dm_stonepark by Juim

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Map Info

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 reaper47 on Sun Mar 25th 2007 at 3:38pm

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

Great map indeed. I had a look and really liked the changes. The new, warmer lighting not only helps to set the mood, it also structures the place in more distinctive areas. The layout is much cleaner and easier to learn now.

My complaints are still more general, though. There are a few issues that affect the map as a whole.
  • The map is still rather dark. It could need more lights, brighter lights and overlapping lights so no dark stripes stay between two lamps.
  • Cubemaps aren't run correctly. The trick is to switch on "sv_cheats 1". To calculate them in console type these three lines: "sv_cheats 1"; "buildcubemaps"; "map dm_stonepark_alpha2". Otherwise they won't be saved into the map.
  • Using more than one waterplanes causes errors with the watersurface (it switches from world-reflections to cubemap shaders and seems to change height). I probably wouldn't have noticed if I didn't know the bug from my own maps :/
  • The underground is still a bit off...
A few illustrations:

User posted image
The texture doesn't load. The stonewall works now, though!

User posted image
The default "sunset sky" error-cubemap.

User posted image
I'd say that area A is about 3 times cooler than area B. I like parts of it (like the area around the "three circles statue". But the train, the long, huge corridors around it are very bland and I've seen them in so many other maps already. I don't see how they could be decorated, also. Cut, cut, cut. And concentrate on the kick-ass outside areas. This map is so huge, I think focusing the work on a slightly smaller area would help a lot.

User posted image
It's annoying that you can't jump up here.

PS: I'd stilly like to grav-gun-grab the 3 statues. :wink:
Posted by Jacfu on Sun Mar 25th 2007 at 3:10pm

great map Juim

My only suggestion at this stage would be to add more light sources. Also, I don't know what skybox you used, but you might want to try sky_day03_06
This will add some warmth to the main open area without breaking the dusk/twilight setting.

Good work! I can't wait for the next update, but don't try and rush a map of this size though - take your time - all the hard work will be worth it. :smile:
Posted by reaper47 on Sun Mar 25th 2007 at 11:53am

Great to see the map's still alive! I'll give it a try this afternoon.
Posted by Juim on Sun Mar 25th 2007 at 3:00am
[Author]

Well in my usualstyle I am still plugging away at this between 80 hour work weeks. Here are some screens:

http://gamersdiner.com/images/dm_stonepark_11.jpg

this is the noclip shot. It is a big map but not pointlessly sprawling like dm_waterwerx was.

The next few are of the inner train station.

http://gamersdiner.com/images/dm_stonepark_12.jpg

http://gamersdiner.com/images/dm_stonepark_13.jpg

http://gamersdiner.com/images/dm_stonepark_14.jpg

Finally, another exterior shot.

http://gamersdiner.com/images/dm_stonepark_15.jpg

I have included alpha2 to the download link.
Posted by BlisTer on Wed Jan 3rd 2007 at 6:02pm

nice concept and architecture. imo some of the lighting could benefit from more harshness.
reaper47 said:

  • Cubemaps don't work. This seems to happen often lately? After you ran buildcubemaps turn on sv_cheats 1 and reload the map. Until then they aren't written into the bsp.
    </LI>
lately? i've been having this problem since june last year. i need to go out of steam or load up another map before i see the effect of buildcubemaps. so sv_cheats 1 is not required imo, but this seems to be a faster solution, so thx, i'll try it
Posted by reaper47 on Tue Jan 2nd 2007 at 11:15pm

For cubemaps just type "sv_cheats 1" in console. Then "buildcubemaps". Now "map dm_stonepark_alpha1". There should be a short delay after the map finished loading. Like a 15 second lag. Then all the cubemaps are written into the BSP.

I think this was complified with some source engine update. midkay taught me the sv_cheats 1 trick, so it works nicely.

As for seeing cubemaps working. Simply use "impulse 101", take out the crossbow and it should display convincing miniature reflections on the scope that show the environment at the position of the nearest env_cubemap. Right now it's just the standard, bugged sunset sky reflection that is used as an error texture.
Posted by Juim on Tue Jan 2nd 2007 at 7:48pm
[Author]

Thank you for your reply Reaper.

1.) The underground part will be better connected bh opening up the elevator shafts to ladder climbs, I will even put an exit on the uppermost level of the outside area.

2.)Actually, most of the stairs are already func_details, except for some of the lower stairways, where there are no outer brushes protecting them from the void. I will fix this.

3.)Those darn textures. I noticed this on a recent re-load of steam. It says in the browser that the texture is nature-something-er-other, so I assumed it was a standard HL2 texture. I will packrat it or change it before the final build.

4.)cubemaps will be fixed also.(thanks, I don't know how you can tell if they have been built in the map, maybe you could let me know the visual clue for this).

5.) The outside sculptures will be made into props_physics, great idea.

Also outside the park there is an undeveloped area looking out over the ocean. I have hopes of putting another shop front there or a theater marquis or something like that. I will also be adding a 3D skybox to the outside and I will look into another skymap.

Thanks again for the great input.
Posted by reaper47 on Tue Jan 2nd 2007 at 2:36pm

Lifts can work semi-fine with func_tracktrains. I can try and help you with them, if things don't work.

The map seems to really take shape, judging from the screenshots. I'll download and have a look perhaps later today.

The only issue I think I can predict so far is that it could grow too large easily. Especially the last two screens look very big and disconnected from the main area. It's hard to tell from screenshots alone, though. Maybe you should try and cut off some of the outer parts while it's not too late. I dunno. It's really hard to fill such big areas with gameplay and further decorations without making them look empty. Maybe I'm over-interpreting things here but it's something you could consider.

Anyways, nice map.

[edit:]


Alright I had a quick run through the map and liked what I saw a lot, while maybe the alpha state helped me to accept some rather gray-ish texturing.

Things I noticed:
  • The underground parts indeed seem to be separated from the main part too much. I'm afraid trying to get some connectivity between the areas will be a nightmare. I know it's brutal but consider cutting these parts. I liked the ring-statue. It would surely look good somewhere on the outside, too...
  • Use func_details for the stair brushes. I promise a 1 hour+ speed increase in vvis compile times. :smile:
  • I get pink check board errors for missing textures on a displacement wall. I forgot to take a screenshot but I think it's the rock texture. If it's a custom one make sure it's included with right relative paths with a BSP-file integration program like packrat.
  • Cubemaps don't work. This seems to happen often lately? After you ran buildcubemaps turn on sv_cheats 1 and reload the map. Until then they aren't written into the bsp.
  • I wish I could grab those modern statue shapes with the gg. :heee:
That's what I found so far. The architecture is very unusual and interesting. I liked the bits of lighting but surely there's a lot that can be done yet. Maybe a nicer sky. The cloudy skies always make it look like there's bad weather. Also the texturing is very, very gray but we all have to fight with the HL2 palette :/

Very promising map!
Posted by Juim on Tue Jan 2nd 2007 at 1:41pm
[Author]

That is my feeling as well, especially in DM. Perhaps I will make the shafts climbable as if the elevators were out of order.
Posted by Naklajat on Tue Jan 2nd 2007 at 6:04am

I am also considering having one or more of the elevators actually function, although I am hesitant for some reason.
Elevators don't really work in multiplayer Source games, IIRC.