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 Captain P on
Sun Dec 17th 2006 at 11:19pm
I didn't see a server by that name. What's your servers IP?
Posted by reaper47 on
Sun Dec 17th 2006 at 10:34pm
[Author]
My Internet became a little faster this month so I think I can host a small server from time to time. It should be open evening/night (Europe) but it's not permanent, only an hour here and there. So if you download the map and want have a look go into the steam server list and look for a server called "dm_3006" (like the map). That's me.
Posted by reaper47 on
Sun Dec 17th 2006 at 11:17am
[Author]
Could you check the news post for the map? I submitted it yesterday and it didn't show up :sad:
I'll add some thoughts tomorrow hopefully - i'm free of work until next year now, so i'll take the chance to contribute :smile:
Posted by reaper47 on
Sat Dec 16th 2006 at 11:22pm
[Author]
The battery charger? Now that's seriously surprising. It's a simple battery recharger and always worked for me
The elevator is one of many hacks I tried to get it resistant to most physics and rendering-related Source engine problems. I have another hack in the works which probably kills the physbox error (it's a physbox now).
I'll think about the dead-endiness. Probably I can bring some of them down, still, but I actually like side-corridors breaking the 100% straight-forward flow. It could be I overdo that. If it gets really annoying then pls show me screens or a precise description of the spots that really hurt and a tip of how to make them smoother.
Oh, and the elevator buttons are better now (though a bit dim at a distance still) but there's no audio feedback when pressing them. Makes me think I didn't press it correctly every time. :smile:
Little things like that are pure gold to know, thanks.
Posted by Captain P on
Sat Dec 16th 2006 at 10:16pm
What's so hard about adding them then? I just want to know. :smile:
Anyway, I just ran through it. Looks better indeed now. The flow is better, more easily, and I like the scenic area's you put in there. Much more athmospheric now. :smile:
The battery charger next to the crossbow didn't work though. I also got a crapload of 'Updating physics on object in hierarchy func_physbox' errors, continually flooding the console. Don't know which object caused that and it doesn't look like it caused anything serious, but still.
Anyway, there's still a few small 'deadends', such as a lit door just below the staircase that leads to the crossbow, that aren't very long or dead-endy, but not very good for fluiding movement and navigation either. Oh, and the elevator buttons are better now (though a bit dim at a distance still) but there's no audio feedback when pressing them. Makes me think I didn't press it correctly every time. :smile:
Call me crazy but those light fixtures are a pain to add. Really. Maybe it's something psychological but I feel deep inside it was the right decision to leave them out so far. :biggrin:
Posted by Captain P on
Sat Dec 16th 2006 at 6:10pm
Ah, ok. I'd reckon that a few light fixtures shouldn't take much more than an hour or so, but spicing up the floors and such, well, I can see why you decide to stop right there. The map in general could do with some more detail but I think keeping it 'lite' on detail works well too. It's just that those surfaces are so large and empty-feeling that it's a bit hard to ignore.
Oh well, HL2 maps easily take too long... I thought my map took long but I just saw another one that took over a year. If you can avoid that, then do it. :smile:
EDIT: I'll run through it once I get home. As for a playtest, I might know someone who's willing to host a few maps. I'll keep you up-to-date on that, as I'm looking for a playtest for Mudanchee soon anyway. :smile:
This post marks the official release for Alpha2. Please post feedback on playing the map from here instead of judging the (slightly outdated) pre-release screenshots.
If you can provide any kind of help regarding a playtest (hosting it on a server, having a run through it with me) please post here also or send me a PM.
If something's missing in the ZIP alert me asap so I can do some damage control.
Captain P, you're touching the map's Achilles? heel there. But all together it takes too long. Honestly, I tried spicing up all the parts that I felt absolutely need it but that already took a good part of the past weeks. If I start working on any more details (and if it's just the light fixtures) one thing may lead to the next and I'll be tinkering around with them till February.
I want to release alpha2 today. And the zip file's just uploading :biggrin:
The changes in this version are almost entirely about gameplay.