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                        Posted by Naklajat on 
    Tue Sep 12th 2006 at 2:57pm
                     
                    
                 
                
            
            
                
    
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                        /me agrees with textures being too clean, it's like they just came through and repaved the street and sidewalk, and left everything else in disrepair.
                                            
                        o
                                    
             
        
            
            
                                     
                                
                    
                        Re: dm_residential
                        Posted by midkay on 
    Tue Sep 12th 2006 at 10:18pm
                     
                    
                        
                        Posted 
    2006-09-12 10:18pm
                     
                 
                
            
            
                
    
                    
                             midkay
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                        Yeah, a freshly-paved look was how I intended the texture to be.. I was just so caught up on creating a texture that fit that description to see that maybe it wasn't exactly ideal for the map. :smile: I'd still like to give it out for anybody who wants/needs it though..
                                            
                        -- midkay
                                    
             
        
            
            
                                     
                                
                    
                        Re: dm_residential
                        Posted by midkay on 
    Wed Sep 13th 2006 at 2:38pm
                     
                    
                 
                
            
            
                
    
                    
                             midkay
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                        Thanks for your reply, reaper47.
I'm happy with the lack-of-parking lot, yeah. The (smaller) park still allows for some sniping and ranged combat but it doesn't feel needlessly large like it used to.
About the new street textures.. :smile: I honestly feel pretty embarrassed. When I created the textures initially they were too light and gray, so I went to make them darker and then just became obsessed with making them this dark black, freshly-paved concrete. I really love the texture but it clashes with the map. I'll work on it later today, I think. Nice ref pic, btw, I was searching for some before I created the texture and didn't find anything that nice.
The red building.. yeah. I don't want to have the same-style roofs all over the place, so I cut it off - maybe another segment of non-windowed red building texture would work out well indeed.
I tend to overlook the treehouse during gameplay, I think because I rarely "notice" it. I like the way you mentioned it was kind of the center point of the map, I never thought of it like that. I'd like to add to and build more on it, I've always considered adding a second level reachable from a ladder linking it to the first level, giving it more of a man-made shape, etc.
@ Screen 6, yeah, the columns are round. I'm not particularly worried about performance now (around like 15fps more in the "bad" areas since beta 1, e.g. looking down the road from the far end) - but I certainly have it in mind. I've considered changing these to larger, square pillars (concrete probably) instead of these metal pipes, ever since I made this area.. I'll have to get around to it and see how it works.
I haven't done much work at all on this map in the past two days or so, I've been watching way too much Seinfeld! That and I bought "The Ship" last night, I only got to play it for like half an hour and loved it, so I'll waste some time on that today. :biggrin: I'll work on the map tonight and probably put up a few screens the next day or so. Again, I appreciate your suggestions, reaper47. :smile:
                                    
             
        
            
            
                                     
                                
                    
                        Re: dm_residential
                        Posted by reaper47 on 
    Sun Sep 17th 2006 at 5:24pm
                     
                    
                 
                
            
            
                
    
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                        The street looks much better with the greyer color. It blends better with the pavement now. I still think it could be dirtier.
                                    
             
        
            
            
            
                
    
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                        The wall in front of the new building looks really huge, but the building itself looks good.  It's memorable so should help orient players right away.
I like the new version of the hotel.
The lightmap changes in the basement really make it pop.  I like this area tremendously, especially how it contrasts with the rest of the level.  It seem very real.
The construction site needs a lot of work.  I feel like you'd be seeing a lot more girders, rebar, and concrete at that stage.
Glad you're still working on this map!
                                    
             
        
            
            
                                     
                                
                    
                        Re: dm_residential
                        Posted by midkay on 
    Tue Oct 24th 2006 at 11:25pm
                     
                    
                        
                        Posted 
    2006-10-24 11:25pm
                     
                 
                
            
            
                
    
                    
                             midkay
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                        AtM:
Thanks - we'll see how these new buildings turn out. It's maybe a little hard to see how the multicolored building is structured right now without wandering around the map. Expect some retexturing and touching up to remedy that. The construction site represents very little total work right now, so the things you mentioned are most definitely on the to-do - thanks for bringing them up, though. Gotta get to that soon.
Reaper47:
Yay - I was hoping to get a reply from you. :smile: Point-by-point:
Cleanliness: This map is actually looking pretty clean when I think about it. It's not really how I plan the final version; expect more dirtiness, garbage props like bottles and boxes, stains.. much of the cleanliness is attributed to my new street/sidewalk and multitextured building textures. I'll be adding more dirt and detail to these (and on the building, Finger has suggested some floor-divider lines between windows, which I like and should help). A lot of the detail/dirt touchups will come toward the true end of the map.
'This building': Thanks for your comments. As above - I'll be breaking up the window textures a bit with some dividers and detail. The arch should really be deleted at this point - if I keep it in any way it'll be vastly different. It's merely placeholder right now.
Construction site: We'll see if I can pull it off. :biggrin: I have some ideas and a LOT of reference around - hell, two buildings going up within a one-block radius of my house, one near my school, several on the way home - lots of cool ideas to snag from those which I pass every day. I'll try my best to de-square it with lots of.. well.. construction-site stuff.. materials and supplies and equipment.
Windowless floors FTW! I'll see what I can do about this. A shorter retextured top maybe lined with rails, having some visible vents and exhausts, iunno.. I'll play with it.
Lighting and shadowing: I much appreciate your and AtM's comments on these areas. For a while I'd worked on lighting but really never spent much time perfecting it. Recently I did a lightmap pass in which I ramped up the detail on some important lighting areas and it really worked out in the basement and in the destroyed building, and on the construction site. Looking forward to more of this. (Actually, the basement is looking really stunning now IMO that I've removed the pile of sand or whatever - tons of shadows crisscrossing throughout. You'll see soon!)
Treehouse: It was its time! :wink: I don't know if I'll manage to bring it back - I don't really feel like using that massive tree, it's pretty overused and leafless.. and it gives the map a feeling of clutter or something to me.
Again, thanks to both of you - hoping to start up with regular updates again for a short while until I get a beta 2 out.
                                            
                        -- midkay
                                    
             
        
            
            
                                     
                                
                    
                        Re: dm_residential
                        Posted by reaper47 on 
    Wed Oct 25th 2006 at 9:10pm
                     
                    
                 
                
            
            
                
    
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                        Again, when I say I find the map too clean, I don't really mean the dirt, I mean the basic, big architecture. From the sceenshots now it looks like a city that was finished yesterday. Adding some dirt could be a good idea, but more important I think is adding some solid stuff, something that actually changes the shape and layout (not necessarily gameplay-wise, just form) with parts that look like they were built years later over the current structures... and over each other. Just like someone adding an additional floor to his house, or a shack in the backstreet... or something.
Hard to explain :biggrin:
And getting rid of the tree house... it's actually pretty brave. Which can be a good sign. Just remember that you deleted the map's center point. Something more funky than a simple bus station would be good!
                                    
             
        
            
            
                                     
                                
                    
                        Re: dm_residential
                        Posted by midkay on 
    Wed Oct 25th 2006 at 10:30pm
                     
                    
                        
                        Posted 
    2006-10-25 10:30pm
                     
                 
                
            
            
                
    
                    
                             midkay
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                        Ah, I understand what you mean - I thought "cleanliness" and adding unintended/additional architecture were two seperate points in your original post.
And technically I still have the treehouse hidden in a visgroup. :biggrin: Maybe I'll come up with something.. no ideas yet. Thanks.
                                            
                        -- midkay
                                    
             
        
            
            
                                     
                                
                    
                        Re: dm_residential
                        Posted by midkay on 
    Fri Dec 29th 2006 at 11:39pm
                     
                    
                        
                        Posted 
    2006-12-29 11:39pm
                     
                 
                
            
            
                
    
                    
                             midkay
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                        Hi guys :smile:
I've been taking a little break from mapping over the past month and a half or so. Residential isn't dead, I just wanted to take some time to relax. I've recently had a bit of interest in mapping again, so I'll probably get back to it tonight.
Hey, it'd be nice to have a beta2 on new years, huh? :wink:
Gotta run, just wanted to poke my head in before I did. Hopefully an actual map update in a few days!
                                            
                        -- midkay
                                    
             
        
            
            
                                     
                                
                    
                        Re: dm_residential
                        Posted by Naklajat on 
    Sun Dec 31st 2006 at 3:31am
                     
                    
                 
                
            
            
                
    
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                        Good to see you didn't abandon this :smile:
                                            
                        o
                                    
             
        
            
            
                                     
                                
                    
                        Re: dm_residential
                        Posted by midkay on 
    Sun Feb 18th 2007 at 9:31pm
                     
                    
                 
                
            
            
                
    
                    
                             midkay
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                        Progress!
I finally got around to cracking this map open again last night. My first intention was to touch up a couple things and pump out a beta 2. As I was tweaking, I made the decision to rebuild the "destroyed building", for a number of reasons. It wasn't lining up right with the other building I wanted it to, the interiors made little sense architecturally (even if they were pretty cool-looking, IMO) and it was just a tangled mess of brushes and decals.
So I've started over on it completely. This time around I'm building a 100% feasible, workable layout inside - floors, stairs that lead up and down, and doors to rooms on each floor. (Nearly done with that.) Then I'll start busting down a few doors, blow out some windows, smoke, sparks.. we'll see where it leads.
I'll probably work on this all day (hey, mid-winter break!) - so maybe you can really expect some preview shots later today. :smile:
                                            
                        -- midkay
                                    
             
        
            
            
                                     
                                
                    
                        Re: dm_residential
                        Posted by midkay on 
    Mon Feb 19th 2007 at 10:09am
                     
                    
                        
                        Posted 
    2007-02-19 10:09am
                     
                 
                
            
            
                
    
                    
                             midkay
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                        I managed to make some progress today. Nothing worth screenshotting yet though. :smile:
My plans for this building are pretty big. It'll be dark inside (not dark enough to ruin the Deathmatch aspect or anything - just not bright). I'm planning for all of the lighting to come from flickering fire scattered throughout the building. Interiors will be dirty/burned in places, and hopefully very smoky overall (maybe smoke pouring out of windows/doors). Should be lots of shadows and debris. Lots of broken light fixtures, maybe a few of them sparking and lighting up the room intermittently. For some reason I really want some swinging, sparking ropes/wires as well.. we'll see how it goes.
That's it for now.
                                            
                        -- midkay
                                    
             
        
            
            
                                     
                                
                    
                        Re: dm_residential
                        Posted by midkay on 
    Sun Feb 25th 2007 at 11:36pm
                     
                    
                        
                        Posted 
    2007-02-25 11:36pm
                     
                 
                
            
            
                
    
                    
                             midkay
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                        Hi Orph, it's been a while.
I guess that's true with about any fire in a game.. but I think you're right, I can definitely resize them and I'll try them out much smaller (1/2 to even 1/4 size of that) and see how it looks.
Thanks.
-edit-
And Stadric :smile: It's in the works...
                                            
                        -- midkay
                                    
             
        
            
            
                                     
                                
                    
                        Re: dm_residential
                        Posted by midkay on 
    Mon Mar 12th 2007 at 4:28pm
                     
                    
                 
                
            
            
                
    
                    
                             midkay
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                        Thanks reaper. Point by point...
That drawing is useful. Rubble around that are is an important to-do and would be good for gameplay as an alternate way to access the destroyed pirtion of that building as shown in your sketch. So that's something I'll work on before a beta 2.
Construction site... good idea. some unfinished, uneven beams etc... sounds good. Thanks - would not have thought of that. :smile:
And gameplaywise... thanks for the beta 1 comment, but I think you'll enjoy beta 2 much more. :smile: Much more flow and variation.
                                    
             
        
            
            
                                     
                                
                    
                        Re: dm_residential
                        Posted by midkay on 
    Mon Mar 12th 2007 at 4:29pm
                     
                    
                 
                
            
            
                
    
                    
                             midkay
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                        Thanks reaper. Point by point...
That drawing is useful. Rubble around that are is an important to-do and would be good for gameplay as an alternate way to access the destroyed pirtion of that building as shown in your sketch. So that's something I'll work on before a beta 2.
Construction site... good idea. some unfinished, uneven beams etc... sounds good. Thanks - would not have thought of that. :smile:
And gameplaywise... thanks for the beta 1 comment, but I think you'll enjoy beta 2 much more. :smile: Much more flow and variation.
                                    
             
        
            
            
                                     
                                
                    
                        Re: dm_residential
                        Posted by midkay on 
    Wed Mar 14th 2007 at 7:21am
                     
                    
                 
                
            
            
                
    
                    
                             midkay
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                        Sigh. This rubble stuff is hard!
I spent an hour or so today just messing around with a rough layout for the rubble.. I got nowhere. I tried a huge (like stories tall) chunk of wall fallen across the road.. not too easy to pull off realistically. Some smaller pieces painstakingly attached to each other with rebar.. looks unrealistic, hard to do. Hmm.
I'll probably have to use displacements one way or another.. but I'm just not sure where I can go with this yet. I'll probably need tons of rubble/debris/rock props as well.. ponders.
                                            
                        -- midkay
                                    
             
        
            
            
                                     
                                
                    
                        Re: dm_residential
                        Posted by Elon Yariv on 
    Sat Mar 17th 2007 at 8:42am
                     
                    
                 
                
            
            
                
    
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                        I think the griders in a construction site are made of steel. You should ask kasperg, he sometimes hangs around here, he is an architect, so he knows.
By the way the lower ledge of the destroyed building next to the debris, it is now damaged at all, which seem highly unlikely to happen. Cut off the edge of that ledge.
                                            
                        Elon Yariv
                                    
             
        
            
            
                                     
                                
                    
                        Re: dm_residential
                        Posted by midkay on 
    Sat Mar 17th 2007 at 11:19am
                     
                    
                        
                        Posted 
    2007-03-17 11:19am
                     
                 
                
            
            
                
    
                    
                             midkay
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                        Thanks for your prompt responses :smile:
At both of you: As far as the basement being undestroyed.. this is still a definite to-do. I haven't got time to invest the probably-hour-or-so I'll need to fully implement such destruction - I'm just off to bed - but I'll do it tomorrow most likely.
Elon: About the steel girders.. hmm. I've seen lots of construction sites where the framework is entirely (or mostly) wood.. but I'm no architect, and it may be different for large apartment-type buildings. So I can change it to metal if anything is found out about this. I'll do some research tomorrow.
Thanks again.. talk to you all tomorrow. :smile:
                                            
                        -- midkay
                                    
             
        
            
            
                                     
                                
                    
                        Re: dm_residential
                        Posted by Trapt on 
    Sun Mar 18th 2007 at 12:22am
                     
                    
                        
                        Posted 
    2007-03-18 12:22am
                     
                 
                
            
            
                
    
                    
                             Trapt
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                        The rubble looks decent. I'd recommend looking at dm_overwatch again just to see how VALVe pulled it off. The only thing I don't like about the destroyed building is the jagged edges, it just looks... crappy, to be honest. Give it more sides and make it less zig-zaggy, and it'll look loads better.
And yeah, I'd go for steel on the construction site. I'm sure wood works, but the texture doesn't look right. Either experiment with other wood textures or change it to steel trusses.
Lovin' the shadows the wood framework makes though, good job on that.
                                            
                        I seem to have done toilet on your floor
                                    
             
        
            
            
                                     
                                
                    
                        Re: dm_residential
                        Posted by midkay on 
    Sun Mar 18th 2007 at 6:46am
                     
                    
                 
                
            
            
                
    
                    
                             midkay
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                        Hey Trapt, thanks for the suggestions. I think you're right, I'll try and make the destruction a bit higher-poly. And I guess I'll try steel in the construction site too. Not sure what sort of architectural changes that'll require though...
And thanks for the shadow compliment.. loves high res lightmaps :smile:
                                            
                        -- midkay
                                    
             
        
            
            
                                     
                                
                    
                        Re: dm_residential
                        Posted by midkay on 
    Thu Jul 5th 2007 at 7:55am
                     
                    
                 
                
            
            
                
    
                    
                             midkay
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                        Hey guys!
Boy, it's been a while. School's out now - been out for almost two weeks. And dm_residential's first anniversary passed as well - it's now been in-the-works for a couple weeks over a year.
That's why I've decided it's about time to finish it up. :smile:
Assuming there are no unexpected errors or crashes whilst I compile dm_residential tonight, I'll be releasing a beta 2 tomorrow. I've been doing quite some work the past few days in order to prepare for this. I'm nearly satisfied with everything, and so as I'm really close to calling it "finished" I'd like to give a beta 2 a couple weeks so I can get any and all feedback in to the map before I put out a final version.
Side note: I had a little laugh yesterday when I read the dm_residential_b1 readme, in which I said, "This is a beta release. Most of the layout is finished. Most of the details are not." In retrospect, dm_residential_b2 couldn't look and play more different from b1. It's hardly recognizable, except for the evening-lighting style.
I'll probably end up putting up some b2 screenshots tonight, or otherwise, tomorrow shortly before or when the b2 version is released.
                                            
                        -- midkay
                                    
             
        
            
            
                                     
                                
                    
                        Re: dm_residential
                        Posted by midkay on 
    Fri Jul 6th 2007 at 12:11am
                     
                    
                        
                        Posted 
    2007-07-06 12:11am
                     
                 
                
            
            
                
    
                    
                             midkay
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                        Hey again, everyone...
Last night, the dm_residential_b2 compile went fine. Everything's looking good with it, so plans are still on for a release tonight.
I've put up new screenshots for the map release, as well as a rewritten description - both on the map profile right here at Snarkpit. (Go have a look!)
Lastly, I didn't really plan this out too well in advance, but I'm expecting to have a little game tonight right after I put up the map and post the download link, so anyone can come by. Here are how I expect things to go down:
Approximately 5 1/2 hours from now (10:30-10:45PM PST), I'll post the download link to dm_residential_b2 here, and post some server details along with it (IP address; no password, public server) and get into that server with a friend, so at least two players will be there. I expect that game to go on for at least an hour, regardless of whether anyone else comes by, so it'd be awesome if anyone from here or anywhere else wants to join in. The more the merrier!
So have a look for the download link and server information right here in about 5 1/2 hours.
                                    
             
        
            
            
                                     
                                
                    
                        Re: dm_residential
                        Posted by Yak_Fighter on 
    Fri Jul 6th 2007 at 8:58am
                     
                    
                 
                
            
            
                
    
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                        First off, there's some sort of error with the displacements in the middle of the map, as the RPG falls through that sandbox and SLAMs fall through the world.  I dunno what is up with that or how to fix it.
It's clear that you have spent a great deal of time on this map.  There's good architecture, good use of props/entities, good custom textures, no noticable errors, very nice lighting, and it even ran rather well for a map of its open nature and size.
However...
The layout leaves much to desire.  It sucks, plain as day.  All the enterable buildings are linear with only one or two ways through them.  The under construction building and the bombed out one with fire are even worse in that there's one way in and they deadend at the top, forcing you to jump off to move on.  This leads to predictable and shallow gameplay that will not hold anyone's attention after multiple playthroughs.  There's no flow, no chance to evade your enemies, and very little vertical play.
It's really unfortunate that you have put a years+ work into this, because you've basically been polishing up a very poorly laid out and weakly designed map.  The worst part is I can't really see a way to salvage the layout, with all the buildings being so spread out and the big open field in the middle. :sad:
                                    
             
        
            
            
                                     
                                
                    
                        Re: dm_residential
                        Posted by midkay on 
    Fri Jul 6th 2007 at 9:36am
                     
                    
                 
                
            
            
                
    
                    
                             midkay
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                        Hey Yak_Fighter,
I haven't seen the displacement problem. All the items stay where they should be for me, and it all must work fine for the guy I playtest with all the time as well, because he always gets me with the RPG and slams. :smile:
Thanks for your positive comments, and the negative ones as well. I hadn't considered gameplay to be so poor, but as you said, there's not much of way to change things in a larger sense anyways. I feel that if there is some gameplay trouble, there are some things I can try to help resolve it; namely, some more ideas for movement into, through, and out of buildings. I'm actually not very happy with the destroyed building, as far as the way it involves itself in the gameplay, look for some changes to that as well. (Although, by the way, you mentioned there's only one way in to that destroyed building - there's actually two, through the front doors and up the debris-ramp in the front.)
If you have any particular specifics about the gameplay that you might consider to be fixable (even if it's not such a simple fix) I'd much appreciate hearing about them. :smile:
You mentioned some aspects I hadn't really considered when I did a lot of layout work, and they're ones I'll definitely have to think about before I ever decide to release a final version. :smile: Thanks again, I appreciate it.
                                            
                        -- midkay
                                    
             
        
            
            
                                     
                                
                    
                        Re: dm_residential
                        Posted by midkay on 
    Fri Jul 6th 2007 at 8:51pm
                     
                    
                 
                
            
            
                
    
                    
                             midkay
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                        reaper47: Oh, cool, thanks for the tip on -novirtualmesh.. I'll try that, thanks.
I didn't mean to imply I had a lot left to change. I have a number of ideas on things I could change if necessary, but nothing major, and I think this map would be a total nightmare to rebuild (for me, since I always spend so much time getting things as perfect as I can). Nah, if I start any map from scratch it'll be a brand new one. :smile: But thank you. I'm looking forward to your thoughts!
                                            
                        -- midkay
                                    
             
        
            
            
                                     
                                
                    
                        Re: dm_residential
                        Posted by Finger on 
    Fri Jul 6th 2007 at 9:16pm
                     
                    
                 
                
            
            
                
    
                    
                             Finger
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                        Personally, I think it would be much more beneficial to move on with a fresh map.
You've learned from this map what most new mappers learn from 2 or 3 maps.  Trust me, no matter how good, your first map will always be way less elegant that future maps.  Just think of all the cool stuff yet to be built.
You could easily sit here spinning your wheels for months, trying to perfect something that is possibly innately flawed.
You get an A+ in my book based dedication, receiving feedback, enthusiasm....  I'm curious to see what you will do with a clean slate.
                                    
             
        
            
            
                                     
                                
                    
                        Re: dm_residential
                        Posted by midkay on 
    Fri Jul 6th 2007 at 9:31pm
                     
                    
                 
                
            
            
                
    
                    
                             midkay
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                            Location: United States
             
                
                        Wow, thanks, Finger.
I think that's a good idea too, starting fresh: I'll be trying to think out some ideas for a new map soon. (Likely the problem with residential was, I had no clear layout in mind at all... whatever I did have, well, it didn't end up looking like that at all anyways.) Still, as I spent a ton of time on residential itself... I'd like to do my best to fix it up as much as possible within a couple weeks and then just release it as it is. Nah, I guess I can't change the gameplay in large part, and maybe that's a big problem in the map, but there are probably a few modifications I could make to help out a little bit, and I'd be definitely interested in pursuing those, provided they could be done relatively quickly. I'm not going to keep the map perpetually "work in progress" as I did after beta 1: I truly intend to release a final version within a few weeks. I am a little tired of it and there's not much left to change. So might as well take advantage of those few weeks before I start anew.
Thanks again for your comments - surprisingly inspirational. :smile: If I do another, I'll certainly be thinking it out some more. Sounds like great fun!
-edit-
And reaper47:
Thanks for having a run-through. I appreciate your thoughts, thanks for the specifics - they're helpful. At the least, I like to know what stands out as good and what stands out as sucky. :smile: I guess it's pretty clear the layout leaves something to be desired, but oh well - good practice, right? :smile:
Thanks again!
                                            
                        -- midkay
                                    
             
        
            
            
                                     
                                
                    
                        Re: dm_residential
                        Posted by Yak_Fighter on 
    Sun Jul 8th 2007 at 5:48am
                     
                    
                 
                
            
            
                
    
            1832 posts
        742 snarkmarks
        Registered: 
    Dec 30th 2001
                    Occupation: College Student/Slacker
                            Location: Indianapolis, IN
             
                
                        As far as trying to fix this map's current layout, it would be very tough.  A realisticially designed city block (ie square block with wide roads) just isn't very good for deathmatch play.
There are a few things you could do, like making the roads and sidewalks a little narrower, maybe by 16-32 units, and eliminating any gaps between the sidewalk and the buildings.
The problem is that really fixing the layout would require something drastic like totally removing the middle park and putting one of the already finished buildings in its place.  You'd want to change the road as well if you did this, having it follow the perimeter of the hotel and that building with the open basement.  You'd have to add levels to those two previously mentioned buildings and connect them to the fire and construction ones.  However, that's a whole lot of work that would require alot of changes, probably to the point where you'd be better starting over.
Realistic mapping is very hard in deathmatch maps, as many of the designs that make deathmatch fun just don't fit into real-world scenarios.  Stuff like no dead ends, over/under areas that have contrasting heights and allow for vertical combat and fast movement, good connectivity between the different areas and heights of the map, and few wide open areas or long hallways.  These are especially hard to fit into urban or city environments, cause they mostly look forced or just plain bad.  In fact I can't even think of any examples of a good urban deathmatch map that still looked like a real city outside of some Action HL maps.  :/