dm_cliff by DrGlass

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Map Description

[may 7] Beta is now avalible, I'm going to try and get it on the snarkpit server. There are still a few problems, but they are only visual (that I know about)

[may 2] Well I left Cliff to compile over the weekend and I finaly got the damn thing to work. I may have found my problem, all I need now is a solution.

Media update aswell. The main open area too a huge performance hit. Went from 50fps to 15 fps with little or no addition to the area (strange) but that is the area where I have found a problem.

[april 26] Huge amount of progress here. Though I have no new screens to show. The lay out came together and everything is looking great. I havn't been able to compile due to (I think) a HINT brush error. I left my map compiling over night, almost 14 hours, and it wasn't done... I'll go through and tweek some HINTs. I think this compile will be the last one I need for public beta.

[update] Small update. Changed the natural light, made my first trap... its all comming together well.

A small Deathmatch map located in a cliff side old industrial complex.

The battle will take place on both sides of the canyon. On one side is a small visitor center and on the other is a cargo loading platform. Most of the action will take place out side near the cliff edge.

Discussion

Posted by DrGlass on Sun May 8th 2005 at 4:54pm
[Author]

eeh, i still get the missing cliff texture checkboard thing, are you using a texture from hl2 or hl2dm?
try it again.
Posted by Natus on Sun May 8th 2005 at 12:56pm

eeh, i still get the missing cliff texture checkboard thing, are you using a texture from hl2 or hl2dm?
Posted by DrGlass on Sun May 8th 2005 at 4:38am
[Author]

I did a quick run-through. I'm going to be fairly blunt:
  • There are light-colors other than red! Use them!
  • Framerate is terrible. 20-30 FPS averages in main fighting areas!
    It'll get even worse when there are actually other players. This is
    probably the biggest problem right now, and was a big problem with
    dm_park. (note that I have a fairly high-spec system, and average about
    80 FPS on Overwatch)

    </li>
  • Lack of landmarks in the hallways. No idea where I was in the
    context of the rest of the map. The rooms are all similar - pipes,
    machine soundscape, red lighting. Dedicate more resources to big
    details that are memorable... In the big picture, all of those little
    brush details don't really matter. (especially when framerate is
    suffering so much!)\</li>
  • Less
    hallways! They aren't very interesting to fight in. There's two ends
    and a long stretch of floor in between; not very special.

    </li>
  • Cliff texture was missing.
    </li>
I can only think of two places with red lights. I used more dark yellow/env_light than anything.

bah! I'll see what I can do with the fps, I may just cut out the far part of the map.

I cant say I agree with the lack of land marks, other than the red
hallway I felt that it was pretty obviouse where you were though I made
the map so its hard for me to tell. I think I will try and open
up some more of the level so there are less hallways (that was
something I was worried about).

So the Cliff shows up as checker board? I thought I used a HL2 texture! I'll add that to the download right now.

Texture is updated, sorry about that.
Posted by Campaignjunkie on Sun May 8th 2005 at 3:21am

I did a quick run-through. I'm going to be fairly blunt:
  • There are light-colors other than red! Use them!
  • Framerate is terrible. 20-30 FPS averages in main fighting areas!
    It'll get even worse when there are actually other players. This is
    probably the biggest problem right now, and was a big problem with
    dm_park. (note that I have a fairly high-spec system, and average about
    80 FPS on Overwatch)

    </li>
  • Lack of landmarks in the hallways. No idea where I was in the
    context of the rest of the map. The rooms are all similar - pipes,
    machine soundscape, red lighting. Dedicate more resources to big
    details that are memorable... In the big picture, all of those little
    brush details don't really matter. (especially when framerate is
    suffering so much!)\</li>
  • Less
    hallways! They aren't very interesting to fight in. There's two ends
    and a long stretch of floor in between; not very special.

    </li>
  • Cliff texture was missing.
    </li>
Posted by DrGlass on Sun May 8th 2005 at 2:03am
[Author]

Ok, Download is now up and Beta is out. There are still a few
problems, but I want to test out gameplay before I stress over any more
details.

I'd love to get this on the server for testing. Maybe get some people together monday or sunday.

the issues.

-cubemap/lighting issue in about 4 places

-lighting mistake in lift room

-fade distance problems all over the map

-some sound issues

-smoke goes through the floor in one area
Posted by DrGlass on Wed May 4th 2005 at 4:42pm
[Author]

Nice pictures!
Oh who am I kidding they are the BEST! I AM GONNA CRY EVERYTIME I LOOK AT MY MAPS!!!

Anyway can you help me master!
I noticed the light rays and I
need to know what folder they are in and if they can be resized etc
because the ones I use don't fit my map!
Effects folder. Turn off shadows and collision. they self animate.
Posted by habboi on Wed May 4th 2005 at 4:30pm

Nice pictures!

Oh who am I kidding they are the BEST! I AM GONNA CRY EVERYTIME I LOOK AT MY MAPS!!!

Anyway can you help me master!
I noticed the light rays and I need to know what folder they are in and if they can be resized etc because the ones I use don't fit my map!
Posted by DrGlass on Tue May 3rd 2005 at 11:36pm
[Author]

New screens:

User posted image

User posted image

User posted image

User posted image

User posted image
Posted by DrGlass on Tue May 3rd 2005 at 9:45am
[Author]

DrGlass said:
hey! I thought the city map looked pretty good, sure it
didn't run well and the wepon placment was crappy and the skybox
sucked... and other stuff but in my defence that was like 5 days worth
of mapping for an engin I didn't understand yet :wink:

/throws rotten fruit
5 whole days huh :lol:

No_Patience took me in excess of 6 weeks workin on it steady to perfect it, and it still was released with a couple bugs.

at the time, I had ... 3+ years worth of WorldCraft experience.

5 days.. /me giggles
I have high hopes for this map, if I can work out the kinks...
Posted by Orpheus on Tue May 3rd 2005 at 9:06am

DrGlass said:
hey! I thought the city map looked pretty good, sure it didn't run well and the wepon placment was crappy and the skybox sucked... and other stuff but in my defence that was like 5 days worth of mapping for an engin I didn't understand yet :wink:

/throws rotten fruit
5 whole days huh :lol:

No_Patience took me in excess of 6 weeks workin on it steady to perfect it, and it still was released with a couple bugs.

at the time, I had ... 3+ years worth of WorldCraft experience.

5 days.. /me giggles