dm_unreal_factory_hd_b1 by gtamike_TSGK

Map Rating

  • 3
  • 3 ratings / 3 stars

Map Download

Map Info

Map Description

Title: dm_unreal_factory_hd_b1

Autor: gtamike_TSGK

About
Hi, after just over 3 months in development the map is out. The map is set in a factory you will see machines moving crates to different areas of the map. There are open crates in the with items in, also none open crates around the map that can be used to take cover behind.

Design
The map design is like the unreal maps from the games. My friend did some concept art for me the rest of the map I made up. Here's the Concept Art http://img95.imageshack.us/img95/8025/conceptartaf5.jpg. I've also used the full design detail limits aloud in a soruce map. The custom textures are double the size of the valve texture resolution in HL2. Each texture also has 2 types of render spec map and normal map.

The Trap
As you may know I like to add super changer traps in my maps. This one is based on the Resident Evil 1 film The Lazer Room.

http://img136.imageshack.us/img136/2159/unreal3scd8.jpg

Graphics Card
For this map I recormend GeForce 8600GT or another gaming card that is 512mb or higher only if you want to play with max Video Setting. Other cards can run the map fine but you might have to lower your video settings like set render to low to get a better frame rate.

Thanks to Osiris_TSGK for map Compile/Export

Have Fun

Discussion

Posted by gtamike_TSGK on Sat Nov 1st 2008 at 5:31pm
[Author]

Thanks for the feedback, I don't plan to update the map this year but I might sometime in 2009.
Posted by Le Chief on Fri Oct 31st 2008 at 8:34pm

+ Originality (for Half-life 2 DM anyway)
+ Satisfactory use of ambient sound
+ Custom content (did you make that stuff?)
+ Map perks (trigger screaming sound, crate transport etc)
  • Not aligned textures
  • Brush Geometry (was too rough, but I see the effort)
  • Felt rushed/unfinished
Suggestions:
  • More thought out and variety of ambient sound
  • Tidy up brush geometry and texture alignment
  • More dramatic lighting could really enhance this map, try using more spotlights
Good work gtamike_TSGK
Posted by Le Chief on Fri Oct 31st 2008 at 4:32am

The download link is on this page, of which can be found at the top of gtamike_TSGK's post :).
Posted by haymaker on Fri Oct 31st 2008 at 1:03am

I can't believe I had to resort to a Japanese download link at FPSB! Apologies if I am truly blind.

Love the layout, you've got your proportions right. Nice xbow bounce too. You've nailed the scifi atmosphere pretty well. Love the red-carpet bubble room. I was surprised to see no 3dsky at the big windows though, and a couple areas could be finessed a bit more in brushwork and texture alignment.

As for performance, I never run DM maps with anything more than absolutely bare-bones, so I'm missing the HDR. I can live with that but I will run around and check out the textures later on a higher setting. So, while at this dx7 / 800x600 level, I still found a couple weak spots, the water being the nastiest, and an intersection near the sawblades. Overall it is mostly 100+ which is certainly a competitive number.

My questions are mainly thematic, why are there sawblades and car axles in this place? I understand the need for throwables, but I would have looked in /gibs or somewhere for some overrides, or borrowed some customs. Similarly I don't understand those single-height static crate brushes, they just get in the way. There are a couple of redundant breakables that confuse things as well.

Your layout has a lot going for it, it's smooth and relatively open while still being an inside environment. Not sure about weapon placement yet, seems like a lot of everything except a well-placed orb ( didn't find one quickly anyway ). I don't know if you would ever consider doing a vanilla version of this with stock textures, but that would certainly help the colossal DL size which will likely cause many players to cancel. And this would have potential for entry into HL2DMU's second map contest if you fine-tune your optimizing and item arrangements, and lighten the bsp weight a bit ( an ldr-only version would be smaller ).

This error in console while spectating:
Too many vertex format changes in frame, whole world not rendered
Posted by haymaker on Thu Oct 30th 2008 at 11:53pm

umm am I blind, where is the DL? Can't find it on the other page either :P Screens look nice
Posted by Le Chief on Thu Oct 23rd 2008 at 3:39am

Nice, I think I remember viewing some earlier screenshots of this map in another thread and offering my thoughts :dodgy:.

I'll check this map out later tonight probably.