dm_stonepark by Juim

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Map Description

A concrete and steel serenity park nestled in a downtown area adjacent to a closed subway station. Lots of art/architecture, and teleporters to help with connectivity and layout. Hope you enjoy!
Juim

Discussion

Posted by Orpheus on Sat Apr 7th 2007 at 1:25am

whispers

Just because I have not said anything in a long time, doesn't mean I am not still checkin.

Watch those file sizes Juim. :wink:

ON TOPIC: I just got my PC up and running again. Methinks I'll give this another looksee.... If you want?
Posted by Juim on Fri Apr 6th 2007 at 10:02pm
[Author]

Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Some images in this post have been automatically down-sized, click on them to view the full sized versions:

CombineX, Thank you for your time and effort. Although it may have seemed so awhile ago, this thread is not dead by along shot. In fact I have the day off so I thought I would post the final Alpha .

http://gamersdiner.com/downloads/dm_stonepark_alpha5.zip

I took into consideration several things you mentioned, plus, tweaked a few more that I have been thinking about. This is the final alpha. Based on some playtesting I suspect I will only have a single beta. Thanks again for your time.

1.) I chopped another 20% or so off of the lower areas. I keep getting complaints about size. I may decide to release a larger teamplay version once I am finished with this.

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I have spruced up the lower room quite a bit. May add some more pipes etcetera for the final build

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3.) I raised the wall where youhad mentioned.(I was always planning to do something there. I will probably add a light and a back gate to one of the buildings).

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4.) I widened many of the upper walkways, to add to playability and maneuverability.

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Posted by reaper47 on Fri Apr 6th 2007 at 3:20pm

You really haven't been here for long, have you? :biggrin:
Posted by CombineX on Fri Apr 6th 2007 at 12:41pm

Is this thread dead???
Posted by CombineX on Thu Apr 5th 2007 at 12:10pm

whew... its my first comment (new on SnarkPit). I'm trying to be really active user... ok let's see some screenies

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you really should leave that or make it bigger, it doestn look right for some kind of a garage that way.

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see the image(tell me if you dont get it). My point is to make the wall taller.(or some depris)

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This hall seems really hungry of details and light's. The lighting is way too dark for that kind of public hall.

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I like secret spots =D, nicely done the connection between the swimming pool and err... under the stairs.

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The overrall look is awesome. Nothing else to say from that.

Keep it up, waiting for beta!
Posted by Larred on Thu Apr 5th 2007 at 2:11am

Nice Juim, really nice, I've got it up in my rotation, thanks for letting me know about it... :smile:
Posted by reaper47 on Sun Apr 1st 2007 at 2:12pm

I had a quick look. I like the additional lighting and the new skybox. I'm glad you considered the suggestion regarding the underground parts. It's less separated now. The one, square-shaped underground tunnel with the stairs and the white tiles on the walls is the part that looks the most bland now IMO. Maybe you could spice it up.

Unfortunately, there's no way to get rid of the water-bugs. You can have two water surfaces in vis-leaves invisible to each other. But in an open area like the outside, that's impossible I'm afraid. Maybe it's a specific part of the shader that causes it (like full reflections) and using a different one could solve the problem at the cost of some special effects. But it's a very small bug, I wouldn't worry too much.

Very nice. Near-finished - I agree. :smile:
Posted by Juim on Sun Apr 1st 2007 at 5:02am
[Author]

OK I did some serious re-thinking and have completed the following:

1.) downsizing as suggested by Reaper and others outside the pit. Maybe not enough for all, but the train station is gone. I left the lower level and added a teleport with 2 destinations.

2.)I also added a tunnel texture for future useout in the street.(3d skybox?)

3.) I opened up two of the storage units in the street (for throwables)

4.)added morelights here and there.(I am getting rid of dark patches as I go).

5.) changed sky texture (thx jacfu).

A question. Is there a way to control the seperate water sources around the map so they dont pop in and out like that? Individual load control entities or something?.

download:

http://gamersdiner.com/downloads/dm_stonepark_alpha4.zip

these things and a few decorative touches should lead us into the final beta.
Posted by reaper47 on Tue Mar 27th 2007 at 8:40am

All the buggy shaders are fixed now. Nice!
Posted by CombineX on Tue Mar 27th 2007 at 5:05am

Humm... nice but...but odd looking for a DM map... i just dont know why, put i guess its good... i'll be waiting for the map release.

Edit: EHEHE.... it is downloadable :biggrin: