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 reaper47 on Sat Jan 27th 2007 at 5:41pm
[Author]

Thanks for the critique. I've read a couple of yours before, thus was prepared :wink: Please believe me when I say that I can truly appreciate the effort. The screenshots and the detailed look at the map is a service I don't take for granted. It is one of the reasons I like this place so much.

I haven't read everything thoroughly yet. But I see some interesting points I'll certainly look into.
Posted by Orpheus on Sat Jan 27th 2007 at 1:24pm

So the two things you pointed out about my comments are non-fixable then? I assume the model glitch is something IN the models design, and the water glitch is in the code?

Well, my apologies for pointing out something that wasn't your fault Reaper.

Notice too that the FPS stay relatively high. I am not sure if its my card or your design though as this map is pretty open in spots. You might be creating a high end machine map.

shrugs

You need a low end machine to run it on I guess.
Posted by Crono on Sat Jan 27th 2007 at 4:24am

Orph, those pillars have a small LOD distance. They're not broken by any means. What this does is allow the engine to switch to a lower poly model when outside of your ranges. You can notice it in many maps. I think, generally, people make the distances far too close. If you can notice it changing, it's probably not far enough away and the value should be set to something higher.

The light reflection at the back of the dark area is because of the water shader and probably how the engine renders light. It does it in other HL2 maps, single player and multiplayer (replay the area at the beginning of HL2 right before you get introduced to man hacks, look in the alcoves at the back and you will see the same effect from the water there.) It might be how they designed the displacement map (if they do indeed use displacement maps to do the water effect).
Posted by Orpheus on Sat Jan 27th 2007 at 2:34am

I realized tonight that this is your first critique done by yours truly. You might not be ready for one if, you haven't read very many of my others. They tend to focus on what I think needs changed. I do not waste a lot of time with placating authors for a job well done. I save those for when the map is released and the author needs them. An author needs his trophies more then than during. Anyway, to make a long story short: My critiques are 100% voluntary on my part. Nothing I suggest needs to be used. I donate my time without strings, so that the author has no room to complain if I inadvertently upset them in some way. I have been burned enough times to make that as clear as possible. This is why I no longer do a critique without the written consent of the author. I feel that if they asked, they cannot gripe.

Also, it takes me well over an hour to write a simple critique. One like this, takes much longer. Please remember that when you want to yell at me for anything.
________________________________________________________________

Now, onward:

This map tells me two things.
#1: Its size has gotten away from you and now you're scrambling to connect all the areas with tunnels and vents. Its big. It needs a bit more thought as to its layout. It either needs made smaller, or the connecting paths need more attention.

#2: Because of its size, its going to be hard to fill it with items, without making the items appear haphazardly strewn about. Item placement is going to be a bitch to get right. To little and people will be turned away from playing. To many, and you'll look like a n00b with the piles of them.

I also noticed that none of the doorways have thresholds. The map, just meanders from here to yon. You have distinctive areas, but nothing marking the beginning, or ends.

I liked the sounds, nothing needs done about them, but the sunlight is far to harsh. The sections with light from above is glaring. Toning this down, might be advised.

Anyway here are some pictures that might be of assistance.

User posted image

Now of course I could have missed something so if I did, disregard this. However, as near as I can tell, there is no way to get back out of that nook, without taking damage. You need to either: #1 Put something in there worth hurting for IE the RPG, or #2 Have an alternate way out than simply jumping off.

User posted image
This area. Its so out of theme from the rest of the map. It either needs a reason for all those pillars, or the style of construction needs altered to fit another area. I really don't know what you intended, but its the most out of place area in the whole map. I cannot suggest what to add/remove but its in dire need of something.

User posted image

That fencing. Nice addition to the map as far as creating scope. The field of view beyond make the map seem much bigger, and makes it feel like a city looking out. However, its to neat. Break it. Roll part of it down. Do something to get rid of the "Just installed" look. You could add a gate, one that cannot be opened, and add some platform outside. Perhaps a landing area for a chopper. Whatever you do, mess it up.

User posted imageUser posted image

These two shots. Notice the pillar across the way? It borks out at the base. Also, while I'm in this area, lose the girder crosswalk. You can extend the platform I am currently standing on to the point of a jump distance. The iron walkway doesn't fit. No one would add such a construct in a real world. However, you could add a jury-rigged something in the place of the walkway. Something a bum might use? A board set sideways, or broken a bit? The carpet needs to go as well. It doesn't fit the area.

User posted image

That entire roof of sheet metal is held up by that one pole? Just one? And a chair? What's with the chair?

User posted image

That ramp. Its to neat and tidy. Extend it past the lip at the top. Make it look added, not built as if its supposed to be there. Its to wide and too thick. Its sheet metal, make it look like it.

User posted image

That, it doesn't belong. No where else within this map is there such a pillar. No architecture resembles it.

User posted image

No light source. Also, this area is a bit iffy. Its texture choices put it out of sync with the rest of the map. You have crete and steal, now suddenly, you have?? What is that? Sheetrock? Doesn't matter. Either make it seem like it belongs or, switch textures to fit the rest of the map.

User posted image

Another no light source? Also, assuming you want to keep this section as is and make it fit, alter the upper floor to another texture. One closely resembled, but definitely different than the floor below.

User posted image

I like the blue lights. I do not like them as blobs. Put a lightbar under there perhaps. The intensity is just to bright and focused. Dim it down and spread it out a bit.

User posted image

Another no light source. The trim on the floor looks strange too. Tile with metal. I don't know what to suggest, but one of them needs altered.

User posted image

Increase the depth, and place some sort of a light inside. Dimly lit alcoves add much to the ambiance.

User posted image

Yes, like this one. However, that glaring crack in the back ruins the effect. What is it by the way? My visuals or a defect in the map?

User posted image

This switch, although a wonderful trap, resets itself much to rapidly. Also, how can one enjoy the effect, if its around the corner. Traps are best when they can be seen trapping the prey.

User posted image

Another dark alcove that could benefit from a light.

User posted image

Hallways. Especially ugly ones like this should be no longer than a 3 second run. At least not without cover. The hall needs alcoves or widened so you can add cover of some artificial kind.

User posted image

That hole. It leads to the RPG. It needs more thought. Its just a hole leading to another place. I have no real idea how to alter it, but it needs done.

I hope there is something here of use.

Orph.
Posted by Orpheus on Fri Jan 26th 2007 at 11:02pm

I posted a host I never tried before but looked great in "Recently Found"

I have a s**tload of pics to upload. None are complimentary, since you already know the good views. :smile:

Hopefully, they will be helpful.

[EDIT]

http://s24.quicksharing.com/

I dunno nada about this place. BUT it seems fair to me.
Posted by reaper47 on Fri Jan 26th 2007 at 10:33pm
[Author]

Well, I guess the other host was too good to be true then. :sad:

I thought after finding the old one all my troubles were solved. Didn't you post about a good host a while ago?
Posted by Orpheus on Fri Jan 26th 2007 at 10:18pm

That host put me through 9 kinds of hell, then it laughed at me and called me an SOB. :eek:

You don't believe me? Check this out:

User posted image

I'll look over the map soonish, but that host sux.
Posted by reaper47 on Fri Jan 26th 2007 at 9:38pm
[Author]

I changed the host. Hopefully it works now.
Posted by Orpheus on Fri Jan 26th 2007 at 5:14pm

Fat lotta good. The download link is borked. :sad:

Reaper, get me a functional link please.
Posted by reaper47 on Thu Jan 25th 2007 at 5:55pm
[Author]

I like the term "concrete cliffs" because it's how I always thought of the architecture in this map. Like man-made cliffs. The new textures breaking the vertical impression is an interesting point. I think I don't have a problem with this, especially around the garbage area. There's enough other places for the full, vertical monumentality. It certainly looks a bit more improvised now. Which is something I like about the place and that hasn't really come across with texturing so far. I'll take your view under consideration. It's just one or two simple revisions from the pure concrete-fest it was before. The textures aren't fixed yet.

I think you're perfectly right about the pillar. Shouldn't be too hard to do that also. Thanks.