Dm_Park by DrGlass

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Map Info

Map Description

[March 9th update]

Performace update, I'm going to try and play test this bad boy. Much better fps and wepon placement.
This was a three day project to create a contest map for hl2:dm

There is a large canal running down the center seperating the two sides. On one side is a parking lot and a building that is under construction. The other side is a small back alley projects area.

Players have to fight their way to the higher ground or risk running into the middle for the powerful rocket launcher.

[jan 16th update] Well I'm going to put this at 100% because I feel that I am done, becuase valve has the map and I dont think I should change it. I would much rather play test it... alas...

Discussion

Posted by DrGlass on Fri Dec 28th 2007 at 6:40am
[Author]

It very well may be lost forever
Posted by ChrisInVT on Sat Dec 8th 2007 at 7:38pm

Looks like an awesome map, but the download link is broken :(
Posted by DrGlass on Sat May 7th 2005 at 1:00pm
[Author]

Wish I had known it was on rotation, performance was pretty bad and I dont plan on trying to fix it.
Posted by 417 on Sat May 7th 2005 at 7:38am

I like the gameplay on this map and it's original design. Most gamers don't run well enough systems to handle it's detail though so it had issues with a lot of players on it. Thus we had to pull it from our rotation.
Posted by DrGlass on Fri Mar 11th 2005 at 8:34pm
[Author]

I agree, I made this back when I didn't yet understand the limits of
hl2. I wanted an open, multi level fight. On to more and i
can only hope better mapping.
Posted by Orpheus on Fri Mar 11th 2005 at 5:29pm

i haven't looked at the last release, but the issue as i saw it was.. you broke the most basic fundamental rule in mapping.

"you can see almost everywhere, from anywhere."

IMO, this map was not much better than a killbox, albeit, with much more inside the box.

this map would have played alright with everything on one side or the other of the canal removed.
Posted by DrGlass on Fri Mar 11th 2005 at 4:28pm
[Author]

thanks guys, I think your right. I bit off more than I or the
engin could really chew. It would be more work to re-do and
re-fix the map than it would be to start over and make one that wasn't
a rush job.
Posted by Orpheus on Fri Mar 11th 2005 at 8:58am

WOW, i think I'm feeling faint.. CJ agreed with me twice in as many minutes..

/me goes and lays down..
Posted by Campaignjunkie on Fri Mar 11th 2005 at 5:22am

I agree with Orph; a lot of reworking is in order! :smile:

The layout is very impractical and needs LOTS of optimization. I was
averaging 20-30 FPS in the main canal area (and I have a pretty
high-end machine); common areas like these should have the highest
framerate and less detail, because they will be the most traveled
areas. Way too much to render all at once.

Source can handle very open expansive environments, but you still have
to stay practical. Building a whole cityscape, canals, sewers, and
parking structure along with water (which reflects everything and
practically halves framerate!) is pushing it to the absolute limit, I'm
afraid. I see some promise in some of the setpieces, so I think you
just need more experience with layouts in general.

I suggest looking at some other maps (dm_torque or dm_np_refinery come
to mind) to see how they keep flow efficient and consistent. Don't give
up! :smile:
Posted by Orpheus on Thu Mar 10th 2005 at 9:13pm

Son and i playtested this map.. it needs a lot of tweaks. i suggest you acquire a HQ critique before releasing.