dm_3006 by reaper47

Map Rating

  • Star map!
  • 5
  • 1 rating / 5 stars

Map Download

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 Naklajat on Fri Mar 9th 2007 at 6:25am

Downloading; will try to pick it apart a little and write something in the next few days.
Posted by Riven on Fri Mar 9th 2007 at 3:21am

Wow, been following this map since alpha 1; I had not said anything cause I thought anything I had to say you probably already knew. The most lovely aspect of the map to me was the lighting, simply superb! Definitely a new classic.

If anything, I think the skybox could look a little more interesting; it doesn't complement the enormous work done within the map, and looks quite dull imo except in the small "market area" as I call it, where the buildings line up with the main map. Cool idea on the theme.

The map is excellent though, cheers!
Posted by Kasperg_JM on Fri Mar 9th 2007 at 12:53am

I'll take a look as soon as possible.

Two things I can comment on the screenshot

-The piece of pavement that is detatched looks too big and too thin at
the same time. I'm not sure I've seen anything like it before. But it's
a minor thing.

-It's not clear how the trusses are attached to the walls. Maybe plates of rusted metal would look nice in those places.

Edit: download not working!
Posted by reaper47 on Tue Mar 6th 2007 at 10:03pm
[Author]

Hurray, hurray! Beta 1 is finally finished. :crash:

User posted image

Download here!: mitglied.lycos.de/reaper47/3006.html

I tried to incorporate as much of the Feedback from you guys as I could. I completely redid the texturing and prop-placement for many parts. The layout should flow better now with added connections and a few more redundant paths scrapped.

I'm very happy with this version. I think it wouldn't be healthy to cling to my initial ideas of basing the map completely on custom modeling and texturing because a) the filesize is becoming a real problem with HDR-supporting maps anyway and b) I won't learn how to do proper texturing (high-res, normalmaps) and modeling within any reasonable timeframe anyway. Call it futuristic, call it plain over-sized industrial area DM architecture.

I think it works quite well the way it is. There won't likely be any big changes anymore except for fixes. The only thing on my personal todo list is the blocky skybox and the upper warehouse/elevator area. I needed to finish up the rest of this map to get a clear head first. I find it very difficult to polish these parts.

I'm open to any constructive feedback, of course. Even little things like bad textures, polygon errors, obscure bugs or item placement concerns.

Again, all you people were a big help, thanks. :smile:
Posted by reaper47 on Tue Mar 6th 2007 at 5:15pm
[Author]

So I fixed a few remaining things last night and now Beta 1 is... FINISHED! All it needs is a full compile and the presentation work. Expected release date is tomorrow!

Here's a last pre-release screenshot typical for what I did with the layout:

User posted image
Some might remember that the stairs were on the opposite side of the street here, requiring some jumping and walking up in a curve to pass this spot. Now they're in one line with the usual running direction. Less bumps, a few seconds of obstacle-avoiding saved. I added a few more connections and generally tried to make ways a little easier and clear.
Posted by Orpheus on Fri Feb 16th 2007 at 9:04pm

Door comp. slaps forehead

dangit. :sad:
Posted by reaper47 on Fri Feb 16th 2007 at 8:53pm
[Author]

There are only 2 pipes I want to add for additional connections. Otherwise it's finished for the next release. I fixed up a lot of details you pointed out. Not everything, though, as I want to get the next release finished ASAP. Playing this version after alpha2a feels quite different.

I'm just trying to think of something original for the doors competition right now, which is my current priority. It seems using env_terrainmorph for organical magic-doors isn't as simple as I thought :/

Chances are high for a release next week!
Posted by Orpheus on Fri Feb 16th 2007 at 7:32pm

Where's the update on this thing? I am always curious, just how PO'd someone is after one of my critiques. :heee:
Posted by omegaslayer on Tue Jan 30th 2007 at 5:56am

I like the new texture work. It gives it a more industrial feel to it.
Posted by Orpheus on Sat Jan 27th 2007 at 5:54pm

/me bows

remembers Fisheye's warning about back

/me bows shallowly.

You're very welcome Sir.