Re: dm_derelict_beta
Posted by Natus on
Fri Feb 16th 2007 at 11:00am
Posted
2007-02-16 11:00am
Natus
member
570 posts
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Registered:
Jan 28th 2005
Location: Denmark
It looks nice, maybe add some more variation in lightning, and more rooftop stuff and wall details.
For example the area in the second screenshot would look much more interesting with wires going across the rooftops, antennas on the building in the end, maybe a ladder on the wall, not necessarily a usable ladder but having a ladder going to a little platform where a door leads into the building would make it look like the map is bigger (unless you can already enter the building).
Re: dm_derelict_beta
Posted by Orpheus on
Fri Feb 16th 2007 at 12:11pm
Posted
2007-02-16 12:11pm
Orpheus
member
13860 posts
2024 snarkmarks
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Aug 26th 2001
Occupation: Long Haul Trucking
Location: Long Oklahoma - USA
Put a space between those images. You borked my screen with a sidescroll.
The best things in life, aren't things.
Re: dm_derelict_beta
Posted by Jacfu on
Fri Feb 16th 2007 at 1:29pm
Jacfu
member
38 posts
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Dec 12th 2006
Occupation: Designer
Location: South Africa
soz about borking your screen -
Re: dm_derelict_beta
Posted by Orpheus on
Fri Feb 16th 2007 at 1:48pm
Orpheus
member
13860 posts
2024 snarkmarks
Registered:
Aug 26th 2001
Occupation: Long Haul Trucking
Location: Long Oklahoma - USA
Image 1: A bit to cluttered for my taste.
Image 2: /me likes. A bit dark but screenshots aren't the best gauge for light quality.
Is there more than 2 areas?
The best things in life, aren't things.
Re: dm_derelict_beta
Posted by Jacfu on
Fri Feb 16th 2007 at 4:48pm
Jacfu
member
38 posts
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Registered:
Dec 12th 2006
Occupation: Designer
Location: South Africa
I'm busy putting a ground-floor into the building with the rpg, just to give a little more dimension to the map. That building with rpg is the last thing I worked on in the map, and I find it to be a little one-dimensional/filler/unoriginal etc. Maybe adding a ground floor could just make it more involved.
"The doors blocked by wooden boards could turn out to be obstructive in the heat of battle. You might want to simplify or even remove some of them."[b]-[color=limegreen]Reaper47-[/b][/color]
[color=white]soz Reaper, but which wooden boards are you talking about? all the boards blocking doorways are breakable.[/color]
[color=white]Making some of the interiors less tight is a good idea; I'll see where I can get away with removing some walls etc. I'll intensify the outside lights aswell.Thanks for the feedback.[/color]
Orpheus, soz for not understanding, but what is a Jimmi account?[color=white]
[/color]
Re: dm_derelict_beta
Posted by fishy on
Fri Feb 16th 2007 at 5:26pm
fishy
member
2623 posts
1476 snarkmarks
Registered:
Sep 7th 2003
Location: glasgow
it's when your IP is the same as the one used by a member that went by the name of Jimmi. he had loads of other names too, and they all showed up on the little IP checker button that the admins have, as originating from the exact same place.
cool button, btw.
:wink:
i eat paint
Re: dm_derelict_beta
Posted by Jacfu on
Sun Feb 18th 2007 at 9:40am
Jacfu
member
38 posts
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Registered:
Dec 12th 2006
Occupation: Designer
Location: South Africa
Thank you for the critique Baron. I also think that I'm going off on a tangent now by adding rooms in rpg building, making the main roof of the building accessible etc. So I've decided to keep it simple and fix those things you pointed out - it's so easy to lose sight of where a map is heading without objective feedback, so thank you again. dm_derelict_ extended version will have to wait me thinks. :dorky:
Re: dm_derelict_beta
Posted by FatStrings on
Mon Feb 26th 2007 at 3:44pm
1242 posts
144 snarkmarks
Registered:
Aug 11th 2005
Occupation: Architecture Student
Location: USA
wow, from here it looks to show promise, /me downloads
Re: dm_derelict_beta
Posted by Jacfu on
Mon Feb 26th 2007 at 4:04pm
Jacfu
member
38 posts
54 snarkmarks
Registered:
Dec 12th 2006
Occupation: Designer
Location: South Africa
Thanks Fatstrings. This map is gonna be released in two versions: small and a bit bigger. Seems everybody wants me to make it bigger before even considering putting it on our local server. sigh. Will post a new map thread for the extended version sometime soon.
Re: dm_derelict_beta
Posted by reaper47 on
Thu May 3rd 2007 at 10:04pm
Posted
2007-05-03 10:04pm
2827 posts
1921 snarkmarks
Registered:
Feb 16th 2005
Location: Austria
dm_derelict doesn't feature any big red buttons that call in airstrikes. Neither does it use hundreds of Megabytes of custom textures or model work. It doesn't have any of this because it doesn't need it. The map only focuses on what's important so everything that is there is excellent. Derelict is the kind of map I wished to be the standard for HL2DM mapping, while, in reality, maps of this quality only pop up once or twice a year.
The map is set in your typical Eastern European city, but it combines the gloomy mood of the Ravenholm chapter with the brighter and more urban parts of the City 17 levels. It mixes some well-known sceneries into a surprisingly fresh and distinctive theme. The multi-story, fully accessible buildings with their many roof terraces and balconies create an almost Mediterranean feeling, like a place in Italy or Spain.
The layout is smooth throughout the map with a lot of height variation spread over four or more layers. A large amount of balconies, ledges and accessible rooftops results in many interesting places to explore and ways to move around the map. Behind every corner, the player has multiple choices of where to go next. There has hardly been a map since HL1 that packs so much freedom of movement, especially vertically, into such a dense space. Once you reached one end of the map you already get homesick for the other.
Texturing is simple, sharp and spot-on. Lighting consist of pale, cold but bright-enough moonlight broken up with yellow light bulps that hull essential corners of the map into a pleasant, warm glow. Buildings are packed with interesting architectural details, which can only be the result of careful observation of real-world environments, and the effort put into them pays. Even though the polygoncount stays rather low, you never feel like being stuck between artificial blocks of brushwork; everything has a natural quality to it. There are enough visual landmarks to make navigation easy, learning the layout is a matter of minutes. A pretty ordinary soundscape is used to create the ambience, and while it fits, it's a bit too loud and random sometimes and it also stopped playing for me in certain areas.
Weapon placement is classic with the usual guns scattered around the map. The RPG can be found in a tower-like position, but is rather hard to reach or guard which should balance things out again (RPG haters might still complain). Physics props are placed sparsely but there's usually enough to throw around in the lower parts of the map. Too many custom maps use the "avoiding clutter" argument to conveniently ignore physics item placement and turn their HL2DM maps into Quake maps. Derelict has good physics gameplay without ever obstructing the flow.
So is this map perfect? No, there are plenty of details to complain about. The paths around the courtyard have been added as an afterthought, and it shows as they're a bit narrow and require too much jumping to move around. The windows are too small to easily duck-jump through them. The wooden boards that block some entrances can turn out to be annoying in the heat of battle. And ultimately, the map IS simple when it comes to entity work and visuals.
Still, Derelict is the kind of map that should serve as an example for all the mappers that complain about being "restricted" by HL2DM's current texture and prop sets. There's so much you can make out of seemingly limited content - if you focus on what's important.
Oh, and I forgot to mention: This is the authors first release!
Verdict
A very smart and detailed map that does all the things I like about HL2DM.
Re: dm_derelict_beta
Posted by reaper47 on
Thu May 3rd 2007 at 10:04pm
Posted
2007-05-03 10:04pm
2827 posts
1921 snarkmarks
Registered:
Feb 16th 2005
Location: Austria
dm_derelict doesn't feature any big red buttons that call in airstrikes. Neither does it use hundreds of Megabytes of custom textures or model work. It doesn't have any of this because it doesn't need it. The map only focuses on what's important so everything that is there is excellent. Derelict is the kind of map I wished to be the standard for HL2DM mapping, while, in reality, maps of this quality only pop up once or twice a year.
The map is set in your typical Eastern European city, but it combines the gloomy mood of the Ravenholm chapter with the brighter and more urban parts of the City 17 levels. It mixes some well-known sceneries into a surprisingly fresh and distinctive theme. The multi-story, fully accessible buildings with their many roof terraces and balconies create an almost Mediterranean feeling, like a place in Italy or Spain.
The layout is smooth throughout the map with a lot of height variation spread over four or more layers. A large amount of balconies, ledges and accessible rooftops results in many interesting places to explore and ways to move around the map. Behind every corner, the player has multiple choices of where to go next. There has hardly been a map since HL1 that packs so much freedom of movement, especially vertically, into such a dense space. Once you reached one end of the map you already get homesick for the other.
Texturing is simple, sharp and spot-on. Lighting consist of pale, cold but bright-enough moonlight broken up with yellow light bulps that hull essential corners of the map into a pleasant, warm glow. Buildings are packed with interesting architectural details, which can only be the result of careful observation of real-world environments, and the effort put into them pays. Even though the polygoncount stays rather low, you never feel like being stuck between artificial blocks of brushwork; everything has a natural quality to it. There are enough visual landmarks to make navigation easy, learning the layout is a matter of minutes. A pretty ordinary soundscape is used to create the ambience, and while it fits, it's a bit too loud and random sometimes and it also stopped playing for me in certain areas.
Weapon placement is classic with the usual guns scattered around the map. The RPG can be found in a tower-like position, but is rather hard to reach or guard which should balance things out again (RPG haters might still complain). Physics props are placed sparsely but there's usually enough to throw around in the lower parts of the map. Too many custom maps use the "avoiding clutter" argument to conveniently ignore physics item placement and turn their HL2DM maps into Quake maps. Derelict has good physics gameplay without ever obstructing the flow.
So is this map perfect? No, there are plenty of details to complain about. The paths around the courtyard have been added as an afterthought, and it shows as they're a bit narrow and require too much jumping to move around. The windows are too small to easily duck-jump through them. The wooden boards that block some entrances can turn out to be annoying in the heat of battle. And ultimately, the map IS simple when it comes to entity work and visuals.
Still, Derelict is the kind of map that should serve as an example for all the mappers that complain about being "restricted" by HL2DM's current texture and prop sets. There's so much you can make out of seemingly limited content - if you focus on what's important.
Oh, and I forgot to mention: This is the authors first release!
Design
Gameplay
Verdict
A very smart and detailed map that does all the things I like about HL2DM.
Pros
Lot's of interesting areas, fine texturing and lighting.
Design
No revolutionary new ideas, the ways around the courtyard are too narrow, some annoying obstacles