dm_3006 by reaper47

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Map Description

Beta1 is out!

Changes in this version:
  • many, many minor fixes
  • 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 Gwil on Mon Nov 27th 2006 at 11:27am

We want more!
Posted by Naklajat on Tue Nov 21st 2006 at 4:15pm

I think it's a good decision to give the player somewhere else to go from that catwalk. I remember getting to that spot and then thinking "now where?"

Looking forward to the next release.
Posted by reaper47 on Tue Nov 21st 2006 at 11:24am
[Author]

Neither this map or films like the fifth element (which is a huge inspiration) will win any logic award, I just like the scale and monstrosity of the idea.

But thanks for having a look, anyway! :smile:
Posted by oskutin on Tue Nov 21st 2006 at 7:28am

Under kilometer high city? Maybe city builders destroy old building before start build the skycapers.And skycapers weight can crash the old building and city destroys."Sunlight falls in small chasms but mostly stays a glow in the distance"
But maybe builders build walk ways and foliage between skycapers enterances.
But this is good map.
Posted by reaper47 on Fri Nov 17th 2006 at 7:58pm
[Author]

Thanks Ballblue... (ball blue... I always read ballude! :biggrin: )

The upper parts (screen 3) are very basic yet. Very blocky. Also there is a lack of props (light-fixtures) ect. Lighting needs variation. HDR shots look incredibly dark in the shadows in screenshots, even more than in the game, which probably causes some of the extreme Quake 1/pitch black look.

Anti-confusion/landmark/texturing tweaks are on my list and screen two hasn't changed so far. :wink:

__________________________________________________

I carved my way through large blocks that were never meant to be hollow in order to add an additional staircase to the upper level. And I couldn't resist taking a screenshot. :smile: It's nothing but a teaser that wont mean much if anything to people who haven't played the map already but I post it anyway: The catwalk now connects two stairsways that go from the bottom to the very top parts of the map. This is a little outlook:

User posted image

See anything? Didn't think so. Anyway, now I have at least a screenshot in this chapter :smile:
Posted by G.Ballblue on Fri Nov 17th 2006 at 4:10pm

If anything, please don't change screen 2 (if you already haven't) since the way you managed to set the water up is great. The half-arched hallway in the distance was nicely done, too.

Screenshot 3 has an interesting glow effect -- but I can't get the thought out of my head that the lighting is a bit crummy. The shadows scream "quake 1" in my opinion, and it doesn't look like they're bouncing enough. Too abrubt, and to splotchy -- at least, in my opinion.

The only other suggestion I have is to get some texture variation -- the majority of this map seems to consist of brown/concrete/brick stuff, and that can get incredibly confusing really quick. Apart from the above, good job so far :smile:
Posted by reaper47 on Thu Nov 16th 2006 at 6:09pm
[Author]

Not that it's a big surprise but everything takes longer than I feared. Wheee!

I'm really thinking a lot about layout right now and that doesn't let me focus on eyecandy at all (not. at. all.). So no screenshots any time soon. I'd like, however, to get some ideas about the layout changes.

Especially Gwil's post was a huge help here and I'm trying to incorporate as much of the feedback as I can. Maybe there will be an unofficial release that's not meant to run on any server but is solely there to allow the layout experts to have a dry look at the changes.
Posted by midkay on Fri Nov 10th 2006 at 9:35pm

It's great to hear that, reaper47. Nice to have an update on this. :smile: Can't wait for an alpha2.

I think boosts in motivation are universal. Over the past few days I got done 75% of the work I needed to do in order to release a beta 2 of dm_residential (shhhh, let's keep this on the down-low). Hooray for productivity!
Posted by reaper47 on Fri Nov 10th 2006 at 6:41pm
[Author]

This version is outdated. For comments and suggestions see Alpha2a look here!

Check out the map profile for a changelog.
Posted by reaper47 on Wed Sep 13th 2006 at 3:16pm
[Author]

Wow, thanks Gwil! I will look at those tips very closely to incorporate them as much as I can.

PS: I like the tablet-writing. :biggrin: