removed the corridor that leads to the ladder (it's now outside)
finally did the proper texturing
refined brushwork at places
changed a few stairs and catwalks
added a few more connections
opened up the mall/underground area
tuned the RPG trap
added: numerous light fixtures - and lights!
added: physics props for better gravegun fights
The map is set in the slums and abandoned industrial areas of a kilometer-high, futuristic city. Corrugated sheet iron and concrete. Some parts stand underwater. Sunlight falls in small chasms but mostly stays a glow in the distance. HDR, mmmm.
Discussion
Posted by Junkyard God on
Fri Mar 23rd 2007 at 8:19pm
Well, I just got it and played it for about 45 minutes, so far only seen stuff that's already been pointed out to be honest, and even that aren't the most blatant oddities in the map, some took me a while to spot haha.
I'll have another look later on, and then another one tomorrow, see if I cancome up with anything.
The flow of the map is great, I think it will be a nice dm map with some more players, haven't played against anyone on it yes, but it feels so smooth, and the connectivity is pretty damn good.
Good work reaper, love this map, makes me want to get more into hl2dm.
Yea, I mean, I avoid doing anything fancy like putting in singleplayer NPCs, server-side ragdolls, too complicate physics constructs... But an elevator? HL1 and all its mods had not the slightest problems with things much more complicated than elevators. No other game has.
Instead of toys like the stock market for CSS they could start fixing up the real bugs. Like the lights lying on the floor even in dm_powerhouse. It's really annoying. :sad:
Posted by Junkyard God on
Fri Mar 23rd 2007 at 6:38pm
That's verry interesting info there reaper47.
I'll still need to testplay your map, kinda busy with another game now, but I'll give it ago once I manage to get some good spare hours to run around in it. :smile:
An important update on the slow moving func_tracktrain.
It's a bug with servers running maps with func_tracktrains or func_doors and "tick 100" rate. Tick 66 or 33 works fine. There's nothing I can do about it. It's up to Valve. I could be able to hack it now, that I know what causes it but it might also be a good reason to run lower tick rates as this is not only a bug for my map but for any map having a func_door or func_tracktrain.
Stupid Source engine.
Posted by reaper47 on
Tue Mar 20th 2007 at 11:48am
[Author]
Thanks. I generally miss direct midday sunlight in HL2DM maps and try to incorporate as much of it as possible. Most maps have either dawn, night-time or gray, cloudy environment lights which I'm a bit bored with. I intend to keep the contrast. Maybe adjust it a bit but not likely.
Posted by Junkyard God on
Mon Mar 19th 2007 at 10:37pm
This map looks pretty nice, but indeed it seems to be verry well lit 'naturally' for such a city.
Maybe a simple solution would be to make the sunlight less bright ,and to add more man made lights.
Posted by reaper47 on
Mon Mar 19th 2007 at 12:02pm
[Author]
I got to play the map on a few servers now an none had the elevator bug. Fortunately it seems to be a very specific bug that only happens from running a few more exotic mapcycles or settings.
So server-admins, don't be scared, it runs fine :wink:
Posted by reaper47 on
Sat Mar 17th 2007 at 10:48am
[Author]
Great, skyjack, this is as helpful as it can get, thanks. Do you have the IP address?