dm_tertre by nooba

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Map Info

Map Description

Inspired by a picture taken by 'Henk van Rensbergen' of the carcoke factory, Tertre. Not a 100% accurate reproduction of the place, but I tried. :)

Discussion

Posted by Sudasana on Sat May 28th 2005 at 11:52pm

My map Dm_Slanska is also based on the photography of van Rensbergen, so I was eager to load up your map. It looks good, and the style is quite spooky. The map as a whole however is much too empty for deathmatch play. While empty abandoned spaces look good, I don't think they make for good gameplay. Maybe a couple more buildings in the same style, some more lighting, and more items would improve this map.
Posted by nooba on Tue May 24th 2005 at 11:42am
[Author]

Download link will be back up when I fix a bug with the cubemaps.

EDIT: Download link back up.
Posted by nooba on Tue May 24th 2005 at 9:53am
[Author]

Thanks Doc. I have added cubemaps, and they work very well (I think).
The van by the toxic waste is a physics object it is just really heavy.
Also.. I have just released the final version of the map so go download
it and leave a comment :smile:
Posted by DrGlass on Fri May 13th 2005 at 4:01pm

cool.

Do you have cube maps in your level and did you run
buildcubemaps? As you can see from thoes 6 balls I posted they
are picking up the defult cube map for your skybox. Even though
your inside, this means that there are no cube maps in your bsp.

When you place your cubemaps try this, make a cube map. Cut the
cube map from your map (ctrl+x) then select 2 walls from a room and
press ctrl+e to center youer veiw on the middle of these two
walls. Now press ctrl+v (paste) and ta-da your cube map will pop
in the middle of the room, and if your walls are 128 units or the
middle of the wall brush is in the right place then your cube map will
pop 64 units above the floor!

ps make the van by the toxic waist a physics object, its sitting right
next to a car and I would assume that you could move them both but the
van dosn't even budge
Posted by nooba on Fri May 13th 2005 at 7:07am
[Author]

Thanks guys, I really appreciate it :smile:

Habboi-

1- Will see what I can do about that...

2- Can't fix the ropes... that's how it is in valves maps :smile:

3- The bird doesn't fly through the building it flies under it :smile:

4- Same as 2

5- Fixed

6- Did you try break them? :razz: And I have no idea why the screen flashes :/

DrGlass-

1- I don't think i'll be able to do that.. my cubemaps make everything
look blue :|, but I'll fool around with them and see what I can do.

2- Fixed

3- It's not really supposed to match the map because it's my little
sign I add into my maps, but i'll tone it down abit anyway :smile:

I've added a few breakable windows in and, I used some non-transparent
windows to give it that old feel where some windows are dirtied up and
not see-through... (does that make sense? :biggrin: )

Fixed the doors

Fixed the radiator

I've added in a few areaportal windows I'll have to see if that helps any :smile:

Thanks again :smile:
Posted by DrGlass on Thu May 12th 2005 at 12:08am

Very nice map. The feel of this map was very unique and I could
really see the source picture when I looked at the map. You got
the feel and the mood down very well.

the first major problem is cubemaps even if you just add a few it would make the map look 10x better!.

http://img.photobucket.com/albums/v421/drglass/Mpas/dm_tertre_beta10009.jpg

Those balls pick up your cude map info, see how crappy they look? thats the cube map that all your items pick up, bleh!

http://img.photobucket.com/albums/v421/drglass/Mpas/dm_tertre_beta10012.jpg

This pic shows how your X beams faded too fast. Looked bad. set the fad distance a little higher.

http://img.photobucket.com/albums/v421/drglass/Mpas/dm_tertre_beta10018.jpg

Nice, but the colors are way too bright and make me think Will Smith in
the Fresh Prints, tone it down to match the rest of the map a little
more.

Also I really wish your windows would break and that you didn't use
non-transperant windows. It looks very strange with all kinds of
diffrent windows and some you cant see through.

The doors didn't fit in the theme either, grey metal doors in a old wooden silo? try and change them.

You had a radiator in there that didn't unstick from the wall.

Performance was a bit of an issue, I think some window area portals would work very very well and fix any frame rate issues.

http://img.photobucket.com/albums/v421/drglass/Mpas/dm_tertre_beta10013.jpg

I think this pic looks great, I love the birds and the fog. Also
the sound that plays when you swing the playground thing was creepy.

nice map cant wait to play it.
Posted by French Toast on Wed May 11th 2005 at 8:07pm

Hah, I like the huge rebel pic.
Posted by habboi on Wed May 11th 2005 at 3:15pm

I had a go and I must congratulate you on such a nice map!
Here is a mini review because my skills on reviewing are average!

I did notice a few bugs and I worte tips plus a joke :smile:

http://img175.echo.cx/img175/5867/dmtertrebeta100005um.jpg

This ladder could not be climbed all the way and seemed odd because in real life is there a ladder that you can't fully climb??? Just make the ladder climbable more! I know you wanted it so they got off at where it ends but realism is much better! Plus I found it frustrating to climb it!!! If there were other players I would end up getting killed for climbing an annoying ladder!!!!!!!

http://img240.echo.cx/img240/2165/dmtertrebeta100015ez.jpg

As you can see the ropes are not fully in the ragdolls so fix that...

http://img240.echo.cx/img240/7458/dmtertrebeta100028it.jpg

This bird flew through the building :S I saw it but didn't catch it in the screenshot!

http://img240.echo.cx/img240/7637/dmtertrebeta100031lh.jpg

Again rope isn't in body plus the ragdollwas not working on this one even if I shot it...It was solid as a rock :O

http://img240.echo.cx/img240/5449/dmtertrebeta100049qg.jpg

This is a tip: I noticed you die when you fall down here and even though you die you can still see around you and I noticed that as I hit the ground I saw no tunnels into the distance but a mine that lead nowhere??? make a sort of tunnel which is really dark to make it more realistic...

http://img174.echo.cx/img174/1586/dmtertrebeta100060kh.jpg

I noticed that when you use the gravity gun on the wood bits near the mine it made a funny breaking noise and flashed the screen slightly...?
Any idea why? My screen flashed a tiny bit and I heard a sort of breaking noise as if the wood was breaking?

http://img157.echo.cx/img157/3852/dmtertrebeta100055jx.jpg

Could you please tell me why I saw a huge rebel :O :razz:
A thing that did catch my eye was the wire on that pole thing...why does it end there?

Hope this helped and I loved the style / layout of this map!
Posted by nooba on Wed May 11th 2005 at 9:23am
[Author]

Ok, here it is... beta one :smile:

Download <A HREF="http://downloads.punkassfraggers.com/redirect.php?dlid=860&PHPSESSID=9020ad833707f0bcd9d6b1d198bc1055" TARGET="_blank">here</a>

If someone would like to do a little review i'd be very happy. :smile:

Post any bugs/suggestions/comments in here please.
Posted by nooba on Tue May 3rd 2005 at 10:26am
[Author]

Sorry for the late reply, but I had some stuff to do the last couple of days..

CJ: I would use alpha-masked textures as the beams if I knew how to
make alpha-masked textures... so if you could please make me one out of
the texture "woodfloor008a" i'd be very thankful :smile:

Doc: Way ahead of you :biggrin: I've already set the max view distance to the
same as the fog... managed to get some frames from that :smile:

Lep, if I send you a beta of the map do you think you could give it a
run around and decide if we could give it a playtest on the server?
Thanks.