quotetext>what stands out a lot, especially the building in the center of the first pic, is the amount of intact windows in a building that has been otherwise devastated. </DIV></DIV>

I'd have to agree and carry it one step further.

if you have been around structures like this, there is a lot of dust. the air is too pristine/clear. the environment and the shape of the structures clash.

also, buildings that are uninhabited even for a short period of time have rampant plant growth. grass will crop up even on the upper floors of a fair sized building. (bird poop and updraft winds.)
if i were you, i would think about un-tidying up the site/map/area.