dm_waterwerx_final by Juim

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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 Addicted to Morphine on Mon Oct 17th 2005 at 3:03pm

Juim, I don't have much time to post ideas right now, but before I ran
off to class I wanted to say that the main room is a marked improvement
over what you had before. There's room for improvement, but I
think you've come a long way. I remember playing the first
version of this on your server. It was strangely lit and had
stretched out textures and random props (like that big red freight
container) and at least here that generator model fits in well.

Anyway - more ideas later. I wish I had HL2 here, because then I
could ask you for the BSP so I could do a run through and offer
comments.

Cheers, Juim.
Posted by Underdog on Mon Oct 17th 2005 at 1:55pm

I am actually hesitant to reply for 2 reasons. Last time I did, the author disappeared for 30 days. :sad: and this map is clearly an example of my point in our discussion in that other thread.

How long do you feel it will be before we can have a download link sir?
Posted by Juim on Mon Oct 17th 2005 at 1:03pm
[Author]

Well in between re-modeling my house,(I spent about 12 hours underneath it this weekend finishing sewer and water lines) I managed to squeeze in some mapping.This is the final large arena room. The map stands now at about 90% complete. I only need some connective architecture for playability and then I'm ready for beta testing and comments, tweaking and changes.

User posted image

User posted image

Here are acouple of noclip shots just for fun

User posted image

User posted image
Posted by Underdog on Fri Sep 16th 2005 at 11:34pm

I was basically told to shut up. There are not many ways to "interpret" that. I was not told by Juim, so if there is any confusion I apologize.

As to the Orpheous/Juim thing, I base my comment on Juim's words, not Orpheous's. Juim was the one with a somewhat pointed opinion about his "absence"

Once again, I apologize if I misunderstood the situation. For all I know they both are married and have 5 children.
Posted by Crono on Fri Sep 16th 2005 at 11:26pm

I'm confused. As far as I know, Juim and Orph were pretty good forum-pals. And I KNOW Orph knows he's frustrating sometimes. So, maybe you just mis-understood what he said?

On the topic of mapping repertoire ... I don't think Juim would be classified as a "light-weight". The stuff he has, at least right now, in his profile, for example. Are well made and reflect knowledge of the process ... no matter how boxlike they may be :razz:

(I thought Klingon was pretty fun.)


Don't take any of this as ganging up on you or something like that. I just thought I'd point out that it isn't that serious of a situation and you seem .. I don't know, offended somehow.

As for your "speaking [your] mind" comment. With the eye roll. I'm not sure if I remember exactly what happened, but the only way I can think of it being that big of a deal is if you said something offensive or mean ... or whatever it maybe. Because, if you speak your mind without using the expense of someone else it rarely turns into a s**t-fest.

Anyway:

Juim, As for the map ... it's very unique. It looks like you're incorporating all sorts of different styles, while still keeping a "underground" facility look. I also have a thing for arched ceilings. But, it looks nice so far. :smile:
Posted by Underdog on Fri Sep 16th 2005 at 10:48pm

My comment was nothing personal. I rarely comment on maps because last time I really opened up and spoke my mind, I was royally trounced. :rolleyes: Apparently, if your mapping repertoire is nil, you have no opinion around here worth a hoot.

I do like the looks of this map. If your personal opinion on other members is another matter, so be it. Its not my place to comment otherwise, at least till its my turn to occupy your comments.
Posted by Juim on Fri Sep 16th 2005 at 10:05pm
[Author]

Underdog said:
I have been watching this thread slowly mildew for a while now. Perhaps you should have kept your sentiments about Orpheous to yourself after all.

Good luck with the map, and your sentiments about fellow forum members.
This was perhaps the most oddly unsettling map comment I have ever read,(on a personal level anyways). I fail to see how my saying He was frustrating at times has anything to do with this thread collecting mildew. Anywho, that was just.......wierd. Thanks for the other comments though.
Posted by Underdog on Fri Sep 16th 2005 at 1:30pm

I have been watching this thread slowly mildew for a while now. Perhaps you should have kept your sentiments about Orpheous to yourself after all.

As for myself, sadly with 56k I no longer aspire to map. Perhaps I will get used to these longer load times. As to the map, I love the lighting you got going. If I could map half so well I'd be fit to be tied.

Good luck with the map, and your sentiments about fellow forum members.
Posted by Juim on Thu Sep 15th 2005 at 3:49pm
[Author]

<DIV class=quote>
<DIV class=quotetitle>? quoting mazemaster</DIV>
<DIV class=quotetext>many of the Valve maps do this brilliantly. Have a look at the following pic and how the lighting spills in from the skylights and doorways, and around the pillar:
http://web.gameguru.ru/img/img/half-life_2/half-life_2_large_8.jpg
quote]

Here is last nights latest efforts. I took what you said to heart. Its early for this area, but the layout is basically done. I am goint to try to fancy up the ceiling here, but there is more map directly above this room, so I will have to do whatever I do within the current confines of the space.

</DIV></DIV>User posted image
Posted by mazemaster on Wed Aug 24th 2005 at 12:23pm

Looks good so far, here are some critiques. Feel free to take or disregard them as you see fit.

Have some fun with your ceilings. They don't have to all be flat planes. Have a look at dm_lockdown and check out how much stuff is going on in the ceilings there. Also in some places like the third and last pics you used light entities where I think a spotlight would have been better.

In a lot of the pics the lighting is washed out due to how many light entities you have used. The best lighting IMO contrasts light and dark to accentuate the 3d features of the geometry you have created. When the lighting is washed out you can't get that effect. It is possible to have a "bright" map and still have lighting contrast - many of the Valve maps do this brilliantly. Have a look at the following pic and how the lighting spills in from the skylights and doorways, and around the pillar:
http://web.gameguru.ru/img/img/half-life_2/half-life_2_large_8.jpg

Remember, with lighting less is more. If you feel the need to have a ton of lights for architectural consistency, make some of them broken. Better to have 1 bright light than 5 mediocre lights.

I love the area in the 4th screenshot - looks to have great vertical gameplay.

Some of the areas - specifically the bathroom and the lab - look way too tall. Maybe lower the ceiling down a bit there.

In the lab you might also consider adding some columns for both detail and tactical cover.