dm_waterwerx_final by Juim

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Map Info

Map Description

Just a new map for me to learn about source engine and its entity structures. Alittle bit of everything will go into this, but it should be playable, and entertaining as well.

Discussion

Posted by Orpheus on Wed Feb 15th 2006 at 1:47pm

/me downloads. Will post my thoughts soonish.

[edit] 18 minutes and 10 seconds later I begin my quest. Man do I miss my DSL. :*(

[edit2] Sadly, this map needed to pass through the Snarkpit filtration system once more before release.

Tis a good 1st release. Could'a been a great 1st.
Posted by Orpheus on Sat Jan 21st 2006 at 1:56am

Web Album Generator

/me only hopes its still a freeware proggy.

Good luck.
Posted by ReNo on Sat Jan 21st 2006 at 1:11am

No problem mate, glad to be of assistance :smile:

Orph, I did use that program once before actually and it was pretty
handy, but I wanted to get this out the way today and didn't really
know what I would be looking for to download :biggrin: Fire me a link or
whatever and I'd certainly consider using it again for larger critiques
like this.
Posted by Juim on Fri Jan 20th 2006 at 11:22pm
[Author]

Reno, thank you so much for your in depth walk through. BTW, for anybody else reading this, the download does not currently match Renos screens. I am at beta 3 already and am having video card troubles, so I must go shopping in a few weeks :cry:

I am going to incorporate almost all of your thoughts into the final compile, and will move on to my next project, which will involve my learning the displacement tool. No idea about the subject matter though.

As Reno said this is an old map, except I work 80 hours a week(16 hours a day and never the same 16 hours) so I only get to work on this in bits and pieces between fits of exhaustion, house remodeling, and all of life in general.

Again thank you very much!
Posted by Orpheus on Fri Jan 20th 2006 at 10:58pm

Duncan, images = perfect. quantity = painful.

Would I be able to entice you into that pocket program I have for making the album critiques I have been using?

Its a tiny thing and you can preset all aspects of the end product in advance of pressing "Generate"

Text color, thumbnail size, page color, image size and links colors are all preset.

Gimme a yell.

and, thanx for the great file sizes.
Posted by ReNo on Fri Jan 20th 2006 at 7:15pm

Just so you guys don't think I'm crazy for posting a critique of such
an old map, it's purely because Juim PM'd me about a specific issue for
the map and I got carried away :smile:

My comments are very much small scale - I don't have many general
gameplay comments, but I think Finger hit the nail on the head about it
being sprawling and unfocused. Some really good and interesting areas
are diluted with superflouous others. Anyways, on with the show...

Oh and by the way, beware, this is a rather monstrous critique - I'm
flexing my muscles after not having done one for freaking ages.

User posted image

The floor/walls/ceiling lack contrast in here - everything is so grey
that it looks really boring. The lighting is also purely functional
which doesn't help matters - the big yellowish light provides
sufficient illumination for gameplay, but it doesn't do anything for
the mood or atmosphere. Get some little drains or something in the wall
near the floor, and put lights behind them or something. Small touches
can make the world of difference.

User posted image

These stairs, along with most others in the map, are too stumpy and
steep. I normally stick to a 3:2 ration for depth:height of steps, so
for steps with a height of 8 make them 12 units deep for example. It
feels far more natural and smooth to navigate that way.

User posted image

I liked this area - far more atmospheric than the last one. The pools
of light on the walls are playing the biggest role in making this a
visually interesting scene - do this more often in your mapping and
you'll be on the right track. I'm a bit concerned that it is a very
cluttered area, but as most of the map is far less so, this variation
could keep things interesting. Making the walls a little less flat
(perhaps shallow arch shaped indents/alcoves) could make this corridor
even nicer to look at, and give opporunity for even more interesting
lighting setups with supplementary fixtures and different colours.

User posted image

This door seems a bit wierd to me - possible too short for its width.
An arch shaped doorway may also be more in keeping with the arched
corridor it leads from, though may not work with the other side.

User posted image

Again with the awkward stairs, and it looks like the wall texture is overscaled here.

User posted image

Almost everything about the wall on the left is really cool - the
texture works, the staggered pyramid pillars look great, and the light
fixtures fit in nicely - but you let it down with the boring and bland
ceiling. Ceilings are typically a trouble area for less experienced
mappers and god knows I've struggled with making them interesting, but
to make this room something special it needs to be improved. The
pillars set you up nicely for providing support beams or something -
follow it through and the area could be improved no end.

User posted image

This door is barely tall enough to let the player through - give some
space to stop it seeming like it is designed for a midget :smile:

User posted image

This bit is looking a bit awkward. For one, the scale between the
textures on either side of the corner are off, and it stands out even
more so due to the metal pillar thing and the obvious discrepancy in
width. Secondly, the transition from the brick corridor to the concrete
room shouldn't be so sudden - put in a trim around the threshold or
something as an intermediary.

User posted image

After the lovely wall and pillars from a couple of screenshots back,
this other wall within the same room is criminally flat. Having such a
long flat expanse looks really boring, and is made more so due to the
lack of anything between it and the equally flat ceiling.

User posted image

I think if this glass was breakable you could get some cool gunfights here - flinging grenades into the hut and the like :smile:

User posted image

The catwalk in the last room was near the ceiling but got away with it
to an extent because it was a catwalk. This area doesn't pull it
off as it is a proper room with a proper floor, and really needs it's
ceiling raised.

User posted image

Why not continue the internal walls with the arches in them on the
floor below onto this one? A second taller arch for this level would be
far more interesting than a flat texture trim across the ceiling.

User posted image

I don't know if this is something to do with the SDK update glitches,
or my settings, or something else, but the water looked really poor for
me when viewed from above. If you get down to the water level and look
along then it is fine, but from above it looks like a featureless brown
expanse. If it is the actual water texture, I'd suggest replacing it.

User posted image

These seemed too intense to me - I think a more subtle red would work better.

User posted image

Now this I like! Subtle pillars on the walls, internal arches breaking
up the ceiling, functional and aesthetic alcoves dotted along
the right hand wall - this is the stuff you want to be doing more
often. One thing you could do here is put clip brushes around the small
pillars to stop people getting snagged.

User posted image

I'm not so keen on this room. The floor grate texture cuts out not too
far from the player due to texture filtering, leaving an obvious and
sudden cut-off line after which is just an expanse of that not-so-great
looking water. It's really just not all that suited to use over large
expanses to be honest, meaning you may want to reconsider using a
masked texture for such a large flooring area. The ceiling in here is
also entirely flat and of uniform height throughout, and the walls
aren't much better. From a gameplay standpoint, the internal walls
provide some potential, but the back corner has no real purpose since
it has no items and no connections.

User posted image

This area was also pretty awkward - bland architecture, steep stairs,
and the textures don't work to well together in my opinion.

User posted image

Pretty cool area, though not very believable. The ivy does provide some
visual interest but strikes me as out of place in this scenario. Also,
while this feels like a rather formal lobby area, the routes from it
lead to a sewer, a water tank, and some sort of treatment room, which
doesn't seem right to me. Put in a more logical entrance, such as an
elevator or front door - just for show of course, not to add any more
routes or anything.

User posted image

These disks are hovering away from the wall, but I really do like the effect they have on the room :smile:

User posted image

This furniture looks painfully out of place in a lobby, as I KNOW you must be aware :biggrin:

User posted image

I like this area a lot - the water tank looks good, the steam effect is
a lovely touch, the lighting works well, and the floor grating is
perfect for the scene. On the other hand, it falls apart as you travel
upward - the ceiling texture clashes with the brick and robs your
attention by being so bright, and as usual it is completely flat. I'd
use another texture that is darker, and try having some trim around the
edges, and maybe some angled skylights or something. Good potential
here, would be a shame not to take advantage of it.

User posted image

This corridor is too long to run in my opinion. A person with a
crossbow at one end has ages to pick off people running along it before
they can reasonably fight back. I'd suggest breaking it up with a side
room or two that act as parallel corridors - have a door at either end
so you can run into the side room, and exit further along the main
corridor. You could then put in some windows to let people see what is
going on in one from the other.

User posted image

The corner area could use some light.

User posted image

This stairwell is really pretty tall without offering the player any
route choice. I don't know how it could be reworked at this stage, but
just thought I'd put the point out there.

User posted image

You are pretty inconsistant with your texturing here - chopping and
changing from the ridged concrete texture on the right and the flat
concrete texture in front.

User posted image

This is one of my least f
Posted by Finger on Sat Nov 12th 2005 at 6:01am

Juim, I think you have a lot of good things in this map. I see potential with many of the rooms you have constructed, artistically, and gameplay-wise. My main problem with the map is that it seems a little unfocused overall - sprawling in places. It feels like the map may have grown as you were building and getting new ideas. I've had this happen before, and you can easily smother a good map with 'great ideas' and additions. For this map to work in deathmatch - really play well - I think it needs a much simpler and tighter layout.

Also, when building more realistic maps, the reference to real world stuff needs to be solid. Subconsciously, people will decide whether this place feels real or not and I believe that has a large impact on whether the map feels 'right'. If it's a factory, it needs to look as if it functions like a factory. I think this map comes close in places, but lacks some consistency and focus of theme that would really sell it. Maybe deconstruct it; think of how this plant would function and figure out a common thread to tie the different areas together adn make them feel more real. Maybe a very neat, large, system of pipes?

Anyway.... I definately see some nuggets of gold in this map, I just think they need to be mined and polished a little more.
Posted by Underdog on Sat Nov 5th 2005 at 1:44pm

It took me 7+ minutes to download this map. I am interested so don't take my posts as negative.

To date, I have downloaded less than 1/2 a dozen maps because it just takes to long. This is not your fault but I do want you aware of my perspective when choosing maps. I pick out very few. Yours was one. :smile:

I have lost many posts since I have been here. I am not sure if its because of my connection or if its the Snarkpits. However, I would have been quite disappointed had I lost a critique that would have took quite a while to make.

It may take some work, but I think I am going to work out some kind of an HTML page of my own that I can work on offline. This way I will have a backup copy of any I do or may do in the future.

Again, sorry I couldn't have been more positive. Perhaps in a later beta.
Posted by Juim on Sat Nov 5th 2005 at 6:33am
[Author]

Thx Underdog, but this is beta 1. Klingon was at beta 6 or 7 I believe before I finally released it. This release is for basic layout design, and texture/lighting/weapon placement suggestions. Eye candy and architecture sweetening will follow soon thereafter in the next betas.
Posted by Underdog on Sat Nov 5th 2005 at 12:55am

I played your spaceship map a few times. This map is not in the same league.

Sorry I cannot be more encouraging. I tried to take some screens but when I saw the quantity and remembered I no longer had broadband I caved in.

This map doesn't suck, but...(shrugs)

If I had to put it in a nutshell. Its to empty and there is no debris.

I would rather post and have you not like it, than make it look like I ignored your map.