dm_tech

dm_tech

Re: dm_tech Posted by MisterBister on Thu Apr 12th 2007 at 11:58am
MisterBister
277 posts
Posted 2007-04-12 11:58am
277 posts 78 snarkmarks Registered: Oct 17th 2004 Occupation: studying Location: SWEDEN
Its been a while since i posted any project in here, but that is because i have been working hard on a very, very special project alongside with this one.

This is a map that i have been working on for the past two weeks.
Its a small sci-fi 1 on 1 map for HL2:DM.
Its made mostly for portfolio purposes, but playes quite well.
Textures are made by PhilipK.

The map is almost finished, but i think its always important to get feedback before releasing the final product.

You can download the beta here..

Here are the screens:
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Take a look at the full size images aswell:
http://www.leveldesign.nu/skit/misterbister/dm_tech/goodscreens/testmap70027.jpg
http://www.leveldesign.nu/skit/misterbister/dm_tech/goodscreens/testmap70032.jpg
http://www.leveldesign.nu/skit/misterbister/dm_tech/goodscreens/testmap70034.jpg
http://www.leveldesign.nu/skit/misterbister/dm_tech/goodscreens/testmap70037.jpg
http://www.leveldesign.nu/skit/misterbister/dm_tech/goodscreens/testmap70039.jpg
http://www.leveldesign.nu/skit/misterbister/dm_tech/goodscreens/testmap70043.jpg
http://www.leveldesign.nu/skit/misterbister/dm_tech/goodscreens/testmap70052.jpg
http://www.leveldesign.nu/skit/misterbister/dm_tech/goodscreens/testmap70057.jpg
Re: dm_tech Posted by Junkyard God on Thu Apr 12th 2007 at 2:02pm
Junkyard God
654 posts
Posted 2007-04-12 2:02pm
654 posts 81 snarkmarks Registered: Oct 27th 2004 Occupation: Stoner/mucisian/level design Location: The Nether Regions
Looking sweet man, No comments on this atall, I'll dl it when i come home to check out the layout etc. :smile: but it looks very nice.
Re: dm_tech Posted by BlisTer on Thu Apr 12th 2007 at 3:12pm
BlisTer
801 posts
Posted 2007-04-12 3:12pm
BlisTer
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801 posts 1304 snarkmarks Registered: Jun 10th 2004 Location: Belgium
it is well executed mapping-wise but personally it reminds me of the common ns style too much. The textures are ofcourse very nice separately, but as a whole it comes over too busy, cluttered, dark-contrasted and unoriginal imo. but maybe i'm just biased by the many ns maps i've seen. i would just like to see a refreshingle simple futuristic design sometime. But since the map is close to finished anyway, just ignore my personal general ramblings :wink:
Re: dm_tech Posted by Junkyard God on Thu Apr 12th 2007 at 4:52pm
Junkyard God
654 posts
Posted 2007-04-12 4:52pm
654 posts 81 snarkmarks Registered: Oct 27th 2004 Occupation: Stoner/mucisian/level design Location: The Nether Regions
I think it's a nice mapping style, ns might have had a bit of an overkill of this type of theme.
I think that the lighting sceme might be able to come out more if the overal lighting is a bit dimmer, so all the colours are more ontop, if you know what i mean.
Hell, is an half-filled auditorium
Re: dm_tech Posted by Riven on Thu Apr 12th 2007 at 6:41pm
Riven
1640 posts
Posted 2007-04-12 6:41pm
Riven
Wuch ya look'n at?
super admin
1640 posts 1266 snarkmarks Registered: May 2nd 2005 Occupation: Architect Location: Austin, Texas, USA
I've never seen so much detail on a completely brush-based map (besides the lighting models). The bump mapping really does make it look much more detailed than it actually is. Although, I wonder if it would look better if you were to use the phong shader instead of the reflective shader on most of the dull pieces of metal? Anyway, the layout works for maybe 2-4 person matches, but any more would be pushing it.

My only complaint is that I wish the elevators waited at the top level just a little longer.

Nice map, but yea, the theme is a little worn-out IMO.
Blog: www.playingarchitecture.net
LinkedIn: Eric Lancon
Twitter:@Riven202
Re: dm_tech Posted by reaper47 on Thu Apr 12th 2007 at 8:33pm
reaper47
2827 posts
Posted 2007-04-12 8:33pm
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
Sweet!

After all the urban/coastline styled maps this is very refreshing for HL2DM. Pretty much perfect in composition, also!

I agree on the NS look though. You're really mapping on such a high level here, that it would be worth looking into custom prop-modeling to make better use of the engine.
Why snark works.
Re: dm_tech Posted by Gwil on Fri Apr 13th 2007 at 12:32am
Gwil
2864 posts
Posted 2007-04-13 12:32am
Gwil
super admin
2864 posts 315 snarkmarks Registered: Oct 13th 2001 Occupation: Student Location: Derbyshire, UK
It looks nice, but it looks like a lot of grey metal with moody
lighting. Even if it is only a small map, variation in architecture and
lighting, texturing - perhaps even a focal point (eg a atom compression
chamber, use your imagination) works as a landmark.

Also, (i've not d/l'd the map), it looks like a bunch of passageways.
Try cutting a few out and linking two areas up with a fancy corridor. Z
axis use, would be nice :smile:
Re: dm_tech Posted by Juim on Fri Apr 13th 2007 at 5:32am
Juim
726 posts
Posted 2007-04-13 5:32am
Juim
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726 posts 386 snarkmarks Registered: Feb 14th 2003 Occupation: Motion Picture Grip Location: Los Angeles
I downloaded the map today at work, I must say iy is impressive looking. I wonder what the performance would be like if you made much more of the decorative architecture model based as Reaper said (my poor laptop avereaged 25 fps throughout). This is a good 2 on 2 map. I wish it was about 3 times larger as well. Impressive.
Re: dm_tech Posted by Junkyard God on Fri Apr 13th 2007 at 7:17am
Junkyard God
654 posts
Posted 2007-04-13 7:17am
654 posts 81 snarkmarks Registered: Oct 27th 2004 Occupation: Stoner/mucisian/level design Location: The Nether Regions
I think it would be nice if you'd maybe expand this map a bit for maybe a v2.
To support some more players, maybe you could add some kind of outdoor area (something like a mars landscape ala quake 4?) or something like that.

This map would be nice to run around on with more than just 3 or 4 players.
Re: dm_tech Posted by [22g]hooligan|uk on Sun Apr 15th 2007 at 8:48pm
Posted 2007-04-15 8:48pm
2 posts 0 snarkmarks Registered: Mar 17th 2007
very,very nice map.It not only looks good,but it has decent FPS as well.Which seems to be a rarity these days :smile: Shame theres no props to throw about,but ya cant have everything I s'pose.Plus it could be a gnats c**k bigger,maybe a outside bit and a couple of rooms.

As its a tech demo,have you added 12 or more spawn-points.Cause I really wanna add this to the 22g small maps server.
Anyway cheers for a great map and keep up the good work :biggrin:
Re: dm_tech Posted by MisterBister on Tue Apr 17th 2007 at 3:21pm
MisterBister
277 posts
Posted 2007-04-17 3:21pm
277 posts 78 snarkmarks Registered: Oct 17th 2004 Occupation: studying Location: SWEDEN
<html><head><link rel="stylesheet" href="themes/standard.css" type="text/css"></head><body topmargin=2 leftmargin=2>
very,very nice map.It not only looks good,but it has decent FPS as well.Which seems to be a rarity these days :smile: Shame theres no props to throw about,but ya cant have everything I s'pose.Plus it could be a gnats c**k bigger,maybe a outside bit and a couple of rooms.

As its a tech demo,have you added 12 or more spawn-points.Cause I really wanna add this to the 22g small maps server.
Anyway cheers for a great map and keep up the good work :biggrin:
Re: dm_tech Posted by [22g]hooligan|uk on Tue Apr 17th 2007 at 3:59pm
Posted 2007-04-17 3:59pm
2 posts 0 snarkmarks Registered: Mar 17th 2007
Hmmm yes quoting,well even posting seems a bit of a mission on here.Why ya gotta change font colour all the time????just seems a tad odd.And when ya do quote whats with all the funny red lines that show up???

Anyway MisterB,we've already added this map to our small maps server.And so far its gone down a storm.

Cheers:)
Re: dm_tech Posted by reaper47 on Tue Apr 17th 2007 at 10:38pm
reaper47
2827 posts
Posted 2007-04-17 10:38pm
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
I had a closer look. Apart from a few texturing errors around corners, I couldn't see a flaw in the brushwork and lighting. Everything is very awesome-ish.

But then I noticed there are no physics props. Seriously, that's bad style. Physics gameplay is the biggest thing that this game has to offer and simply ignoring it is... I dunno. Looks are fine but item-placement forces the map into Quake DM gameplay which doesn't do the game justice.

I did read that it was made for portfolio purposes, but if you like this going beyond shiny looks, think of some physics gameplay.
Why snark works.
Re: dm_tech Posted by Junkyard God on Wed Apr 18th 2007 at 9:01am
Junkyard God
654 posts
Posted 2007-04-18 9:01am
654 posts 81 snarkmarks Registered: Oct 27th 2004 Occupation: Stoner/mucisian/level design Location: The Nether Regions
[22g said:
hooligan|uk]Hmmm yes quoting,well even posting seems a bit of a mission on here.Why ya gotta change font colour all the time????just seems a tad odd.And when ya do quote whats with all the funny red lines that show up???

Anyway MisterB,we've already added this map to our small maps server.And so far its gone down a storm.

Cheers:)
Update your java script mate, or disable java scripting in your user options.

Missing props could be because this map isn't the typical hl2dm theme, most props don't fit with this theme, maybe you could look at some kind modeler with puppy eyes to make you some neat props, or improvise something with the existing ones. Unless ofc you can use maya or something yourself. :smile:
Re: dm_tech Posted by Kasperg_JM on Fri Apr 20th 2007 at 6:57pm
Kasperg_JM
66 posts
Posted 2007-04-20 6:57pm
66 posts 1589 snarkmarks Registered: May 20th 2006
Nice little layout and specially nice looks. There is so much eye candy that it's impossible to look somewhere and not find a little architectural detail or a great lighting effect over a nice texture.
That same thing could also be a reason that makes it a bit hard for me to know where I am in the map, since the geometry, textures and lighting look good and similar throughout the whole map.
I would rate it an 8 or 9 because I'm not specially fond of tech maps like the ones we see countless times in Unreal. But as a fellow mapper I can see that your effort was worth it and you achieved your goal perfectly.
P.S. While technically much more polished than your previous map, this one is not as great as a concept.
Re: dm_tech Posted by omegaslayer on Sat Apr 21st 2007 at 1:09am
omegaslayer
2481 posts
Posted 2007-04-21 1:09am
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
/cry

www.eternalsilence.net

we need you + your texture artist.
Re: dm_tech Posted by Orpheus on Sat Apr 21st 2007 at 2:06pm
Orpheus
13860 posts
Posted 2007-04-21 2:06pm
Orpheus
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
As long as you've been here, and you remember us in hindsight. :/
Re: dm_tech Posted by half-dude on Sun Apr 22nd 2007 at 11:31pm
half-dude
580 posts
Posted 2007-04-22 11:31pm
580 posts 76 snarkmarks Registered: Aug 30th 2003 Occupation: male Location: WH
Wow, its HL2 but it looks just like HL1.

Regardless of that, it looks amazing! Nice contrast of lighting and texture using.
Re: dm_tech Posted by Kampy on Thu Apr 26th 2007 at 8:19am
Kampy
304 posts
Posted 2007-04-26 8:19am
Kampy
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304 posts 716 snarkmarks Registered: Dec 30th 2003 Occupation: student Location: Germany
Just watching the screenshots Id say that its an excellent piece of work