DM_Soylent (formerly Ozone)

DM_Soylent (formerly Ozone)

Re: DM_Soylent (formerly Ozone) Posted by Naklajat on Wed Jan 3rd 2007 at 8:53pm
Naklajat
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Posted 2007-01-03 8:53pm
Naklajat
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Go here to comment on the new, restarted version, DM_Soylent

OLD DESCRIPTION:
This is my first try at a DM map. It's set in part of a human colony on a barren planet in a solar system halfway across the Milky Way galaxy. (now say that ten times fast :razz: ) The focus of this release is to find any bugs, issues, design flaws, etc in the map and fix them early on. I want to make it clear that everything but graphics is fair game for critique, and I can take whatever you've got so don't hold back :smile:

Also if anyone's got a HL2DM server they'd be willing to playtest this on send me a PM. Nothing compares to spectating regular ol' gamers fragging on your map for pinpointing obscure gameplay problems.

o

Re: DM_Soylent (formerly Ozone) Posted by ding on Wed Jan 3rd 2007 at 9:41pm
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Posted 2007-01-03 9:41pm
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I have played the map:

[+] for conectivity and room design (so far)

I am looking forward to see this baby textured.
Re: DM_Soylent (formerly Ozone) Posted by Captain P on Wed Jan 3rd 2007 at 10:20pm
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Posted 2007-01-03 10:20pm
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Well, first, I think the map looks fairly generic... :razz:

Nah, I ran through it a few times to get a feeling for the layout and flow of the map. I think it's too complex for it's size: there are two good landmark area's, the outside area's to be precise, but the rest between these area's still feels like a maze of many small rooms and narrow corridors. I think it makes the map harder to learn than necessary, even though keeping the edge area's remarkable works quite well (as wherever else you are, you know you're gonna end up in one of the two edges after some time :razz: ).

I think the lower narrow corridors that run underneath several of the rooms are too risky: players are sitting ducks for combine balls, grenades or just anything else, especially since some of these corridors are vulnerable to the top-side rooms. Movement inside these corridors is limited to a 2D line, not very interesting either. I found many of the area's to be relatively small, combining some into larger area's probably works better: less area's to learn, more focus of action. The outside part with the pulse rifle and crossbow seemed to lack some cover for it's size.

I also found myself getting annoyed with the narrow/steep staircases: they make quick movement harder than it needs to be. Especially the lower room inside the half-circular tower: the stairs are too small and steep, they don't face the entrances and the platform is fenced off, preventing a quick continuation of movement.

All in all, it looks promising: a compact, easy-to-learn map, but it's a bit too fragmented inside and a bit too hard to move around in.
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Re: DM_Soylent (formerly Ozone) Posted by reaper47 on Thu Jan 4th 2007 at 1:53am
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Posted 2007-01-04 1:53am
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Ohh... super-professional orange room planning. And even from this early, rough screens it looks thought-through and solid.

I'll give it a try sometime!
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Re: DM_Soylent (formerly Ozone) Posted by BlisTer on Thu Jan 4th 2007 at 6:16pm
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Posted 2007-01-04 6:16pm
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lots of 90 degree angles but i'm sure you'll spice that up during course of development :wink: keep it up
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Re: DM_Soylent (formerly Ozone) Posted by Naklajat on Sun Jan 7th 2007 at 4:36am
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Posted 2007-01-07 4:36am
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1137 posts 384 snarkmarks Registered: Nov 15th 2004 Occupation: Baron Location: Austin, Texas
I took a few days off from mapping, but now I'm back at work on DM_Ozone Alpha 2. Thanks for the comments everyone, especially Capt. P
there are two good landmark area's, the outside area's to be precise, but the rest between these area's still feels like a maze of many small rooms and narrow corridors. I think it makes the map harder to learn than necessary ...
My main focus when working on Alpha 2 is to make the map flow better and to eliminate the really tight restrictive areas.
I also found myself getting annoyed with the narrow/steep staircases: they make quick movement harder than it needs to be.
The stairs that were supported by columns have been widened and moved against the wall.
Especially the lower room inside the half-circular tower
This area has been changed.

I'll probably release Alpha 2 sometime next week.

o

Re: DM_Soylent (formerly Ozone) Posted by Orpheus on Sun Jan 7th 2007 at 4:38am
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Posted 2007-01-07 4:38am
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OFF TOPIC:

Ding.. Welcome back. :smile:

The best things in life, aren't things.
Re: DM_Soylent (formerly Ozone) Posted by reaper47 on Wed Jan 10th 2007 at 4:38pm
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Posted 2007-01-10 4:38pm
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Snickers, this is probably the smoothest layout I've seen in a HL2DM map to date (except for swamplight, maybe). I believe it can only be improved by extensive playtesting, and even there I only expect minor flow changes or weapon balancing.

Maybe some of the underground corridors turn out to be too small (thin). I bumped my head trying to jump beneath the pipes, it looks as if you could, and with the slowtastic HL2DM walk-speeds jumping is the standard way to move for me. You could also award the player with something nice down there and make sure it's not a mandatory connection.

But you can already feel how thought-out this layout is. I'm looking forward to playing the map with others. If you find a server to run it, please announce it here! I'll try and join.
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Re: DM_Soylent (formerly Ozone) Posted by Naklajat on Tue Jan 16th 2007 at 9:28am
Naklajat
1137 posts
Posted 2007-01-16 9:28am
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I've been meaning to update this for a while now. I'm planning on rebuilding a large chunk of the level on the opposite side of the map from the areas that have been changed in Alpha 1-A. I think it's going to improve gameplay to have that area more open, as it was rarely used before. I'd really like to have a playtest on Alpha 2, if need be I'll run a temporary server on a box at my house, that'll be a last resort though (pings would be horrendous for everyone who's posted in this thread except Orph)

Anyway, stay tuned for Alpha 2 in the next week or so.

Oh yeah, and
Maybe some of the underground corridors turn out to be too small
I'm currently working on that area.

o

Re: DM_Soylent (formerly Ozone) Posted by Naklajat on Fri Jan 19th 2007 at 11:41am
Naklajat
1137 posts
Posted 2007-01-19 11:41am
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1137 posts 384 snarkmarks Registered: Nov 15th 2004 Occupation: Baron Location: Austin, Texas
I'm very close to releasing Alpha 2

Highlights:

Added some cover to the large outdoor area; An RPG has replaced the crossbow as the prize of this area.
User posted image

This is the area that was rebuilt, I think it flows a lot smoother than what was originally here; The crossbow sits on the roof of this hut that can only be reached by a sprint jump, and once you're there you're open from about 5 different places, making it a dangerous weapon to go for.
User posted image
User posted image
User posted image

The tunnels have been changed quite a bit, I think it's an improvement.
User posted image
User posted image
User posted image
User posted image

I'm going to run through the version I just compiled, and if there's nothing wrong with it I'll .zip it and post a link.

o

Re: DM_Soylent (formerly Ozone) Posted by amanderino on Fri Jan 19th 2007 at 11:50am
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Posted 2007-01-19 11:50am
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The ceiling above the catwalk above the two barrels in the fourth picture looks a bit too low. It could just be the way the screenshot is, though. I haven't gotten to download this map yet. I will within the next two days, though.. after I escape from everyone.
Re: DM_Soylent (formerly Ozone) Posted by Naklajat on Fri Jan 19th 2007 at 1:54pm
Naklajat
1137 posts
Posted 2007-01-19 1:54pm
Naklajat
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1137 posts 384 snarkmarks Registered: Nov 15th 2004 Occupation: Baron Location: Austin, Texas
Alpha 2 is available now, and will likely be the last version that sees many major changes, so if you think there are any problems with the layout, flow etc, this would be the version to point them out on. I'm going to get started on the models and textures for the map, so I'll be working in Maya and Photoshop a lot more than Hammer for the rest of this project.

Just to reiterate: critiques are really appreciated; I'd rather have harsh grading now and a good map when it's done, than praise now and a sub par end result.

dm_ozone_alpha2.zip, 1.18 MB

o

Re: DM_Soylent (formerly Ozone) Posted by reaper47 on Fri Jan 19th 2007 at 3:15pm
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Posted 2007-01-19 3:15pm
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I'm going to get started on the models and textures for the map, so I'll be working in Maya and Photoshop a lot more than Hammer for the rest of this project.
This is gonna be great!

I'll have a look at alpha2.

[edit]

I played it with another player (1on1 isn't what this map was made for I supposed but it gave me a feel).

Generally, I love this map. I love the layout, flow, connectivity. Everything you can see yet.

This may not be accurate for larger games but I found that there are very few big health kits which can get annoying and the RPG is to dominant at the cliff.

One more minor thing: I believe the windows you can shoot and jump though should be player-height. You get stuck in a duck position for 1-2 seconds if you don't get a clean duck-jump which is a little bit annoying.

Also please try to avoid placing physics props like weapons or ammo. I've seen this so often and it's really hard to not clutter the map but right now there's too little trash and gg-ammo lying around. It should be much denser and not only in the corners all the time, so you can get a quick grab. I missed the gg action.

Except for that: Perfection.
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Re: DM_Soylent (formerly Ozone) Posted by ding on Sat Jan 20th 2007 at 1:30pm
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Posted 2007-01-20 1:30pm
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Man I just got to say that Alpha 2 is running even better than the one I got before. Plus, I was surprised when I got up that ladder in the outside area. It worked so damn well that I think you just build the best ladder I have ever seen :smile:

I agree with reaper47 to enlarge those windows a little bit.

Oh yea what about adding something like a comm-interface (antenna/satellite - something ***spacey***) at the corner of the outside area in the final release - would fit perfectly there IMO.

cheers - ding.
Re: DM_Soylent (formerly Ozone) Posted by Orpheus on Sat Jan 20th 2007 at 11:14pm
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Posted 2007-01-20 11:14pm
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Gimme a holler, if you want a critique.

I don't much volunteer them anymore due to the bad feelings incurred.

The best things in life, aren't things.
Re: DM_Soylent (formerly Ozone) Posted by Jacfu on Sun Feb 18th 2007 at 12:49pm
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Posted 2007-02-18 12:49pm
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This map is perfect for hl2 multiplayer imo. I found it very consistant and smooth. I'm in no position to critique anybody's mapping skills atm, 'cause I'm still a novice when it comes to mapping. The only other thing I want to say about it, is that I hope you don't abandon this map. Would really like to see it completed. :cool:
Re: DM_Soylent (formerly Ozone) Posted by Naklajat on Mon Feb 19th 2007 at 5:23am
Naklajat
1137 posts
Posted 2007-02-19 5:23am
Naklajat
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To be honest I was kind of humoring the idea of abandoning this map. I had really underestimated the amount of work it would take to fill the map with custom props. I haven't even looked at this map in quite a while, I think taking a break from it for a month was a good idea in any case, as it'll help me look at it with fresher, more objective eyes. I've put a lot of work into making the layout really solid, it doesn't really make sense to abandon this now that it's mostly cosmetics left. I can tell you one thing for sure though, I don't think I'll ever start another map without working it out on paper first, especially if I plan on making custom meshes for it. I'll probably go through and do perspective drawings of all the major areas of DM_Ozone, so I can figure out what I need to make in Maya.
I'm finding out that Planning > Ambition.

On another note, the "smaller DM map using stock assets" I was talking about turned into another somewhat large map using lots of custom meshes... for UT2004... or maybe (probably) UT3 since I've fallen in love with UEd 4... in any case that's another multi-month project in itself.

o

Re: DM_Soylent (formerly Ozone) Posted by Naklajat on Sun Apr 22nd 2007 at 5:54pm
Naklajat
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Posted 2007-04-22 5:54pm
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Ever wonder what happens to the massive amounts of casualties in HL2? Or where the mystery meat at your local ration distribution center comes from? You'll find the answers to these questions and more at the Combine Nutrient Reclamation Plant #17B, tours are expected to be available July-ish. (Stay inside the designated area at all times and keep the armed tour guide in sight at all times. Follow any orders your guide gives you, they are for your safety and/or his/her entertainment. Violators will be immediately terminated without exception.)

Changed the theme from a human colony on a distant planet, to a Combine nutrient reclamation center, where they maximize nutrient efficiency by turning the dead into tomorrow's salsbury steak.

Yum.

o

Re: DM_Soylent (formerly Ozone) Posted by reaper47 on Sun Apr 22nd 2007 at 11:50pm
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Posted 2007-04-22 11:50pm
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I've been looking forward to the original theme but I'm glad you didn't let the whole map die just because the custom work proved to be too much.
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