Dm_Under by DrGlass

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Map Description

This is my second go at a map, my first wasn't bad but It didn't work out. I'm going to try and submit this to the valve contest if I can finish it in time.

The map takes place in the sewers of city 17. There is a huge battle going on above ground, which can be seen and felt.

I plan to add a few traps and other ways to get hurt, there will be 'puzzles' that will give better wepons (like pulling wepons under fences or out of fires)

everything is working out well and I should have a finished product with in the week.

Discussion

Posted by Agent Smith on Mon Jan 10th 2005 at 5:06am

Looking good. Some of those shots, particularly 3, 4 and 5, look very
quakish, which can be a good thing if your going for that kind of
theme, but can be negative if you trying for realism. I'd recommend
looking up some pictures of sewers for a reference, as its the best way
to create a realistic scenario, even if your map is composed of various
different style sewer scenes.
Posted by Tracer Bullet on Sun Jan 9th 2005 at 6:47pm

If you want to get more contrast from your light_spot ents, you should set their falloff value to "linear". My experience has been that the HL2 spots just aren't bright enough otherwise.

Screen 1

<BLOCKQUOTE dir=ltr style="MARGIN-RIGHT: 0px">
Nice touch :smile:

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Screen 2

<BLOCKQUOTE dir=ltr style="MARGIN-RIGHT: 0px">
I don't much like this shot. I think the red light is too strong, and I can't see where it is coming form, which bothers me. Those concrete supprts on the left seem very wrong to me. I don't like the shape, and I don't like the texture you have used. In another setting, they might be great, but they look far to clean and artsy for a nasty rusty sewer! I think part of the problem is that it is just too square. If you remove those silly pillars, that is one boxy hallway.

[/quote]
Screen 3

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Very nice. I still don't like the shape of that pillar on the left, but it fits much better into the rest of this shot.

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Screen 4 & 5

<BLOCKQUOTE dir=ltr style="MARGIN-RIGHT: 0px">
Overall I like it, but I think you need to tone down the glow around your red lights. try loooking at a light in real life. It only has a "glow" to it in the sense that these sprites give if it is very bright! Your red lighting is an accent, and the lights are very dim. Because of this the glow just looks wrong. I also think you ought reduce the red lighting a tag, and as I said above, make those light_spot ents use linear falloff.

[/quote]

This is showing some good promise. Keep it up. :smile:
Posted by Dark|Killer on Sun Jan 9th 2005 at 4:46pm

Wow nice map...keep up the good work, i like the architecture....
Posted by habboi on Sun Jan 9th 2005 at 4:23pm

I like the car that has crashed and the third pic looks great with all the walls and floors destroyed!

Well Done :biggrin:
Posted by DrGlass on Sun Jan 9th 2005 at 4:09pm
[Author]

yeah it says 40, but they really dont work like they should. Then
again I'm only using the simple default compile options... I wish I
could get batch compiler to work.
Posted by Joe-Bob on Sun Jan 9th 2005 at 5:36am

Hmm, I suppose you could always check your lights.rad file and make
sure that there are textures in there... and I think that maybe RAD
tells you how many textures you have in that file... I think the
default is like 40 or so.
Posted by DrGlass on Sun Jan 9th 2005 at 12:11am
[Author]

Indeed, I just finished a section with some good elevation.

I am having a very hard time with the lights, the fact is that all of
those lights are light_spot. I dont know if texture lighting
still dosn't work or what. I think I will take some of the glow
sprites out, they can be a little much is some areas.

I'll have some more pics soon.
Posted by Desert Gunner on Sat Jan 8th 2005 at 11:38pm

I love the car crashing through the cieling!!!
Posted by mike-o on Sat Jan 8th 2005 at 9:48pm

Howd that car get in there?
Posted by Joe-Bob on Sat Jan 8th 2005 at 8:46pm

It looks interesting, but I don't see any evidence of vertical
gameplay. While some rooms are certainly better like that
(dm_lockdown's showers, and even they have a tiny bit), there should be
some varied elevation to shoot from. The lighting could use some
work
as well, dm_lockdown is a great example for that as well. For
example, use more light_spotlights (or whatever that non-volumetric
entity is).

I like that room in the last two pics, and I hope you stock it well
with props. Some people do complain that new HL2 maps rely too
heavily on props, but the fact is that HL2 itself relies heavily on
props. Fortunately, it's what makes HL2DM fun.

Last, that third pic could use some good smooth groups. It would really make those columns look cool.