Prison Riot (HL2DM Bombing Run) by keved

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Map Info

Map Description

A Capture The Flag level set inside a prison during a riot. The prisoners are in command of the prison, with Combine armed forces brought in to breach the walls.

CREDITS:

Unknown author of tdm_flagtest.vmf which served as a basis for my ctf entities.

The doorways with six glass panels are from the Valve DM_Lockdown vmf file. All other brushwork is new.

The creators of the HL2CTF mod for their feedback.

The guys and gals at steampowered.com and snarkpit.net for their feedback.

Discussion

Posted by keved on Wed May 11th 2005 at 8:16am
[Author]

Hi guys

The new beta is available to check out. It's gone straight from beta 4 up to beta 10 so there are too many changes to mention (I've been creating new betas for the HL2CTF.com mod version and have waited until having a settled layout etc before releasing a new beta of this HL2DM version).

Comments & feedback is very welcome.
Posted by keved on Fri Mar 11th 2005 at 9:08pm
[Author]

<DIV class=quote>
<DIV class=quotetitle>? quoting onniguru</DIV>
<DIV class=quotetext>This is, however, one of the few good maps ON the CTF mod right now. Most of the maps that I've seen on the mod (that appear ONLY on the mod) suck.

</DIV></DIV>

All that I do for the HL2CTF.com mod is supply new versions of Riot for them, I don't have any say in anything else to do with the mod. But the mod authors have told me they recognise the lack in quality in some of the maps they're using right now and their main aim over the next few version is to improve map quality. Like you say, it is only beta 1, the quality will increase given time.
Bandit/Nugget - I'll probably be using ctf_prisonriot for the final version. In the recent Valve vs HL2CTF community games, 2 of the 3 games were played on the version of Riot I did for that mod, but the bsp is called ctf_prisonriot. Like I say, I'll prob be renaming the HL2DM version so it is ctf_prisonriot too.
Posted by onniguru on Sun Mar 6th 2005 at 7:56pm

I've played both the deathmatch version of this map and the version for
the CTF mod. In some ways, I like the deathmatch CTF version
better than the one for the actual CTF mod...however, in truth the CTF
mod is still in beta 1, so things might improve there in later releases
of the mod itself.

Rant:

This is, however, one of the few good maps ON the CTF mod right
now. Most of the maps that I've seen on the mod (that appear ONLY
on the mod) suck. I mean they REALLY suck. Some are just
giant boxes with thick block walls separating them, with no
architectural detail in them at all. A couple others are simply
tiny...smaller than many HL1 maps. I guess peeps who can't or
don't want to be bothered making quality detailed maps for HL2-DM or
CS:S, are making instead making maps for 3rd party mods, where the
sheer lack of available maps means that cheaper maps will get play time.

So far all my favorite CTF maps are still for un-modded HL2-dm
play. This includes Sectarra Ridge [sic], which has many special
functions, and whose main flaw is being 32 mbytes :biggrin: . Another
favorite map of mine is one that has five checkpoints, and the team
that captures all five checkpoints wins the match...it gets points for
uniqueness.

This map is good too, though :wink:
Posted by Wheelchair BAndit on Fri Mar 4th 2005 at 4:36am

You may want to consider renaming your map. I have a map released
under the same name for TFC: http://www.snarkpit.com/maps.php?map=1155
(Nugg3t is my old username BTW)

I also have a remake of it in production on source (for the Fortress Forever mod) under the same name =/

Just a suggestion.
Posted by keved on Wed Mar 2nd 2005 at 7:00pm
[Author]

Sorry for the delay in responding. Just started a new job which requires 90mins travel each way. Haven't got much free time this week.

The light_env has indeed changed. The exterior is both brighter and less obviously blue.

I won't be making the lights react when shot or making the lights dynamic. :razz: I've limited the dynamic props to half-a-dozen and the fewer dynamic stuff in multiplayer, the better.

As for the lighting in the cell, the grate in the ceiling above is just a texture; it won't cast shadows. This isn't raytrace rendering or anything, you've gotta expect some things not to cast shadows, plus the lightmap resolution wouldn't be high enough for shadows from the thin metal grate anyway. :smile: . But I will try increasing light bounces and see what it looks like.

Thanks Orph.
Posted by Orpheus on Sun Feb 27th 2005 at 7:14pm

Only did a quick run-through, as i still am sick as a dog and have no energy today :sad:

these are just some quickie observations and mean nothing, if you chose to see them as such.

User posted image

May be my wishful thinking, but the light level is much improved. It seems much brighter outside now, without actually ruining the night theme. Nice job.

User posted image

May be just me, but this repeating texture looks wrong. I am unsure if there is a satisfactory replacement, but this one is wrong IMO.

User posted image

Floor seems much to thin. Dunno why, but it caught my attention.

User posted image

Light still doesn't sway when shot :razz:

User posted image

Now this is a tuffy to explain, and a bitch to get into one screen shot as well. Notice specifically, the lights on the floor. you have the spotlight on the top, shining down on the bottom left, and the environmental light shining on the floor center. There is nothing actually wrong with the angles, but having that bright a light shine on the floor would blur out any ambient light such as the environ would cast. i suggest you increase the bounces. this map has IMO way to sharp a shadow line between light and dark. some areas actually look like they are in vacuum, as the line is so sharp. also, the light is not casting the correct number of shadows. the grate in the ceiling has no shadow, but the bars do. i hope all that made sense. i will gladly try to re-explain it if it is unclear.

now, i am going back to bed, /me feels woozy.
Posted by Orpheus on Sun Feb 27th 2005 at 6:43pm

<DIV class=quote>
<DIV class=quotetitle>? quoting ReNo</DIV>
<DIV class=quotetext>Yeah I might need that mate, I've tried about 4 times now and its stopped at a different point each time :sad:
</DIV></DIV>

i will do it but in the mean time try this as i have had s**tload of keveds links go bad when i click on them.. when it stops, leave the process window open, and restart the download. it will usually complete. then you can close both when its finished.
dunno why, but every time i dload a link from keved it borks :sad:

[edit]

try this link

if that fails, go directly to my briefcase and look in the "keved" folder.
Posted by ReNo on Sun Feb 27th 2005 at 4:31pm

Yeah I might need that mate, I've tried about 4 times now and its stopped at a different point each time :sad:
Posted by Orpheus on Sun Feb 27th 2005 at 4:11pm

<DIV class=quote>
<DIV class=quotetitle>? quoting ReNo</DIV>
<DIV class=quotetext>Download took ages to start for me and then about 10% in I got an error saying the file couldn't be found :sad: I'm trying it again, I'll let you know if I have the same problem.
</DIV></DIV>
i can upload to my briefcase if need be reno.. lemme know.

[edit] critique will have to wait, must got to town on errands. BRB
Posted by ReNo on Sun Feb 27th 2005 at 4:10pm

Download took ages to start for me and then about 10% in I got an error
saying the file couldn't be found :sad: I'm trying it again, I'll let you
know if I have the same problem.