dm_hiatus by Juim

Map Rating

  • 0
  • unrated

Map Download

Map Info

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 fishy on Mon Jun 25th 2007 at 9:09pm

The downloaded .zip opened fine for me. It might take me a while to install it for a run-around, by it's not corrupt.

Haymaker, maybe you have a bad version in you temp internet files or something. clean your cache and try again. right click, save file as. i've known I.E. to try and open zip files as a text file. silly thing.
Posted by Juim on Mon Jun 25th 2007 at 2:15pm
[Author]

I don't know what the problem could be, I re-downloaded the file just this morning to make sure, and overwrote it on my desktop and in my maps folder and all seems well. Anybody else having this problem?
Posted by haymaker on Mon Jun 25th 2007 at 2:25am

<html><head><link rel="stylesheet" href="themes/standard.css" type="text/css"><hi juim, don't know if you saw my other
post re this map, that DL link keeps giving "source file could not be
read" errors still :sad:
/head><body topmargin=2 leftmargin=2>
Posted by haymaker on Mon Jun 25th 2007 at 2:23am

hi juim, don't know if you saw my other post re this map, that DL link keeps giving "source file could not be read" errors still :sad:
Posted by Juim on Sun Jun 24th 2007 at 10:20pm
[Author]

Well I have gone back to work, so there goes the finished map by the end of my hiatus(Doh!)...(P.S.S., If anyone is interested, I am working on "On the Lot" an American Spielberg/Burnett version of Survivor for Directors)), but I am still working on it. I have added reapers textures with pakrat, and i would like to know if I used it properly. I also made several changes otherwise, and, of course, opinions and comments are appreciated.

Screenies:

http://gamersdiner.com/images/dm_hiatus_b52.jpg

http://gamersdiner.com/images/dm_hiatus_b55.jpg

http://gamersdiner.com/images/dm_hiatus_b56.jpg

http://gamersdiner.com/images/dm_hiatus_b57.jpg

http://gamersdiner.com/images/dm_hiatus_b51.jpg

http://gamersdiner.com/images/dm_hiatus_b54.jpg

http://gamersdiner.com/images/dm_hiatus_b510.jpg

and of course, a download:

http://gamersdiner.com/downloads/dm_hiatus_b5.zip

Please remember that this map is far from finished, and all of your comments/criticisms are taken seriously.

P.S. Download and profile screens reflect new changes and latest download.

Thanks again for all of your input in advance... :kitty:

Juim
Posted by reaper47 on Tue Jun 19th 2007 at 10:34am

I used func_button; it has less options but is bug free.
Wow, that's the first time I heard of a fix for this. Thanks for mentioning it!

I wondered whether the latest Source engine update would fix this, too? Haven't checked yet.
Posted by haymaker on Tue Jun 19th 2007 at 6:18am

Hi Juim, thx for the comments @fpsbanana

your DL is broken here :sad:

I noticed you mentioned func_door for a lift, there is a showstopping bug with that related to 100 tic servers.

http://forums.steampowered.com/forums/showthread.php?t=569456

That map you critiqued for me, I used func_button; it has less options but is bug free.

Anyway map looks good :smile: only thing I can say is a personal thing, it's the SOUND of the metallic textures that drives me nuts, with players spraying bullets everywhere.
Posted by reaper47 on Tue Jun 12th 2007 at 11:36am

I'm glad the textures worked out. 10 minutes well spent, I'd say :biggrin:

I see you tried many of the things I proposed, so all I can say is that from my POV it did a lot to accomplish a more consistent theme. I like the industrial look a lot. For some reason this style isn't seen much in HL2DM, at least not in a way it works. Can't wait to see the changes in game.
Posted by Juim on Mon Jun 11th 2007 at 5:48pm
[Author]

OK I just wanted to pop in and say I hav'nt forgotten you guys, I was on a little vacation, but upon my return this morning I fired up Hammer and got back to work. First, Reaper, thanks so much for the textures, they are perfect and add alittle direction to the texture scheme. I have'nt done much else, but after a couple of hours work this morning, I have these shots to show you-

http://gamersdiner.com/images/dm_hiatus_b41.jpg

http://gamersdiner.com/images/dm_hiatus_b43.jpg

http://gamersdiner.com/images/dm_hiatus_b44.jpg

http://gamersdiner.com/images/dm_hiatus_b45.jpg

http://gamersdiner.com/images/dm_hiatus_b46.jpg

Also, Redwood, thanks for the closer look, I am attempting in the next week to rectify many of the things you have mentioned in your reply.
Posted by RedWood on Mon Jun 4th 2007 at 2:41am

I don't know what to say. There's not much of anything i would change. I agree with Reaper that the cielings would look better keep dark. I ran through for a good 20 min. Hear are a few things i found.

Textures that could use aligning:
User posted image
User posted image
User posted image
User posted image
User posted image

User posted image

Things that could be nodrawed or the brushes are possibly not meating correctly.
User posted image
User posted image
User posted image
User posted image
User posted image
User posted image
User posted image
User posted image
User posted image
User posted image
User posted image
User posted image
User posted image

Vary large vis leafs:
User posted image
User posted image
User posted image
User posted image
User posted image

Other stuff:
User posted image The ramp could use some kind of transition. some texture strip or something.

User posted image Light is showing through the wall on all 4 corners.

User posted image I don't know if this was intended but different barrels a spinning at different speeds.

User posted image I tried swimming though their. I imagine others will too. Maybe add a great or something.

User posted image They start off like this.

User posted image Maybe close the gap. extend the platform or rais the glass possibly.

Seeing how you can't see through the surface of the water and a good amount of the props are going to end up down their. Maybe you could place a one sided occluder over the water. You should gain more performance than you lose (i think).

Hope that helps.