dm_hiatus by Juim

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Map Description

A simple arena style map. I had hoped to finish it before my work hiatus ended, (hence the name), but having failed that, I still want to finish this one and move on. My goal here is hopefully to bridge the gap between killboxers and more detailed, well crafted map lovers.

Discussion

Posted by Juim on Sun Nov 11th 2007 at 3:25pm
[Author]

Sorry bout that. I added images to the beta 8 post, and uploaded three new shots to the maps profile. Hope this helps.
Posted by G4MER on Sun Nov 11th 2007 at 5:25am

Why are all the images busted? Id like to look at it before I download.
Posted by RedWood on Sun Nov 11th 2007 at 1:15am

The lighting and textures looks nice. For being so industrial it's vary easy on the eyes.
My computer is so old it wouldn't even be fair to tell you what kind of frames I'm getting. Plus i don't have HLDM installed. Tell us when you get this on a server. I'll reinstall and play a few rounds.
Posted by Juim on Sat Nov 10th 2007 at 9:45pm
[Author]

Hey folks. I am just letting you know I just posted dm_hiatus_b8 over at FPSbanana. I am sorry about all my previous links on this site, but I lost my file host and so went all the links.Anywho, the latest beta is at:

http://www.fpsbanana.com/maps/download/28122

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Screenshots can also be found there. I think the next and possibly last beta will be optimizing and detail oriented. There may be FPS issues with older/weaker cards in a few areas, but I would like to sample a cross section of pitters to see what they are getting. My lowest is 86 FPS in one spot, but the map averages 94 to 130 for me. As always, your input is appreciated.
Posted by reaper47 on Wed Jul 11th 2007 at 7:20pm

Oh, I get it. Combine balls. I was thinking of actual combine soldiers! :biggrin:
Posted by Juim on Wed Jul 11th 2007 at 3:22am
[Author]

:cool:

............Well I actually never knew it was a "notagood" thing to do. I have played a few maps where there were spawners and I usually enjoyed them (providing the maps were'nt total shyte), and as long as the balls were regulated. In this particular instance I was looking for something eye catching in the high central level to draw players into quick skirmishes, and did'nt want to use the standard RPG type thing, (whis is in the map at the bottom of the water tank). The combine spawner was an experiment, and I discovered that due to the architecture and layout, the balls get rather frenzied and, I just kinda liked it. Do you really think it detracts from the gameplay?

I know some people give the combine ball credit for giving hacks kills, but I have never felt that way. My theory is to get killed as often as possible by the best ball thrower out there and learn the best defense. It's part of the challenge for me personally.
Posted by reaper47 on Mon Jul 9th 2007 at 6:37pm

May I asked what you used a "combine spawner" for in a DM map? I'm just curious.
Posted by Juim on Mon Jul 9th 2007 at 12:55am
[Author]

OK first..... I have lost my personal FTP host indefinitely so I've had to find another place to host my map. I chose FPSbanana, but if you have any suggestions as to where I can upload maps and screenshots I would be most appreciative. The current link is:

http://www.fpsbanana.com/maps/28122

Second: there was some Linux issues with beta 5,which caused crashes, and I hope I solved them. The first issue was,:

...that I used a prefab for the combine spawner, which, when you select it, appears pre-named as "combine spawner 1" or some such thing. Well, I un-grouped it, and added a few things, and changed another few things around, and of course it un-named itself. The ambient generic associated with it still had "combine spawner 1" listed as the source entity from which to play the sound from, and well, it just was'nt there. Fixed.

The second issue was that I had somehow parented the Path tracks from lift 1 to themselves. This , also has been fixed. I need to know if this has resolved the Linux crash issues which I have been having. I will update screens and downloads as soon as I find all new hosts.

Thanks again....... :razz:
Posted by Juim on Tue Jun 26th 2007 at 12:58pm
[Author]

Thanks haymaker, I appreciate your comments. The Orb spawner only allows one orb in the tube at a time, and once you grab one, it won't spawn another until the thrown orb explodes. As for landmarks, I was hoping the colored walls would be enough, but I'll consider putting some number decals up to add to the look. I was'nt actually going for scarcity of healthpacks, but I hav'ent gotten into final placement of entities yet either, I will take this into consideration as well. I of course will take a few shots at optimization before final release. My Desktop gets about 105 fps right now, and my Laptop hovers between 35-42, so theres a pretty wide gap performancewise. I think I have done all I can in the main arena ring. I hope to add some cool physics gadgets in the outer ring rooms before I'm done.
Posted by haymaker on Tue Jun 26th 2007 at 6:15am

thanks for the cache tip fishy, did the trick. :smile:

First off that is the coolest ambient mix I've heard. Helps with the strangely hl1 feel I get out of it ( maybe the level with the waterlogged generator and the fan that lifts you out ). This has your stamp all over it with the arches and curves, I can see you've experimented with the orb bounces off the tunnels. Is there a control for the orb spawner to curb abuse?
Layout wise it flows and connects nicely, one thing my fuzzy mind likes to see in these situations are landmarks, even something simple like numbers. The outer ring had me going around it more than once, as did the telports in the blue arches.
I see you have opted for a scarcity of healthpacks, lots of maps work that way. Myself I rarely use the machines as they are deathtraps, especially in a map with all those orbs.
Good job getting the weapons to spawn underwater, I understand ppl have problems with that? One other thing, I've never fired smg nades into the water, what a cool effect.
Good stuff so far and of course my aging rig had some fps probs, but there's options there probably.