dm_comsci by Addicted to Morphine

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Map Description

I'm attempting to create a map with a lot of vertical gameplay.

In an attempt to focus on gameplay, I'm only creating the very basic brushwork. Once I'm happy with the gameplay I'll add textures, lighting, props, and more detailed geometry.

The theme of the map is undecided at the moment. Although I'm leaning towards the inside of some sort of Combine science testing silo.

I would appreciate any comments on the general layout so far. There is much much more to be done, and I'll be updating the screenshots as I go along.

Discussion

Posted by Push6 on Thu Apr 28th 2005 at 12:31pm

This looks like its got the potential to be alot of fun, hope you can
pull it off. It could just be me, but the glasswalk ways seem a bit..
thick? maybe make them a bit thinner? Apart from that though, it sounds
alot of fun.
Posted by Addicted to Morphine on Thu Apr 28th 2005 at 12:14pm
[Author]

Ok sounds good. I'll keep my eyes open for a test night.

I'm going to vary the light colors like you suggested.

As for the Dev textures... I found that particular texture to be the
least annoying when blanketing every surface. Maybe they are
still annoying, but I can't think of another that would be less
irritating.
Posted by Addicted to Morphine on Thu Apr 28th 2005 at 12:10pm
[Author]

Hey satchmo,

Thanks for all your suggestions! You've mentioned some really really good ideas that I'd like to try to implement.

Right now for the theme... I am leaning towards some sort of combine
weapons/research silo. So I have my texture set, I just have to
do a good job of applying them.

I'm glad you like the layout! It's fairly simple now (although I
may add a few more routes to the top because right now there are only a
couple).

I never liked ladders in deathmatch, but they might be added as an
option somewhere in the corridors, I actually already have an idea
brewing for an alternate route... I guess I'm just worried
there's not enough connectivity. I'm hoping there's flow, but I
want more options to keep the games fresh. I'll need to playtest
this to confirm. Check out the new chapter I have about the
completed alpha.

I like the idea of windows so you can see people run by. I have some good ideas on where to put them.

I don't think I'll be adding an elevator. I already have 3 soon
to be combine zero-gravity lifts that are just simple trigger_pushes
and they spit you out a ways. It's rather amusing to fly through the air coming out of the chute.

I will definitely add more piping models in the center of the silo.

What I think might work well is a button somewhere that deactivates the
bridges briefly. I'd have to make them energy bridges, but I
think the effect might be good. Getting almost across and someone
deactivates the bridge and you fall a long way. There'd have to
be an audible warning to stop that from being too annoying.

Again thanks for the comments!

Everyone else, please post in the new chapter.
Posted by DrGlass on Thu Apr 28th 2005 at 4:53am

I dont think there is really any 'right' way to use the dev textures.

I'd like to help play test it, I'm thinking about asking for another
play test night, neo has a map that needs testing, I have one (if I
could ever compile it), and you would make a solid three.

There needs to be some more light variation. Try diffrent color based on level, so you dont get lost.
Posted by satchmo on Thu Apr 28th 2005 at 4:30am

I have a suggestion for the theme. The map looks like it can have
the architecture for a intercontinental missile hanger. Perhaps
it could be one of the powerful combine weapons used in the Seven-Hour
War?

This can provide the basis for texturing the map. And I love the
layout. I had an idea for a map like this, but it never
materialized.

I recommend adding some ladders to have more access to the top.
In addition, I like the idea of having transparent walls. Perhaps
you can even make some more walls that just has a hole filled with
non-breakable glass in it. This way, you can see another player
running right past, but neither one can shoot at one another. But
the anticipation is that you'll be meeting right around the corner (so
either bust out the nade or the shotgun).

What about a functional elevator? And more piping models in the
center of the silo structure? Some high-voltage area with
switch? Just some more ideas.

I can't wait to play this.
Posted by Ferret on Thu Apr 28th 2005 at 4:01am

I think you're missing the point of the developer textures.
Posted by Addicted to Morphine on Thu Apr 28th 2005 at 3:15am
[Author]

I just finalized the layout and updated the screenshots
accordingly. It's a simple map, nothing more than a stretched out
arena, but I have to say I'm rather happy with the potential for
vertical combat. After I finish up weapon and item placement, as
well as player spawns, I'll be ready to host the map.

Does anyone want to help me playtest the alpha?

It's not much to look at now, but I want to see how it plays and also
get some input on weapon locations before I work on textures,
architecture, lighting, and props.

It will have to be sometime this weekend. If anyone is
interested, please post when you're available. Thanks in advance!
Posted by Addicted to Morphine on Thu Apr 28th 2005 at 2:28am
[Author]

I've never done it this way before. I figure... before I get all
distracted by the way the map looks I'll try to figure out the layout
objectively.

It's kind of nice not worrying about what things are supposed to be textured as you build it.

I'd say it's worth trying.
Posted by G4MER on Thu Apr 28th 2005 at 2:13am

Do always map in the grid, and then go back and texture? Im wondering if I should do that?
Posted by Addicted to Morphine on Thu Apr 28th 2005 at 1:37am
[Author]

Thanks for the votes of confidence guys. I did some more work
(fleshed out most of the map now) and posted 3 updated screenshots.

I'm going to add one more bounce vent. It'll be opposite the
topmost one. So there will be two ways to get to the top.

I've decided not to include the RPG. It would make this map too
easy. I'm already debating whether or not to add any Machine Gun
grenades.

The way the map is shaping up I think I'd have the most fun with the
crossbow, magnum, and combine rifle. The shotgun would have a
place in the side corridors.

When someone dies at the top... they fall a long way down. I blew
myself up a couple times just to watch my body tumble all the way to
the bottom. Pachinko!

Feel free to offer feedback on the new screens!

Edit: If it doesn't hurt performance too much I'd like to add
smoke to the pit... So that it will obscure the bodies when I
trigger_hurt kill them. I think it'd look pretty snazzy as
well. How would I go about doing that? Which
entities? I did a search but I'm still not sure what I should be
using.