This is the final version of my latest map DM Neon. Set in the distant future this is an urban map set around several floors of an entertainment district. The map encourages both large and short scale intense weapon based deathmatch depending where you are in the map, as well as giving grav gun fans the chance to throw some stuff at each other on street level. Almsot the entire map is accesible including the roof area via jump pads.
The texture set is 99% custom and there a few custom physics objects (physbox) thrown in as well. Info nodes have been placed so there is a limited bot capability in mods such as GMOD. The map will also (with any luck) be converted to Dystopia in the coming months, seeing as the general themes are so similar (not intentionaly though!!).
The map supports 12 man DM and TDM and is fully BSPZIP'd.
Man, your download link took me to four different websites and what it felt like ten mouse-clicks to get.
After walking around, I declare that this map is one of the most beautiful maps that I have ever seen. Even if you never get to play it, it's worth the download just to browse around and be amazed.
Dystopia is multiplayer satch , fun and innovative . Similar to NS's revolutionary stuff when it first came out. very fun to play . some of the stuff vaguely reminds me of s&i "science and industry"
i just like how it looks , but i do feel slightly cramped..
i think it would be good fun for lan parties eh?
Posted by CrazySteve on
Wed Nov 2nd 2005 at 3:51pm
Here is my take, mapping is an expression of art, and if fps suffer, and its hard or near impossible to play on, it should be judged as a peice of art.
Well im not sure if im allowed to reply to comments here but whatever. Firstly thanks for your comments im glad people have enjoyed this map in part and again i apologise about low FPS, this is caused because there is a lot of heavy brush detail and with the map being so open it is impossible to effectively hint the entire map. Believe me when i say i went an extra 2-3 miles to get the FPS as low as it is now, the original FPS was a lot lower in a wider spread area of the map and now its only low when viewing the central area which to me was an achievement in itself.
About the repeating brush detail including the pillars, obviously for the sake of gameplay these were added to break up attacks from other players spamming fire from afar, without these the map would be encouraging dirty and anoying tactics. Also if i was able to model that wouldnt of been an issue and would of been aplied in a shot but seeing as i cant, the best i could do was apply them to func_details in order to spare time during compile and creating less vis leafs, sparing your systems from less frames per second.
The map is actually a blend of Bladerunner and the cityscapes seen in starwars but the name has always been intended DM_Neon.
Finaly this map is being converted by Dystopia as we speak and should be released sometime soon in there next update.
Thanks for all your comments and rest assured i have learned a lot of lessons while building this map including the fact the source engine doesnt like huge outdoor areas with a load of brush detail.
IZ
Posted by omegaslayer on
Sat Oct 29th 2005 at 7:29am
Very good map, it would be fun with low gravity IMO (no I dont play killbox maps). My only complaint about his map is the low fps. Though this is a final version, you could turn those pillars into models you would gain so much FPS back. Maybe if it converted to the Dystopia mod then this could be done. 9/10 because its this good, but you could have gone the extra mile to turn those simple pillars into models to gain some more frames.
Dude, I was totally going to say, "It's a blade runner map".
Looks fancy.
Ran through it. I was a little disappointed to find the map is a relatively small area, just very tall.
I liked the signs and such. The DOA one had me laughing.
I also liked the 'jump' points on the vents.
The only problem I noticed was that the ladder going from the street to the 2nd floor (or whatever), the second part of the ladder ends far to soon. You can still climb, it's just the model was only so big. I'd suggest, if this weren't a final version, that you make the gap at the ground level, it would look more plausible.
If I actually played it rather than run through it, I'd rate it.