dm_residential by midkay

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Map Description

dm_residential is a map centered around a 3-way intersection in a residential neighborhood, with a hill and seven accessible buildings in the vicinity. It takes place around early morning (or late evening); most of the lighting in the level comes from streetlights and building illumination. All of the accessible buildings have their own interiors and several ways of entry and exit, providing many potential routes around and throughout the map.

Beta 3 was released on August 8, 2007. The final version, assuming all goes well, should be released in a few weeks (almost surely before September) with only some minor tweaks to the beta 2 design.

You can check out some discussion and work-in-progress screenshots in the forum thread (see below). Thanks for looking!

Discussion

Posted by Addicted to Morphine on Mon Jul 24th 2006 at 9:45am

Sounds like you had fun!

OK, crits if you want em, in order of the new screenshots.

1) There are still too many windows on this building, and the structure itself is not that exciting. Why not push some areas of the building out, to stagger the sides a bit so they're not flat? As an example, check out this image from the No More Room in Hell mod by dark:

User posted image

Less flat, more of that ^ = nice.

2) The decal seems oddly placed. Too high and overlapping with the windows. I'd move it down and to the right, over to the side of the building away from the windows. Maybe add some trim or signs of a real doorway?

3) The hill does look nice. I was pleasantly surprised to see you curved it instead of just angled it up, so it does look more natural. As for the building though, I'd expect the windows to not be so close to the ground. Perhaps some cement areas near the base of the building before it turns into plastery looking wall with windows. Additionally, there's a whole lot of concrete between the sidewalk and the buildings, looking strange. I'd expect either grass between the sidewalk and the building or at least dirt or a driveway or something to lend the area more variety.

4) Where did all the rubble come from? It looks nice, but doesn't make too much sense. Maybe if the walls around it were concrete instead of plaster, or if the roof above was cut up and you could see where the concrete broke off from it would look more realistic.

5) I'd like to get up here with a crossbow. Also, its a shame about the glowing props over near the parking lot. It seems like the closer light posts are lit correctly, but the further ones aren't (along with the 'crete barriers). Any way to fix that? Also, are you planning on adding traffic lights to your brushwork?

6) The hill looks really nice in that shot! I also like the destroyed windows. You could probably put some rubble down near the ground below those windows. I wish the building itself was less boxy. Also Why not make the bottom parts of the building (without windows on the slope) brick, or something that looks more like a building foundation?

7) Ah, the building up top looks good. It has more interesting geometry, and you've textured in a foundation below the windows. Still quite a few windows on the left side though.

8) Did the treehouse get used much in the playtests?

9) Missing texture on the right side of the cream building directly across from the camp spot.

10) Given the height of the first floor in that building, the windows on the second floor make no sense. The bottom of the window is literally on the edge with the top of the door. I'd just get rid of the windows on that level entirely.

11) I like the blasted hole on the left. How's the performance from that part of the map? I imagine the whole thing is pretty much being rendered at once.

12) midkay +1 frag

13) Playground seems sparse and unused. Why not add a few more props and blend in some dirt around them, making the park look like kids have run around so much in it that the grass has died in spots.

14) Not much to say about this one, just I'd like to see some shots of the inside of that area, with all the rubble and the stairs.

Any ideas for replacing the combine wall? How's the performance of the map overall? Do you have a soundscape yet?

Seems like you could stand to dirty the map up a bit, with decals, overlays, random props and debris.

If you don't have time to read anything else, read this: If you're curious about ways to make your buildings look better, fire up HL2 and walk around the outside of the train station. Snap screenshots of each building, and look at them, study them. I wouldn't suggest lifting the exact design, but instead identify some architectural elements (like rounded edges, varied roof heights, extruded wall geometry etc) and use them in your map. It'll also give you an idea of how Valve implemented the textures you're now using.

Looking forward to more. I also feel like such a backseat mapper right now. Feel free to discard comments or suggestions as you see fit.
Posted by midkay on Mon Jul 24th 2006 at 8:56am
[Author]

Yep, I'm glad I did it too - although vvis wasn't too happy about it. :biggrin:

We played for a surprising 2-and-a-half hours. There were five players at one point, but for the second two thirds it was four of us. We had a lot of fun; the hill brought a definitely great gameplay change, thanks again for the suggestion.

Here are fourteen screens, twice as many as usual - and now they're 1024x760 (who still runs an 800x600 monitor, anyways?) :smile: They're more or less all "action" screenshots (not the "clean", formal ones I've been posting). Two notes; the below screens do not have HDR, since I didn't compile with the checkbox ticked, and the screens also do not have proper reflections. Cubemaps didn't work right for some reason, even after several rebuilds+restarts+mat_reloadallmaterials'. Ah well; enjoy.

Screen 1, no comment :smile: : http://img84.imageshack.us/img84/8540/residential1xw3.jpg

Screen 2, front of "corner building": http://img83.imageshack.us/img83/2706/residential2ay8.jpg

Screen 3, looking down the lovely new hill: http://img83.imageshack.us/img83/8246/residential3gb3.jpg

Screen 4, some new interior hallways: http://img84.imageshack.us/img84/4412/residential4vl1.jpg

Screen 5, a peek out from a new camping spot higher up in the destroyed building: http://img91.imageshack.us/img91/8793/residential5ny8.jpg

Screen 6, looking down the hill: http://img84.imageshack.us/img84/7418/residential6hl8.jpg

Screen 7, a look up the new hill and park area towards the raised buildings: http://img84.imageshack.us/img84/1029/residential7ub1.jpg

Screen 8, "ground level" view of the hill: http://img84.imageshack.us/img84/3025/residential8fy2.jpg

Screen 9, another look out the new campspot: http://img84.imageshack.us/img84/2844/residential9po0.jpg

Screen 10. no gun for some reason (am i dead?) - looking up towards the hotel: http://img84.imageshack.us/img84/9408/residential10zq0.jpg

Screen 11, down the street from the far end: http://img91.imageshack.us/img91/3176/residential11ow5.jpg

Screen 12, yet another look out the new camp spot - couldn't resist this one, someone's dying in my crosshairs :biggrin: : http://img82.imageshack.us/img82/2694/residential12dk1.jpg

Screen 13, view from atop the roof looking down on the park area: http://img82.imageshack.us/img82/7506/residential13rg2.jpg

Screen 14, just liked the composition of this one - looking down the street: http://img91.imageshack.us/img91/4466/residential14md1.jpg

The playtest went great, I've got a few more ideas in mind and got some cool suggestions from friends, a few bugs that I'll squash... but the end is certainly in sight. :smile:
Posted by Addicted to Morphine on Mon Jul 24th 2006 at 4:21am

Sweet, glad you integrated it! Z-Axis changes are always welcome!
Posted by midkay on Mon Jul 24th 2006 at 4:02am
[Author]

Drat. :smile:

This build has the suggested hill in it! And what hell it was... I worked for maybe 8 hours last night completely revamping the map for the hill, and several hours today. Time to give it a run. Screens of ramp and gameplay soon. :biggrin:
Posted by Addicted to Morphine on Mon Jul 24th 2006 at 3:13am

I'd like to help out, but I A) Don't have Steam here B) I'm in China

Hope it goes smoothly. Post some screens of your map in action (ie. people fraggin each other).
Posted by midkay on Mon Jul 24th 2006 at 12:13am
[Author]

Typical, I forget to leave the date of the game - today. :smile:

That's in four hours or so.
Posted by midkay on Sun Jul 23rd 2006 at 4:52am
[Author]

Hey all,

I'm going to have a play test with several friends (probably around 4-5 people total; maybe 6). It'll be around 9PM PDT.. or like 5PM eastern. It'll probably last an hour or more, but if anyone here'd like to join, even if just for a few minutes, leave a message! :smile:

Thanks!
Posted by midkay on Fri Jul 21st 2006 at 8:13am
[Author]

Sure thing, when someone gives a lot of advice and suggestions I certainly make a point of at the very least responding to and considering each one to show my appreciation. :smile: I'm glad you opened my eyes to a few things, in fact I lowered the "progress complete" from 80% to 75% as a result. :biggrin:

I'll probably work for a couple more days and post up a few more screens of the changes. That hill idea is really beginning to look appealing. :smile: That'd probably take a few hours to get done, what with moving all the buildings+interiors over there up a ways, getting the textures straightened out, integrating all that.. but I love the mental picture I have of it. :smile:

Thanks again.
Posted by Addicted to Morphine on Fri Jul 21st 2006 at 8:03am

Glad I could help midk, I appreciate you responding to my points, it's nice to know your time and thoughts get taken on board or at least considered :smile:

I look forward to seeing new shots.
Posted by midkay on Fri Jul 21st 2006 at 7:54am
[Author]

Thanks for the reply, Addicted to Morphine.

Screen 1: You're right. I've discovered that I really suck at texturing/modeling buildings. It's good to get suggestions on these things that I have no eye for. I'll give it a try. :smile:

Screen 2: Definitely. That, for what it's worth, seems to be the result of HDR - in LDR mode, the light looks just fine (surprisingly). The only reason I haven't changed it yet is that I haven't decided on the kind of lighting I want (probably gonna go with flourescent, like in that hallway).

Screen 3: This is the most-used building so it certainly does need more detail. The planks are.. well.. I don't know. :biggrin: Probably going to be deleted, that's what they are...

Screen 4: Cool, thanks. Maybe I'll place another bus stop somewhere...

Screen 5: Right. Another thing I suck at: doorways into buildings. If I make the doorway the correct size for a door or two to fit, it tends to seem too small, at least in Hammer. I'll have to just go for it and see how it looks, I suppose. Doorframes are a good idea.

Screen 6: Thank you. I do like this area. :smile:

Screen 7: Combine walls are indeed cheap and need to go for the most part. Since I don't really have any other immediate, simple ideas for map containment, I placed them about as a rudimentary, basic map sealer - so people at least wouldn't walk up to the edge of the map and look off and think "huh?". I'll probably come up with something. :smile:

Oooh.. a hill/incline. That's an interesting idea. Sounds painful, but very interesting gameplay-wise. I might have to give that a bit of a try. :smile:

That definitely helped - appreciate it a lot, thanks. :smile: gets back to work