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 Fri Apr 29th 2005 at 11:24am
[Author]

just using the screens as a reference: you are falling into the
trap of giving more attention in detail to one area, and ignoring
another.
the outside shows much more detail than the inside portion. give equal time to each.

did you look at the example map i posted? its all or mostly all
outside, but the attention to detail extended from top of cliff to
bottom. equal details were displayed throughout the map.
I'm having a huge problem compiling my map, once I do I'll post some
screens of the inside area, those screens are quite old.

I think the inside detail will be good, though right now I havn't gone through and added the finishing touch just yet.

[Edit] oh, yeah the cliff texture... I'll see what I can do, but there
is just not many choices and I dont know if I can make a good texture,
I'll try once I'm done with the rest of the map.
Posted by Orpheus on Fri Apr 29th 2005 at 6:18am

just using the screens as a reference: you are falling into the trap of giving more attention in detail to one area, and ignoring another.

the outside shows much more detail than the inside portion. give equal time to each.

did you look at the example map i posted? its all or mostly all outside, but the attention to detail extended from top of cliff to bottom. equal details were displayed throughout the map.
Posted by omegaslayer on Fri Apr 29th 2005 at 5:14am

Everything looks good, except for the cliff wall texture, sure its fine
to use, but vary the way eveything looks. Maybe place some other
displacements with different rock textures on them to draw away from
the dull brown rock face.
Posted by Cassius on Fri Apr 29th 2005 at 4:25am

DrGlass said:
Its comming along very nice, I just added the kitchen and it has a nice little trap. There is a freezer door that is opened by turning a switch, in side the freezer is an AR2, plasma balls, and alot of health. But the longer the player stays in the freezer the more damage he takes, and the door shuts after a few seconds.
Open door + grav pull all of it = trap subverted.
Posted by Addicted to Morphine on Fri Apr 29th 2005 at 1:27am

Its comming along very nice, I just added the kitchen and it has a nice
little trap. There is a freezer door that is opened by turning a
switch, in side the freezer is an AR2, plasma balls, and alot of
health. But the longer the player stays in the freezer the more
damage he takes, and the door shuts after a few seconds.
Gotta love the doubling damage type :smile:

I hope you figure out the compile problem soon, I want to playtets both
our maps! My favorite screen so far is the canyon shot. I
can't really tell whats going on in the other two. What types of
weapons have you included?
Posted by DrGlass on Tue Mar 15th 2005 at 4:32am
[Author]

Its comming along very nice, I just added the kitchen and it has a nice
little trap. There is a freezer door that is opened by turning a
switch, in side the freezer is an AR2, plasma balls, and alot of
health. But the longer the player stays in the freezer the more
damage he takes, and the door shuts after a few seconds.
Posted by satchmo on Tue Mar 15th 2005 at 2:06am

It's nice to see a different layout for a DM map once in a while. I like the idea, and I think it'll be an excellent map when it's done.
Posted by DrGlass on Mon Mar 14th 2005 at 9:13pm
[Author]

Its going to be quite small, as real brush geometry goes. I'm
going to makes most of the cliff and rock part of the sky box.
I'm going to keep fps very high, it may look vast but its just a
handfulll of displacement maps.
Posted by Orpheus on Mon Mar 14th 2005 at 8:50pm

i highly recommend you dload this map
not to tell you how to map, but to suggest scale and what works and what doesn't
its one of my favorite maps so far, if only it had been optimized a bit, i suffer some frame loss playing it.
still, with your compulsion to BIG MAPS, i feel its prudent i point you to a smaller map of the same general theme.
feel free to say "screw you" just any time.
Posted by Natus on Mon Mar 14th 2005 at 8:42pm

I like the way you made it look like the wires are holding that platform thingy on the first pic, but whats with the black props on the second pic?