Dm_Compound by neoshock2k

Map Rating

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Map Info

Map Description

Maps looking good. A small secret combine installation, plenty of places to roam and things to do. Has a working crane, some cool architecture, some funky doors to the base that dont lag up the fps, or slow gameplay.

Has a teleporter downstairs in the bunker, plenty of places to see, good flow around the level.

Ok guys the maps up on rotation please critique any bugs you find on the map in the maps section. Im working on the final version atm so please playtest it hard :D

Discussion

Posted by neoshock2k on Sun Apr 17th 2005 at 5:51pm
[Author]

kk cool ill post before the server match at 9 tonight

the crane is a loading crane for equipment in the courtyard btw. tis still empty in places, not fin yet but should be better in new version. Thnx for the input dude.

ste
Posted by DrGlass on Sun Apr 17th 2005 at 4:36pm

I gave it a run around last night. Lots of small problems.

Crain seemed out of place.

Very empty and blocky is some places.

I'll give you a real review when the new version comes out.
Posted by neoshock2k on Sun Apr 17th 2005 at 8:23am
[Author]

:biggrin: thanks for the input. Yeah the trees are all sorted now. The screenshots were in the lod map version where the trees were func details, but now theyve been scaled down and boxed in a sky_camera. Ahh fps also went up by 5 - 10 :biggrin:

Im hoping to do a big raz session on the map soon and finish of those realism details. at the moment im waiting on natus to help me with some hint brushes and occluders. The fps are slowing down when i view the map from 45 degrees, due to valves vis dont like angles :sad: but like i say im werking on it.

Now i know the maps worth blazing u guys r gonna be stunned soon :biggrin:

Ive now got my rebel and combine entities working btw, so im gonna build the finishing touches in, add a few more decals, finish the hint brushing, then im gonna work on my sky camera to make sure like u guys say u get where the hell u r :biggrin:

By the way im undertaking a new map soon once this is done. Id luv to work in a team for this one, so if anyone is interested uve seen what i can do. the concept is around "Alcatraz", like the prison u know. got sketches in me head for a lyout and i think it would run beutiful as a map. if theres any interest let me know.

Btw if u guys r gonna host the map on snark please let me know i wanna play :biggrin:

Happy gaming all

UncleSte

<div class="abouttext">Message submitted 7 minutes after original post:</b></div>
O yeah btw the idea was kinda a secret combine installation that is set in the middle of mebbe a forest that has like a security booth at the entrance and like gates going in. Im ay need u guys helkp with some ideas on how to spoof the surrounding area correctly.

At the mo id dont look bad but theres still a sense of isolation.

Also i wanna add a few more items in tyhe main courtyard area, any suggestions would be welcome.

UncleSte. :grenade:

(Btw gg to natus, glass, and orph last night)
Posted by Leperous on Sun Apr 17th 2005 at 6:23am

Reminds me of that un-finished highway that goes through half of Bangkok, for some reason :confused:
Posted by ReNo on Sun Apr 17th 2005 at 1:06am

Looking at the second shot in particular, it looks like it has
potential. Like Cass, I'm really not sure what I'm seeing, but whatever
it is it doesn't look bad :smile: I'll give you a shout tomorrow and
hopefully we can get this tested before or after the snarkpit clan
match at 9pm GMT.
Posted by Cassius on Sun Apr 17th 2005 at 12:30am

I can't quite tell what it is.
Posted by satchmo on Sun Apr 17th 2005 at 12:19am

Quite a visually stunning map. It has character, and the architecture is unique enough to make it stand out from all the other dm maps.

I think the light_environment could be slightly brighter (150). It's true in real life that even light at dusk is quite bright. The color changes dramatically from minute to minute, but the intensity remains relatively high all the way until the last ray of light disappears into the night.

From the first screenshot, the trees would look better if they're at different levels (adjust the base of the model so they vary in height position).

I won't know the gameplay until it's on a server, but it sure looks fantastic.
Posted by neoshock2k on Sat Apr 16th 2005 at 9:49pm
[Author]

ok all new version all ready for playing fps increased on outside areas, now ranging from 70 fps at worst, up to 100fps in best areas.

link is [size=13][color=#0000ff]

http://www.musicforbugs.co.uk/dm_compound_1-2_.zip

enjoy all.

UncleSte

[/color][/size]
Posted by neoshock2k on Sat Apr 16th 2005 at 11:49am
[Author]

ok the map link is up for alpha 1. doing big work on the skybox and portalling, and hinting, and decals at the moment. will release the next version when it is looking good.

http://venus.walagata.com/w/neoshock2k/dm_compound_a1.zip
Posted by neoshock2k on Sat Apr 16th 2005 at 11:41am
[Author]

cheers dude. I would hop eit will be good enough fer snark soon. it still needs a little boosting up in certain areas. Ive emailed the vmf to natus, he sed he will rtry to improve my hint brush solution, and add some more occluders etc.

illl try google now, and will update my map section with the link asap. Will try to get the map togehter fior later on so please will all downloaders comment, and let me know any problems.

Thnx

UncleSte.