dm_3006 by reaper47

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Map Info

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 Finger on Thu Mar 15th 2007 at 9:50pm

The truly gifted critics are the ones who realize that they are not one step from the top, but in reality, one step above the bottom.

:dorky: :dorky:
Posted by Orpheus on Thu Mar 15th 2007 at 7:36pm

Mien Gawd, even more detailed critiques than mine.

/me feels abashed. :cry:

If there's anything left to comment on when I get home, I'll post something. If you addressed all my previous concerns, I doubt I'll have much to add.

looks at floor

Especially if all these guys found so much after my post and your fixing things.
Posted by reaper47 on Mon Mar 12th 2007 at 4:31pm
[Author]

I know a fix that should work. There's a safety feature I added that stops the elevator after 5 seconds if it doesn't reach its destination. By removing this the elevator should reach its targets even though he's slower. This would only be a temporary fix, though but easy enough for a quick update.

I have a more advanced theory I'd like to test, also. If you think you know what could have caused this or you're in the mood of solving a riddle and becoming my personal hero: Take a look at this post in the editing board
Posted by reaper47 on Sun Mar 11th 2007 at 7:56pm
[Author]

sigh, I just got to play the map on some french server and thought that most things worked out nicely but there seems to be a problem with tracktrains in general. I only experienced the bug once, thinking it's a problem I'll never see again, but now on this server the elevator was simply... too slow. It was half as slow as it should be, so it didn't reach the endpoint in time, making the machine think it's blocked, thus stopping the elevator in the middle of the ride.

I think this has something to do with default speed values being transfered from one map to the next. If you play one map with a platform before it could be that the next map loaded could have a problem because the values from one platform get overwritten to the next. Or some kind of hidden command that activates.

This is really frustrating. I've tried so many methods to get a simple elevator to work and this ha proven to be quite stable. Now this. Maybe it's only a very special case but still, it's annyoing. :sad:
Posted by reaper47 on Sun Mar 11th 2007 at 6:24pm
[Author]

Thanks Jacfu and Baron von Snickers, I really appreciate.

PS: The electric zapper switch is hidden beneath the red stairs. :wink:
Posted by Naklajat on Sun Mar 11th 2007 at 11:26am

This release is very solid, the layout changes I noticed improve the flow. It looks very near to complete from my perspective, already more complete than the majority of custom maps I see in the server browser, good job.

The few problems I noticed:

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The collision model of these ladder models prevent you from getting on the ladders from this side.

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However unlikely it is someone would actually stack stuff up to block this lift online, it's possible. You can also stand under it and block it. I think flagging it as 'force closed' would fix it
.
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View from the blocked lift, crouching.

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Minor texture alignment in the skybox, that's pretty hard to see in this screenshot.
Posted by Jacfu on Sun Mar 11th 2007 at 9:28am

Hey Reaper, this map is awesome. Spent quite a bit of time wandering around in it - very impressive!

just love this composition:

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The breakable vents leading to the elevator on the opposite side is very clever indeed! :

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Just one question though. HOW do you turn on the electricity to zap players in the water?

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Maybe it would also be better if this fence/gate brush didn't dissapear into the wall:

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I cant wait to see the fin product. Great work :cool:
Posted by RedWood on Fri Mar 9th 2007 at 7:40pm

Eah, i had some spare time. As for that... the reflexion just happened to catch my eye.
Posted by reaper47 on Fri Mar 9th 2007 at 7:23pm
[Author]

Wow, thanks a lot. You're so fast! :biggrin:

Redwood, how in the world did you find details like this? I must have spent hours searching for things like this and still they pop up everywhere. Very helpful.
Posted by RedWood on Fri Mar 9th 2007 at 8:45am

Looking grate. Movement around the map has really smoothed out. I got lost a few times but it never seamed to take to long to get any ware.

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I say this quite a bit. I'm guessing you did this to draw attention to it, but is looks strange. If your going to have a light behind a ladder, maybe you could sink it into the wall or something. I also saw decals directly behind ladders more than one. i can't imagine someone spraying graffiti directly behind a solid object.

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The metal wall at the top of the shot. I got some strange reflections coming of it. could be a cube map thing?

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there is nothing supporting thees pipes.

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both the lights hear are attached to nothing.

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this light doesn't look like it should be hear. (like this at least)

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this needs to be retextured.

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A screen sunk flush to a brick wall? maybe give it a trim or turn it into a external monitor.

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Nice seen, but when i walk up to look outside the player clip is to fare from the fence and i feel like i'm being blocked. i want to get my head close to the fence so i can look down but i can't. frustrating.

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IMO the trussing and the decal don't look like they belong.

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I saw this a lot. i don't think you will ever see a light hanging below the frame of a door. If i were to walk through that door i hit my head on the light. looks off.

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I was nocliping around and i found this. looks like a big pach of expensive texture that could be nodrawed.

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a pice of concrete that thick could never be move like that without being broken. make it thicker or break it up into pieces.

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every time i see this it walk up to it and try to look down it and then i realize it's a sticker. It's irritating and frankly i think it kills the atmosphere of entire area.

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caught ya.

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This is cool but i had a hard time figuring out why it was there. maybe you could make it more apparent that those are door on both sides.

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the yellow light has no source, the red light looks out of place, and i never saw the rl launcher until i accidentally picked it up. I never realized it was a door until i walk up to it.

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It could be me being picky but i couldn't find a reason for the incline. plus i couldn't tell it the floor was dirt or concrete.

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the texture on this wall doesn't mach the others.

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the texture hear doesn't mach the others aound it

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this ledge could use a light. the buildings in the top center and top right center need textures aligned.

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light with no source

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the yellow light i'm pointing at. it seams to be coming from that point but it has no source. i could be be wrong but it couldn't see were it was coming from.

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there needs to be a dark spot above that lamp.

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this blue light is to close to that bright yellow one and it looks off.

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the ledge hanging over the walk way looks weird. maybe ware the walkway is you could continue the pillar until it meats.

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the light hear seem to have no source. the sun doesn't look it would b hitting it and it looks awkward.

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did u want the light off center? (yaaa i'm picky)

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can't imagine the meter man enjoys reading this one. look forced and if you keep it you might want to run some wires or conduit. the ones over the rl launch would go good hear.

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I couldn't figure out why there was water in hear. it looks more like a suicidal swimming pool. maybe add a broking water pipe or something.

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blue light with no source

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blue light with no source

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needs a wire or some sort of power source.

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i don't know it was done on intentionally but some of these don't have back plates. and personally i think it would look more realistic if the the back plate was extended a little past the trusses edge so it looks like it was mounted to the wall more realistically.

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these all look like they don't have much holding them up. it going to look real funny once someone is standing on top of them. maybe add a guid wire or i beam

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the light looks awkward. needs to be moved. the switches on off positions are reversed. when u through the trap switch it looks like your shuting it off. it could use some sprites also. and i don't know why it's like that in hammer but if you rotated the texture of the fence 45 degrees it will look more like a fence.

hope that helps. I want to play a game on this. Think it will be good fun. i don't think you'll have any problems getting a clan to host this thing. Any guesses on when it will be complete?