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 reaper47 on Sun Jun 3rd 2007 at 2:54pm

3. Smoothing groups........ Any good tutorials out there on that?
Smoothing groups are pretty easy to add. Is there one at the 'pit already? I suppose not as you asked... Might be my first one :biggrin:

Just select the faces you want to be smooth to each other and click a number on the smoothing group list (texture properties). All faces that are applied to smoothing group #1, for example, will be smooth to each other.
4. Could you be a bit more specific about the ramps?
They're just too simple for my taste. Try to replace them by more high-poly stairs, add some supports to the walls around, some structure beneath them ect.
7. The jetson tubes. What did you mean, lose the enclosure?, retexture?
Maybe both. It's easier to criticize something than to come up with the solution <:]
8. The colored lights. This brings me to my next problem. I actually love the red striped texture in the main room, but unfortunately I don't have access to photoshop or any real decent photo tinkering software. Is there someone who might take pity on me and make me a blue, green, and yellow of the same texture? I would be forever greatful, and it would solve a myriad of texturing inconsistencies.
I feel heroic today. I might give it a shot, shouldn't take more than 10 minutes.

edit:

here's the zip with the colored textures If the host is as easy to use as it pretended to be there should be no problem. Make sure the file/folder paths are correct in your hl2dm directory. I hope it was the right texture anyway :/ If you choose to use them, include them in your BSP file for the release, using a program like packrat and making sure the files have correct foldernames within the BSP as well. I quickly tested the textures in Hammer. Should work. I'm not offended if you don't use them, also. Just try if it works.
Posted by Juim on Sat Jun 2nd 2007 at 1:47am
[Author]

Thank you Reaper for your time and your intelligent and thoughtful comments.

1. I will try moving most brushes of the basic architecture back to the world and see how the performance handles

2. Getting rid of the ceiling lights is a definite. My only worry was blackness above. I'll see if I can construct something groundside to throw a bit of ambience up there instead. I agree with that one.

3. Smoothing groups........ Any good tutorials out there on that?

4. Could you be a bit more specific about the ramps?

5. This was like my 5th attempt to put something of substance down in that area. I will look into it. It seems I have my best improvement ideas after leaving something be for a bit.

6. I tend to agree. I used to have half the map textured in the rusty metal textures, but I took a shot at the clean metal look. I actually prefer the rusty look myself. Look for a retexture of some sort in b4.

7. The jetson tubes. What did you mean, lose the enclosure?, retexture?

8. The colored lights. This brings me to my next problem. I actually love the red striped texture in the main room, but unfortunately I don't have access to photoshop or any real decent photo tinkering software. Is there someone who might take pity on me and make me a blue, green, and yellow of the same texture? I would be forever greatful, and it would solve a myriad of texturing inconsistencies.

9. I am having a few epiphenies about the phys props, look for something more akin to the saw blade presentation in b4.

You rock, and I am greatful for the fresh input. Thanks again! :lol:
Posted by reaper47 on Fri Jun 1st 2007 at 10:59pm

Ok, here are some things I noticed:

User posted image
There's a slight performance drop around the middle parts. I see that you made some of the curved walls func_details to avoid them cutting into the ceilings? Maybe it's better to leave them as world brushes so they can act as a proper vis blocker instead.

User posted image
I already mentioned how much I like the dark ceilings. Maybe you should get rid of and point lights and only rely on straight-down light_spots to keep the ceiling as dark as possible.

User posted image
Add some smoothing groups manually and it could make the curvy brushwork look nicer. They are hidden in the texture properties.

User posted image
I like this part so much. The architecture, the texturing... Only the ramps in and out this room could need some attention.

User posted image
I like how well the bump mapping works on this structure, but it's also the place that makes me whish the map had at lease some basic theme or purpose. It looks like the shell of a rocket engine, but inside it's just a boring corridor. I don't know what to think about this. Maybe something simpler would be better. Something that would make more sense as a corridor.

User posted image
I don't like the blueish and combine metal walls. I'd go for a rusty, industrial look for the whole level and skip the artificial, blueish combine textures.

User posted image
The sterile glass walls, again, are a big theme break. I'd use a more basic elevator.

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The colorful lights for indicating the 4 principal directions make sense as a gameplay device. But I can't help it, they're very ugly. Unfortunately I can't tell you a good replacement (textures, perhaps?). It's just that those red/blue/yellow/green lights look very killboxish :/

User posted image
The wall has inconsistent texturing. Why not use the same texture like the side?

User posted image
same as above!

I can see this map work very nicely. I don't like how physics props are, once again, hidden from the main parts (and likely to disappear in the water, soon). The jumppad works as badly as they did in HL1, but that might not be your fault. :wink:

I'd love to see a little more consistency in the texturing for the final version.

Good luck with this one!
Posted by Juim on Tue May 29th 2007 at 9:20pm
[Author]

You guys are great. Thanks for restoring my faith in the pit! :kitty: . Jacfu, I will make those light fixtures around the bounce pads non-solids. Riven, thanks for your very kind words. I can appreciate your preference for real world environments, and for someone who has'nt got much to say about it, you said a mouthful and I appreciate it. I will take into consideration your thoughts on the props. They were a suggestion from another mapper, but I did'nt put much thought in their placement. I will re-think that for sure. Thanks again!.
Posted by Riven on Tue May 29th 2007 at 4:57pm

I apologize as well for not commenting in beta2, but the map looks fine from what I can tell.

My problem (why it's hard for me to comment on the map) is that I'm one for looks that resemble a place. Being that this map has no setting and is a pure dm map meant for gameplay, it alludes me as to what its purpose is other than being your project while on your hiatus. But I shall attempt a gameplay critique.

But a quick ?looks? crit: the map looks clean, even though it has dirty textures and whatnot, the lack of props, decals and textures other than metal (on purpose right?) make it seem very sterile. The brushes match up nicely; looks very optimized. Also, no misaligned textures, a very good job on that part. I love the detail on the trim for most surfaces, makes it look 2x better. It just doesn't look fresh (beyond the round architecture). It's like I've seen it all before.

Gameplay crit: Well, I believe you have achieved your goal by not making it just another killbox; it's far beyond that now. It has enough routes to make any player have to strategize their next move. The map certainly has an open feel to it while at the same time keeping the players from seeing one another. The round layout is what sets this map apart, and is the shining star for it. The gimmicks work (Jetson tube, teleporters, grav lifts); they add that extra spice needed in a strait-up dm map.

Props: the props to me seem like they were a last minute idea. This highly diverts from the apparent thought put into the weapon placement. Well props are a weapon themselves! Their placement should be just as important. Also, the kind of props, their mass, their carrying angles, and so on are important to keep in mind. I really like the placement of the saw blades, that's what works for placement, and also the exploding barrels! As far as the regular barrels and the engine blade from Ravenholm, it just seems very random; but in a map with no setting, I suppose it doesn't hurt anything. Now don't get me wrong, you don't have to put every prop up on a pedestal to make it seem thought out, it just needs to be an adequate prop for an adequate location. I noticed the seemingly random ones were placed along the sides on the upper levels. For example: Placing small bricks and things in a large open area, makes your chance of your victim escaping seem more certain than if you had a large tub to throw at them, while perhaps there were nothing but small bricks, my choices of gravity gun ammo type would be much more slim, and make the idea of picking up the brick that much more appetizing. But if you were to place that large tub next to the small brick, I'd go for the large tub, it makes the brick seem useless then. Choke points are always great for prop placement.

Sorry, this seems more like a rant than anything, but it is my two cents on the map, and my attempt at making a gameplay critique (not to mention the pessimism :shocked: ). Sorry about that; this map is a very good symmetrical, general dm map, and worthy of more praise, I just can't relate with it very well. I'm sure someone else here has better things to point out. But this is a very well constructed map that strays far from anything with a "killbox" label on it, and I recommend people download it and give it a test, I'm sure it's quite enjoyable online. :smile:
Posted by reaper47 on Tue May 29th 2007 at 3:49pm

lol, not so pessimistic, Juim.

Sorry, I'm a bit lazy lately.

I love the texturing, especially the dark ceilings and the combination with the colorful red/white wall texture here. The only problem I have with it, judging from what's visible on the screens, are the transitions.

I hope to be back with some more feedback later.
Posted by Jacfu on Tue May 29th 2007 at 10:05am

User posted image

I really like the maze-like feel to the layout; it took me a while to get my bearings but once I got familiar with it I could see all the deathmatch/multiplayer possibilities. I would def. add more lights cause some places are just way too dark...

User posted image

I really like this glass\tube lift!

User posted image

I had some trouble with getting up on the wall\ledge thing, kept bumping into the light props.

I'll have a proper walk-through soon. Good job!
Posted by Juim on Mon May 28th 2007 at 10:54pm
[Author]

Website messing with me so heres beta 3 post. (sorry if it's all wrong)

:

<DIV class=forumtext>Well I don't know quite why I'm doing this, (obviously) but heres beta 3.

Changelog:

Re-textured a good portion (again)
added 4 bounce pads(to outer hallway)
added outer hallway (soon to come, 4 more outer rooms, with physics gadgets/gimmicks)
added lower central architecture. (still messing with that, not sure if I'm going to keep it)
added/re-arranged weapon placement(again)
added spinning lights outside of each arched teleport
added supports and fencing for inner ring
added many throwables

heres some screenies. (Notice my unfailing enthusiasm :leper: ).

http://gamersdiner.com/images/dm_hiatus_b31.jpg

Good Z axis stuff here

http://gamersdiner.com/images/dm_hiatus_b32.jpg

http://gamersdiner.com/images/dm_hiatus_b33.jpg

Added supports and fencing for gameplay

http://gamersdiner.com/images/dm_hiatus_b34.jpg

http://gamersdiner.com/images/dm_hiatus_b38.jpg

Added lower architecture

http://gamersdiner.com/images/dm_hiatus_b35.jpg

http://gamersdiner.com/images/dm_hiatus_b37.jpg

Tightened up the sawblade pillars

http://gamersdiner.com/images/dm_hiatus_b36.jpg

One of the jump pads to the outer hallway

And, this is quite possibly futile, but here's a download:

http://gamersdiner.com/downloads/dm_hiatus_b3.zip

Now I don't expect miracles here but a reply of some sort would be decent(RedWood, not included). My general intention, (as with my last map) is to bridge the gap between killboxers and real map lovers. Performance is a must, but so is construction, quality, appearance and gameplay. I kind of feel that I'm on my way here but the lack of response is getting a bit disheartening. Is the Snarkpit dying? I hope not, but I know that this map is worthy at least of a "this one sucks mate". (although I would blindly ignore that one :cool: ).

As always, thanks for having a look.

</DIV>
Posted by RedWood on Mon May 28th 2007 at 3:00am

I'll take a look at it after i have turned in my comp map. But it looks good.
Posted by Juim on Fri May 25th 2007 at 1:18am
[Author]

OK so the map sucks and no one has the courage to tell me right?