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 Orpheus on Sun Feb 27th 2005 at 4:05pm

OK, scraps screens.. thanx for the direct link.

if i made the mistake, other may too.
Posted by keved on Sun Feb 27th 2005 at 3:54pm
[Author]

<DIV class=quote>
<DIV class=quotetitle>? quoting Orpheus</DIV>
<DIV class=quotetext>sadly, i cannot tell with any certainty that i have a new version. the name changed but mine says:"ctf_prisonriot_b1" and is only 12.5 megs :/</DIV></DIV>
Pls make sure you've downloaded http://www.keved.com/ctf_riot_b2.zip The bsp should be called ctf_riot_b2.bsp and around 15mb in size. Seems like you've downloaded beta1 for the www.hl2ctf.com mod.
Posted by Orpheus on Sun Feb 27th 2005 at 3:49pm

sadly, i cannot tell with any certainty that i have a new version. the name changed but mine says:"ctf_prisonriot_b1" and is only 12.5 megs :/

i did however take a few screens.. mostly just opinionated screens, nothing that needs altered unless you concur.

i will post them in a few.
Posted by keved on Sun Feb 27th 2005 at 2:40pm
[Author]

Beta 2 is now available - feedback is very appreciated.

Changes in beta 2:
  • Lots and lots of visual changes. Far too many to mention individually.
  • File name changed from tdmctf_riot to ctf_riot.
  • Game type changed from Capture The Flag to Bombing Run.
  • Layout simplified above the entrance to each base.
  • RPG moved to a more precarious location.
  • Restored bump mapping on textures (beta 1 had bump mapping removed from 3 floor textures).
Much of the lighting has been totally redone. Hopefully you should now find the lighting isn't as flat as it was, yet still retains the oppressive prison feeling.

I did experiment with the light_env colour but opted to keep it a dark blue. Having a warmish colour, such as a sunset, resulted in weird looking isolated blobs of more colourful light on the interior floors (ie where the light_env is coming through windows above).

I'm pretty much at the limit of adding more detailing to the level - the bsp is now 15mb. Apparently the default filesize for servers uploading files to clients is around 16mb, so I don't really want to increase filesize any more & risk servers not giving the bsp to clients.

Comments are welcome. Thanks.

Edit: forgot to mention, if anyone has any ideas for what the balls get fired into (must fit into the prison theme), feel free to let me know.
Posted by Orpheus on Tue Feb 22nd 2005 at 7:20pm

<DIV class=quote>
<DIV class=quotetitle>? quoting keved</DIV>
<DIV class=quotetext>
Not at all mate. Lots of valuable feedback there for me. Thanks very much for your efforts.

</DIV></DIV>

sighs with relief

/me was worried.
Posted by keved on Tue Feb 22nd 2005 at 6:39pm
[Author]

<DIV class=quote>
<DIV class=quotetitle>? quoting Orpheus</DIV>
<DIV class=quotetext>me musta went to far. :</DIV></DIV>

Not at all mate. Lots of valuable feedback there for me. Thanks very much for your efforts. By the time beta 2 is done I'll probably have spent another 10 hours on it, mostly sorting out the visuals - lighting changes, extra detailing, etc.

RE: the shadows under the benches. The shadows for ammo pickups had been disabled but no such option exists for the weapons. :sad: There are lots of weird weapon & dynamic prop shadows in many maps I've seen...items placed on a roof with the shadows in the room below etc. Not a great deal I can do about it really.

RE: the alcove - it is indeed intended for a defensive purpose. An "outlook" post of sorts, to see attackers coming in relative safety.
RE: the stairs...yep fair point, I thought that myself so have already changed them. :smile:
Posted by Orpheus on Tue Feb 22nd 2005 at 5:50pm

/me saw keved read this.

me musta went to far. :
Posted by Orpheus on Tue Feb 22nd 2005 at 4:00pm

Notice: I do not play CTF maps so all i will do is concentrate on what i see that needs altering from an editing standpoint. Game play will have to be done by someone who plays this type of map. I also noticed that my screen shots are a tad bit darker than in the game, so do not base light intensity on my screens. Another thing of note, I do not really read other peoples critiques till I have done my own. In this way I do not pre-judge a map and possibly alter my views before I have even seen the map. If I comment on something that someone else has already, consider it note worthy enough that more than one person saw it and move on. Lastly, as i stated before, due to the HL2's engine ability, machine size is going to effect a critique in some ways. I may not notice some slowdowns now that I used to on my older machine. I figure however, anything over 30 FPS is all goodness.

Now without further delay..

User posted image

Spawnpoint, at least the one I spawned on. Yes I realize the map is a night, or early morning setting, but i feel the light level can be raised just a bit. The colors hurt my eyes at this intensity. It could be only my eyes, but since this is my critique, I can only say how i feel. A bit more fog couldn't hurt. The cloudy sky would lead someone to believe that its almost ready to rain, or the humidity is high enough to warrant some fog.

User posted image

2 things caught my attention right off. 1) the entry from this way looks built. Not by convicts, but by engineers. They had frames around the holes, where convicts would have settled for just opening the way enough to grant egress. 2) the rooms/cells were so empty. No debris, no dirt, not even a pile of old feces.. nothing. It was almost sterile. Of course this could be due to its unfinished nature, but at 90% or more completion, this map should have already contained a fair amount of ambient items. At the very least some old papers. The rooms/cells were mostly vacant of normal living items such as beds and potties. No sinks or other of the normal amenities were present.

User posted image

No one would bother propping that door against that pillar.

User posted image

Due to the light level in the map, I overlooked, or nearly overlooked a fair amount of items. I suggest some sort of an identifying feature. In my map Apex, it was dim like this and I added light spots over every item location to assist fragging.

User posted image

Shadow under bench.. /me wonders how when none of the other items did this on any bench.

User posted image

I asked myself at each end (red and blue) what would be the purpose of such a dead end alcove? No weapons of note existed. Perhaps I simply overlooked the purpose such as defensive. shrugs

User posted image

Utility light above, old construction below would have been a nice touch. Perhaps a clean-up job left unfinished.

User posted image

This washer area is sadly insufficient for so vast an instillation.

User posted image

Heavy weapon and easy access = bad. Weapons of this nature should be medium to difficult to attain. Same holds true for that crossbow you had lying on the floor elsewhere I saw.

User posted image

Where did all that debris come from? That pile of stuff could never have originated from above. Also it seems made up of rock, where dirt and concrete would have more likely been the major materials involved.

User posted image

Them are the strongest electric wires in the history of construction :lol:

User posted image

More debris, wrong material. I would also venture a guess that some plant life would grow this close to the outside. Drifting seeds and bird poop would guarantee that much.

User posted image

Broken rails, no debris below.

User posted image

Them have got to be the ugliest stairs in the history of editing :lol: .. seriously, they need help. They almost look added as an afterthought.

User posted image

I was wrong, THESE are the ugliest. :biggrin:

User posted image

I saw these lights sway when shot in other maps.. Would be a nice touch in this one as well.

Overall, a very nice map.. Considering its these. Prisons tend to be littered with dead ends so I never mentioned them. I think once the ambiance is addressed this map will move up several notches in its quality.

I would be happy to do a second critique after these things I posted are addressed, assuming I have not totally pissed you off thus far :smile:
Posted by Orpheus on Mon Feb 21st 2005 at 2:39pm

LOL, how is it, your 3 posted screens are so well optimized, and your 3 extra screens are so.... not?

i am truly busy today, but i do want to give this map my full attention bud. if i am able, i will get to it today sometime.. (my today, not yours :biggrin: )

anywho's /me is off for the day.. be good.
Posted by keved on Mon Feb 21st 2005 at 2:14pm
[Author]

Thanks for your feedback Agent Smith/Dr Glass, all good stuff which I'll be doing something about for beta 2.

DrGlass, there are already some servers running the level. When I did this search at game monitor there were 5 servers to choose from.

http://www.game-monitor.com/search.php?map=tdmctf_riot_b1&game=all&country=