dm_swamplight by Finger

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Map Description

This map was born from a chunk of dm_parasite, which I ripped out and built around. The setting is an industrial structure, on the edge of a swampy region. Hopefully a good time to be found for all - enjoy.

Discussion

Posted by Finger on Thu Feb 24th 2005 at 7:13am
[Author]

Well, I'm sitting around at work, waiting for stuff to happen, so I may as well take the time to respond to those who critiqued my map. I figure it would be easier to address the things I decided not to change, which were suggested; as it was the smaller number. Most of the suggestions actually resulted in some action, and I must say the map is better for it.
  • Reno's suggestion to incorporate trap into green-gas room:
Thought about it from the start. I actually built that room with this in mind. I decided against it, when I got the idea for the wall-hole-explosion setup. I was hesitant to do 2 traps. I am actually hesitant to do 1 trap, but the explosion seemed simple enough and not very easy to spam. You are right, the hurtie-gas would have been cool, but not as cool as an explosion IMO (unless they are locked in the room and choke to death, which is too extreme).
  • Orpheus suggestion to move the RPG from swamp area:
I definately understand where you're coming from, and most of the time would agree with the blanket statement that powerful weapons shouldn't be so easily accessible. There are exceptions to the rule, however, and I honestly feel that this is one (feedback from dedicated, experienced, players who tested the map with crowds, online have reaffirmed my thinking). The thing is, a powerful weapon is like a magnet, and when placed properly, can really draw people to the areas of a map that otherwise offer no real reason to traverse. Such was the case with this swamp area. I felt it was such a cool spot, but also out of the 'flow' of the map.

The rpg focuses and draws the gameplay into this area, now making it very valuable. It also has distinct disadvantages: very open, explosive barrels, hard to escape, no ammo to back up the initial rpg stock. It's a very hard area to hold also, and you get picked apart fairly quickly if trying to camp it. It also gives new players a very distinct goal that is fairly easy to find and recognize.

Also, there is a distinct flip-side to placing a powerful weapon in a difficult place to acquire. The experienced player is going to have no trouble reaching it, whereas it will be twice as hard for the noobs, and twice as easy for the experienced player to camp/control.
  • Orpheus suggestion to fill in the small 'gap' in the wall.
You are so right about that - there is no way it would exist in reality; it has no real functionality. But...mmm, I so love it. I tried to dress it up a little with beams and pipes, to make it seem more functional. I just couldn't resist leaving it (for now at least), as it offers such a nice sneak attack on players using that health charger. It's also a good spot to hide little items. I don't know why I am so attached to this crack. I think it's because just a few extra layers of almost meaningless connectivity, is just the kind of thing that reward people who learn the maps. It's a 'hehe, that was cool' moment that can be little gems when playing. When I weigh this against 'reality', reality loses.

Allow me this crack, that's all I ask.
  • Keved suggestion to add some stairs to the recessed area by shield charger, and clip stairs for smoother traversal.
Well, I agree that you sort of get cornered in that little area and stairs would make tha a non-issue. I honestly left if as-is, just for that reason. Being a hardcore DM player, the duck-jump has become totally second nature. It's one of those little skills that you have to master. To me there is real satisfaction and reward for out maneuvering another player, and although I don't want to 'force' players to use it for normal traversal of the map/route. I do like to incorporate it, when it feels appropriate. To me, that little spot offers a min-risk/reward scenario. It's a somewhat tight spot, and going down there for the shield charger makes you just a tad more vulnerable. The reward just a little sweeter when you are good enough to quickly pop right out and whoop some ass.

As for clipping the stairs, I will try it to see how it feels, but I wonder if 'not' having any jarring when using stairs is going to feel stranger than actually having it. You also get the weird 'standing on air' when looking at other player standing on clip brushes. Like I said, though, maybe this is actually a good idea - I will certainly see how it feels.
I think that's about it. Just about everything else mentioned has been used to make this map better. I sincerely appreciate the help.
Posted by Gwil on Wed Feb 23rd 2005 at 3:34pm

It's a bug - lockdown and overwatch both suffer from it. That's why it's such a bad idea to carry barrels around 5 minutes into the game.

Also, keved it seems to be sporadic as to which barrels are affected - I don't think there is a proper workaround, because i've seen the problem in all 3 of the Valve DM maps.
Posted by ReNo on Wed Feb 23rd 2005 at 3:33pm

I don't get why it is like that, as there are no scenarios I can think
of in which you would want a prop to act different on subsequent
respawns to how it acts initially. I really hope it is just a
bug/oversight that they plan on fixing.
Posted by keved on Wed Feb 23rd 2005 at 3:23pm

<DIV class=quote>
<DIV class=quotetitle>? quoting ReNo</DIV>
<DIV class=quotetext>Going by that method though, you need to destroy ALL explosive barrels before any respawn right? If so that sounds like a pretty poor workaround :sad:
</DIV></DIV>
Yep, that's right. There's either the lockdown method in which all barrels must be destroyed then they all respawn (and burn/explode properly), or use prop_physics_respawnables and put up with the only fully working barrels being the initial iterations.
Posted by ReNo on Wed Feb 23rd 2005 at 3:10pm

I assumed the problem with the explosive barrels doing that was down to
a bug that would probably eventually be fixed, but I guess if lockdown
has them done in a different way then perhaps I'm wrong. Going by that
method though, you need to destroy ALL explosive barrels before any
respawn right? If so that sounds like a pretty poor workaround :sad:
Posted by keved on Wed Feb 23rd 2005 at 3:04pm

<DIV class=quote>
<DIV class=quotetitle>? quoting Orpheus</DIV>
<DIV class=quotetext>
however, whispers to keved you need to read my tutorial :biggrin:

</DIV></DIV>

Sorry Orph, guess I've been using ADSL at work & home for too long now. Can't remember what a modem dialtone sounds like, or the pain of waiting for pictures to download. :sad:

Finger, there's a problem with your explosive barrels. The initial batch of barrels will first burn for a few seconds then explode, however, when a barrel has been destroyed once, from then on it will instantly explode even if hit with just 1 pistol bullet, and they won't burn or explode at all if hit by splash damage from other exloding barrels.
Maybe you're using prop_physics_respawnable for the explosive barrels? To set them up so the barrels will burn first and take splash damage, basically they should be prop_physics, increase a maths_counter when destroyed, then when all explosive barrels in the level are destroyed the maths_counter fires a point_template, which respawns the explosive barrels correctly. Take a look at the lockdown vmf for more info.
Posted by Orpheus on Wed Feb 23rd 2005 at 11:28am

<DIV class=quote>
<DIV class=quotetitle>? quoting Finger</DIV>
<DIV class=quotetext>Great stuff. I don't think I've ever had so many screenshots taken of a map before :razz: </DIV></DIV>

i was speaking true, i do not pre-read comments posted by my mates here if i am sure i will critique a map. i dunno about the rest, but i have noticed that we each seem to have our own private niggles we look for. it didn't even occur to me about items, as i assume that until a map is completed they are only place holder items anyways. (unless its blatant like the RPG)

it is nice to know and gives you a good feeling to be associated with people who give such quality feedback.
however, whispers to keved you need to read my tutorial :biggrin:
Posted by Finger on Wed Feb 23rd 2005 at 9:56am
[Author]

Great stuff. I don't think I've ever had so many screenshots taken of a map before :razz: I've covered most of the observations from reno and orpheus, with tonights work. I'll shape even more up, based on your points.

You've definately caught on to one thing - I just kind of threw props in the level. I did this with the intention of proper placement later, but at the time, just wanted to get something in for playtesting.

I have already replaced the green tile floor texture with a non-bump version, so maybe that will help the swap buffer issue. I haven't had any problem with it personally (1 gig of ram maybe?), and hadn't heard of anyone from steampowered experiencing problems with that area, but those +showbudget screenies sure don't lie. Doesn't happen on my machine, though. I'll make sure it's not an issue before release, even if it means replacing textures.
Posted by keved on Wed Feb 23rd 2005 at 9:01am

Posted by Finger on Wed Feb 23rd 2005 at 4:19am
[Author]

Orph, thanks for the indepth review. Definately food for thought, and nice that it was generally a different perspective than Reno's. Between the two, I've got more than enough feedback to kick this level up a notch. Once addressed, I will try to respond to most observations, so you know how my changes reflect your critiques.