dm_striker by Juim

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Map Description

Well the writers are still on strike and I am currently unemployed as a result, hence the name, dm_striker. Probably the last in my symmetrical Industrial fantasy phase, going for some new stuff (for me anyways) more advanced displacement work, and hopefully some tricky entity usage. Been mapping alot these last few weeks, heres what I have.
Final version now available for download

Discussion

Posted by Juim on Thu Feb 28th 2008 at 10:48pm
[Author]

Redwood, thanks for the walkthrough. In reply:

1. Interesting point about the stair cases. Consider it done in beta_last!

2. I have seen the dissolve function used in another map. I like the idea.

3. I will research the no_drawing of unseen brushes, but in reality, what could be the performance boost expected?. For example, I tried turning many,many brushes into func_details but all it did was increase my compile time by umpteen thousand minutes without any noticeable framerate increase. My point being, if you pay attention to vis and how it works, combined with solid construction, the difference would be unnoticable to most.I really need to study up on optimizing though, and I could also use a good bare bones noobish tut on lightmaps and area_portals as well.

5. I left v_physycs on with the lamp, to do just what it did to you. It's not really a trap or a hazard if there's no danger. :razz: . There were a few other areas though, as pointed out by Reaper, where I turned the physics off on the lamps to facilitate jumping along. Maybe I can build a cylinder brush and add the decal to that for some depth.

6. I jump that gap all the time, (although I suspect in my minds eye I already know where the ladder_dismount is, hehehe.)

7. I have yet to cheange the texture in this area, dirty brick with some decals was the plan.

8. I player_clipped the pipes to keep people from getting stuck in there. If I unclip it and put a weapon in there?. I'll try it out.

9. LOL

10. The darn freight elevator. I just can't get it perfect. If I turn off v_physics on the door, maybe the illusion of movement would be enough. Also to be tested.

11. Theres no gap, I have checked and rechecked. I think I need to change the angle of the brush intersection so you can't see out of it. It's already in the works.

Thanks again for the very nice walkthrough.
Posted by RedWood on Thu Feb 28th 2008 at 9:55pm

I had a run through your map today. It's artistic and easy on the eye. I liked it vary much, but I'm worried about the size.

Some general things:
You have some long stair cases. Its just a personal preference but i would clip all the stairs, making them function as ramps.
I know it doesn't make you go any faster but i like jumping up ramps and stairs. Issue is, if you try to jump up stairs you get stopped (annoying). I don't know how many other people like to do the same.

The ball spawner looks good and functions well. I can also stand in it. I don't know how you want it to function, but i think it would be cool if the player or any props to dissolve if thrown in.

I think your aware, but you have many many missed opportunity's to nodraw. Entire walls and roofs.

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Three things about this shot. When i tried to jump the gap from hear i hit the lamp and fell into the trap(peved me).
I've always hated the decal of the pipe you have in hear. It looks like a black sticker with a city street falling out of the bottom of it. It stands out as if you had a pink unicorn in your map.
I know it's next to imposable to get modes to lite evenly in low light situations. You probably be better off with replacing those model concrete tubes with one brush. It be lower in vertexes and textures to render.

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I like to be able to jump this gap to, but the ladder caches me and causes me to fall to the ground (taking 10 health). I don't know if you can or even care to remedy this.

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brick on brick. Ok, but maybe a different shade.

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This looks grate but it look like i should be able to jump in.

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Why?

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Non solid floor. I got stuck in the doors. Badly. They through me 75 feet down the hall.

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These brushes have a small gap between them.
Posted by Captain Terror on Thu Feb 28th 2008 at 2:38am

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I like the 1st and second screens. The First looks like a nice Maintenance area or a basement at a manufacturing plant, and the second (with those crete and brick textures) reminds me of a Uni Student Union of sorts.

My source rig is down atm, so I'm sorry I can't play!
Posted by Juim on Wed Feb 27th 2008 at 5:10pm
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(Note: Website is giving me fits of late. Logging me out halfway through creating posts, 404 errors, showing new posts minutes after posting or not showing them at all. Very frustrating indeed. My apologies if this post magically duplicates itself later on??????????)

Well I edited all the previous beta posts to remove older screen shots, due to file size constraints from my FTP host. (Gwil, you may if you like, simply remove all older chapters, and also dm_hiatus probably should be removed as it's complete :razz: .)

Anywho, all screens have been re-sized and optimized so hopefully this should'nt be too painfull for our dial up friends.

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Posted by Juim on Wed Feb 27th 2008 at 4:54pm
[Author]

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Posted by Juim on Mon Feb 25th 2008 at 4:28pm
[Author]

Please refer to beta 4 post for current screenies.

Thanks
Posted by RedWood on Sun Feb 24th 2008 at 1:07am

I'v downloaded it but i have had the chance to load it up yet, but from the screens it look like it has a surreal beauty.
Posted by haymaker on Sat Feb 23rd 2008 at 10:22pm

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Good work on the update here Juim. Lots of new stuff to check out. I like how the flow is nonstop with lots of vertical changeups, although I couldn't believe I was still finding new parts after 5 min.

The cavern where the fall death used to be is coming along, what about a central tower of some sort? I know it's said that players never look up, but I always do; there's some potential for vista here.

Did you adjust any hpickups? I played this TDM last week sometime ago and was running around at 70 percent a lot of time, and that was with 3 a side. A couple at the bases of ladders might be welcome.

Good job fabricating pipe contraptions, those are so time consuming to do. Don't forget those white pipes have 2 other skins. There is a hallway where you have 4 or 5 big 90's and a steam sprite, maybe lower the floor in that section, I kept hitting my head on them.

Something about the red brick doesnt seem right, too clean, esp on the stair risers. Why not use that dirty one again?

The posts in the shotgun room are too small for cover yet big enough to impede travel, likewise the door post in to the bathroom. Nice job on the bathroom btw, I'm always struggling to figure out how to integrate them properly.

Something is giving my machine a headache looking into the teleport room, towards the cball spawn. Likewise between the pipe-tub and the sliding doors.

Again, the lighting is stellar here; some careful item adjustment, pruning and optimizing and you can probably put this one to rest.
Posted by Juim on Fri Feb 22nd 2008 at 5:18pm
[Author]

Current screenies and download now in beta 4 poat.

Thank you
Posted by Juim on Mon Feb 18th 2008 at 1:36pm
[Author]

Thanks for the insights Yak. You've given me some food for thought.

P.S. I add player clips more and more as beta 3 approches readiness. Should have alot of those sticky points gone by then.