dm_fuzbeam by Belgarion

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Map Description

Ok. It's "playable", as in there are spawns and items placed through the map. Whether you will be able to play it or not.. I don't know. It hardly runs on my computer. I think this map will fall into the same pit as dm_neon. I'll plan the next one a little better.

btw, go to the center control panel in the control room and use the button. it turns on the beam. the beam doesn't kill you yet, and doesn't spray fuzballs all over the place yet. i'm not sure if it will be possible even. cross your fingers.

Discussion

Posted by Belgarion on Fri Dec 2nd 2005 at 4:37pm
[Author]

Right now, all the textures (with the exception of hipshot's sky) are
standard. Unfortunately, I can't open hammer... grrr.. so I can't tell
you the name of the texture. I believe there is a command that will
tell you the name of the texture your reticle is pointed at. at least
there was in HL.
Posted by BlisTer on Wed Nov 30th 2005 at 12:21pm

Belgarion said:
I'd like to play with shadows a bit, but I'm not sure they would fit the theme. A clean steril environment would probably not have many shadows, as light sources would be arranged in such a way that they illuminate as much of the surrounding area as they could.
indeed

also noticed that the elevator switch lags a bit, takes 2-3 secs before it reacts. dunno if you can fix that.

User posted image

as i said, very minor disalignment :smile: the other ones are on tubes in the stairways on the lower floor, but are almost negligable.

is this reflective glass also a standard texture ? what's it called ?

grtz
Posted by MJ on Wed Nov 30th 2005 at 6:15am

shiny..
Posted by Belgarion on Tue Nov 29th 2005 at 9:42pm
[Author]

heh. I'm glad you like it blister. ^_~

it would seem texture lighting in Source doesn't work quite as well, or
maybe that the texture simply isn't fullbright. i'll point some
lightspots at the textures to illuminate them next time. if you could
point out the texture missalignments I'd appreciate it. And you're
right, it could do with some light color variation, which is what the
windows and skylights on the third floor are meant to do, as well as
the computer panels on the second floor.

I'd like to play with shadows a bit, but I'm not sure they would fit
the theme. A clean steril environment would probably not have many
shadows, as light sources would be arranged in such a way that they
illuminate as much of the surrounding area as they could. But normally
I would work in some shadows. I like shadows pretty much myself.

And the textures.. I'm going to let you in on a secret...I didn't
actually make any of the textures in there. O.O They're almost all from
the train texture set from HL2. Otherwise I'd gladly let you know what
to do.
Posted by BlisTer on Tue Nov 29th 2005 at 3:33pm

ok i finally had a chance to play this, and i must say it's truly great. architecture, layout, style, you master it imo. lighting is very nice too, but it seems that all your floorlights are turned off, even if they cast light. seems like you only put the light-spots facing away from them. what i do is place a second lightspot, facing towards the lightsource, having it just light up the light texture and nothing else. Personal opinion also told me to put different light colors here and there, like in the center section. Seemed like blue (or maybe red) would fit. also i would play a bit more with shadows, but thats personal taste too and maybe wouldnt fit the theme. I saw 1 or 2 minor texture misalignments, nothing serious. lowest fps i got was 20. i hope you finish that last 5% , imo it's certainly worth getting in server rotations.

ps: i never got round to making custom textures specular/reflective. instead of looking it up, could you tell me what the material properties need to be in a nutshell ? :smile:
Posted by Belgarion on Sun Nov 27th 2005 at 9:51pm
[Author]

User posted image
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download link updated.
Posted by Addicted to Morphine on Wed Nov 16th 2005 at 3:14am

Awesome... just finish off the DM version first, so we can all play it.
Posted by Belgarion on Wed Nov 16th 2005 at 12:05am
[Author]

wow. that is such a good idea...

I think the map could easily be adapted to fit TFC-like gameplay. this
would simply be the flag room. I already had a few ideas for entrances.
I could make two, or possibly even three entrances to the facility. and
then of course, there would be outdoor areas to the map. That is
definetly a possibility.

As for the theme, a retexturing would really be all it needs.
Posted by Addicted to Morphine on Tue Nov 15th 2005 at 4:16pm

I have yet to download this and play it.. but all this talk of color
coded stripes reminded me of TFC. Would it be possible to make
this into a CTF type map for Fortress Forever? I don't know if
its something you would be interested in but the unique style of the
map could fit into the TF universe.

I mean, FF isn't out yet (and I'm in no way affiliated with it), but
when it does come out it could be a whole new demographic of players
that you could reach. And who knows, if you release it when FF is
in its infancy, it may become an official map or something like
that. As long as its big enough for 2/3 defenders... and has
either good flag placement or a nice shutdown laser array it could be
used for (eventual) FF league play.

Just some ideas. I really wish my computer at school could run
HL2, then I'd be able to download your map and see if my ideas are
relevant at all. As is, your map might not even be suitable for
anything but DM play, but perhaps with some tweaking a conversion could
be done.
Posted by Belgarion on Tue Nov 15th 2005 at 4:01pm
[Author]

Yeah. It DEFINETLY needs some prop modeling. Right now everything is brushes (except the light fixtures and computer consoles) and it really takes a toll on the CPU usage. I'll be taking 3d modeling next quarter here at school, so hopefully that will be rectified. I'll probably do some of the modeling as assignments for class or something. My prof saw the map and was real impressed, so I'm sure he'd be able to work it in somehow.

I think the empty feeling comes mostly from level 2 and the ramp sections, though I think I may add a lot of windowing to the ramp sections, and perhaps some of those white arches. Level 2 doesn't have much in the way of depth in the walls, but I seem to be stumped. If anyone wants to make suggestions I'd be more than happy to hear them, for both ramps and level 2.

I'm still hoping to edit some of the wall textures to be color-coded for each level (adding a stripe in part of it, reminicient of the intro levels in HL). That should help make each more unique and readyily identifyable. I've also decided to add some skylights to lvl3, so that will further individualize the levels.