dm_hiatus_alpha

dm_hiatus_alpha

Re: dm_hiatus_alpha Posted by Juim on Sat May 12th 2007 at 7:02pm
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Heres a new one I am working on. This is about 6 hours work this morning. The description and my intent is in the maps profile.

http://gamersdiner.com/images/dm_hiatus3.jpg

Thanks for having a look!
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Re: dm_hiatus_alpha Posted by Riven on Sun May 13th 2007 at 3:22pm
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Re: dm_hiatus_alpha Posted by Juim on Sun May 13th 2007 at 4:20pm
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well, I am torn between texture sets right now. Combine metallic or stone and brick. I am only going for quality and playability. As for a theme, I guess I am after a QUAKE-ish style arena type map. No particular setting or place. I have included the first alpha for download. I am interested in thoughts about layout, size, should there be more map?. Should I stop mapping? :rolleyes:

heres the download:

http://gamersdiner.com/downloads/dm_hiatus_alpha.zip

I would also be interested in thoughts about what to do for cover around the large lower ring. Thanks for having a look.
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Re: dm_hiatus_alpha Posted by BlisTer on Sun May 13th 2007 at 4:57pm
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seems like a nice arena. i wouldn't go for bricks because of all the curves you've got. also maybe think about adding airlifts/jumppads to increase z-gameplay speed.
Re: dm_hiatus_alpha Posted by reaper47 on Sun May 13th 2007 at 5:19pm
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I agree, the big, outside ring is a bit killboxish. Maybe cut it in two halves.

Personally, I'm not a big fan of the combine theme. It needs a lot of asymmetry to get the feel right and few (not even official maps) get that right IMO. This looks to symmetric for combine architecture. I'd go for classic HL1 concrete/industrial with interesting lighting, but that's just the first idea that comes to my mind.
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Re: dm_hiatus_alpha Posted by Juim on Sun May 13th 2007 at 5:42pm
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Posted 2007-05-13 5:42pm
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Excellent thoughts Reaper, I will consider this. I am thinking of adding some barriers around the ring to afford protection from above, and some other tricky stuff will be tried. There will also be teleporters to either side of the ring in the big lower arches. Screenies have been updated by the way.

PS... dont be afraid to jump into the yellowy lit ring in the middle level :biggrin:

there are two teleports, one on either side.
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Re: dm_hiatus_alpha Posted by Juim on Tue May 15th 2007 at 4:07am
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Posted 2007-05-15 4:07am
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OK, Progress so far. I'm trying out texture sets, and adding little things here and there, all the while watching frame rates, so because of the enclossed nature of the beast I'll have to be careful.

screenies:

http://gamersdiner.com/images/dm_hiatus_alpha9.jpg

In this first shot theres the Jetsons lift. I know this is an editing forums question, but can anybody point me to a good tut on simple lifts. Everythings in place, but I need the cylinder to go up and down!

http://gamersdiner.com/images/dm_hiatus_alpha10.jpg

some of the metal textures I'm toying with.

Anywho, thoughts and suggestions welcome.
Quote from Nietzsche....God is dead
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Re: dm_hiatus_alpha Posted by reaper47 on Tue May 15th 2007 at 1:47pm
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One word about lifts: They are insanely slow or even bugged in more ways than that on Tick 100 servers. I'd try to stay away from them and use a jumppad or the like where possible.

It's terribly hard to aesthetically judge a pic with any orange room textures left. All I can say is that I like what I see so far. I'm not too sure about the four leaf clover style lamps(?) in the first pic. They don't really fit.
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Re: dm_hiatus_alpha Posted by BlisTer on Tue May 15th 2007 at 4:57pm
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that light fixture in the first new shot looks a bit too much like a flower to me :razz:

for the rests it looks good so far
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Re: dm_hiatus_alpha Posted by Juim on Tue May 15th 2007 at 7:21pm
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Posted 2007-05-15 7:21pm
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Yah, I'm going to lose the fixtures. They started out as kind of floating lamps with a sci-fi kind of feel, but did'nt translate well, plus they use up valuable FPS-age. By using the existing tuts in the editing forum, I decided to use a func_door for the lift. It goes up real well, by player touch, but it won't go up when you are at the top and want to go down. I'm thinking a trigger multiple at the top or something to actuate the door, but I really don't know (yet..... :razz: )

Any suggestions?
Re: dm_hiatus_alpha Posted by Juim on Fri May 18th 2007 at 8:36pm
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Posted 2007-05-18 8:36pm
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OK After hours and hours on my ass I have what I believe to be a fun playable beta. Simple but well made and on the smaller side of medium sized, I am posting dm_hiatus_b1 for your critiquing pleasure.

first, screenies:

http://gamersdiner.com/images/dm_hiatus_b11.jpg

http://gamersdiner.com/images/dm_hiatus_b12.jpg

http://gamersdiner.com/images/dm_hiatus_b13.jpg

http://gamersdiner.com/images/dm_hiatus_b14.jpg

http://gamersdiner.com/images/dm_hiatus_b15.jpg

http://gamersdiner.com/images/dm_hiatus_b16.jpg

http://gamersdiner.com/images/dm_hiatus_b18.jpg

http://gamersdiner.com/images/dm_hiatus_b19.jpg

http://gamersdiner.com/images/dm_hiatus_b110.jpg

The setting is just a simple QUAKE style arena. No real setting is intended. I split the map texturally to help the player know better where he is. Heres the download:

http://gamersdiner.com/downloads/dm_hiatus_b1.zip

As usual, comments appreciated.
Quote from Nietzsche....God is dead
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Re: dm_hiatus_alpha Posted by Juim on Thu May 24th 2007 at 12:40am
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Posted 2007-05-24 12:40am
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Well, since beta 1 was such a resounding success I have proceeded to beta 2.

In this version I have:

1.) re-textured most of the map.(I went for a cleaner more uniform look).

2.) Added a combine ball spawner in the central upper-most corridor. (This was always my plan)

3.) Changed the lifts (Jetsons Tubes) from func_doors to func_tracktrains. (They operate more like what I had in mind this way)

4.) added/re-arranged weaponry

5.) reworked the underwater areas for appearance and connectivity/performance.

Just in case, heres some screenies:

http://gamersdiner.com/images/dm_hiatus_b21.jpg

http://gamersdiner.com/images/dm_hiatus_b22.jpg

http://gamersdiner.com/images/dm_hiatus_b23.jpg

http://gamersdiner.com/images/dm_hiatus_b24.jpg

http://gamersdiner.com/images/dm_hiatus_b25.jpg

http://gamersdiner.com/images/dm_hiatus_b26.jpg

http://gamersdiner.com/images/dm_hiatus_b27.jpg

http://gamersdiner.com/images/dm_hiatus_b28.jpg

http://gamersdiner.com/images/dm_hiatus_b211.jpg

and of course, a download:

http://gamersdiner.com/downloads/dm_hiatus_b2.zip

I honestly don't think this is a terrible start. However I was wrong once before. (don't ask) :rolleyes:

Remember this is a beta and will most likely grow a bit and mature as well.
Quote from Nietzsche....God is dead
Quote from God....Nietzsche is dead
Re: dm_hiatus_alpha Posted by Juim on Fri May 25th 2007 at 1:18am
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Posted 2007-05-25 1:18am
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OK so the map sucks and no one has the courage to tell me right?
Re: dm_hiatus_alpha Posted by RedWood on Mon May 28th 2007 at 3:00am
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I'll take a look at it after i have turned in my comp map. But it looks good.
Re: dm_hiatus_alpha Posted by Juim on Mon May 28th 2007 at 10:54pm
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Website messing with me so heres beta 3 post. (sorry if it's all wrong)

:

<DIV class=forumtext>Well I don't know quite why I'm doing this, (obviously) but heres beta 3.

Changelog:

Re-textured a good portion (again)
added 4 bounce pads(to outer hallway)
added outer hallway (soon to come, 4 more outer rooms, with physics gadgets/gimmicks)
added lower central architecture. (still messing with that, not sure if I'm going to keep it)
added/re-arranged weapon placement(again)
added spinning lights outside of each arched teleport
added supports and fencing for inner ring
added many throwables

heres some screenies. (Notice my unfailing enthusiasm :leper: ).

http://gamersdiner.com/images/dm_hiatus_b31.jpg

Good Z axis stuff here

http://gamersdiner.com/images/dm_hiatus_b32.jpg

http://gamersdiner.com/images/dm_hiatus_b33.jpg

Added supports and fencing for gameplay

http://gamersdiner.com/images/dm_hiatus_b34.jpg

http://gamersdiner.com/images/dm_hiatus_b38.jpg

Added lower architecture

http://gamersdiner.com/images/dm_hiatus_b35.jpg

http://gamersdiner.com/images/dm_hiatus_b37.jpg

Tightened up the sawblade pillars

http://gamersdiner.com/images/dm_hiatus_b36.jpg

One of the jump pads to the outer hallway

And, this is quite possibly futile, but here's a download:

http://gamersdiner.com/downloads/dm_hiatus_b3.zip

Now I don't expect miracles here but a reply of some sort would be decent(RedWood, not included). My general intention, (as with my last map) is to bridge the gap between killboxers and real map lovers. Performance is a must, but so is construction, quality, appearance and gameplay. I kind of feel that I'm on my way here but the lack of response is getting a bit disheartening. Is the Snarkpit dying? I hope not, but I know that this map is worthy at least of a "this one sucks mate". (although I would blindly ignore that one :cool: ).

As always, thanks for having a look.

</DIV>
Quote from Nietzsche....God is dead
Quote from God....Nietzsche is dead
Re: dm_hiatus_alpha Posted by Jacfu on Tue May 29th 2007 at 10:05am
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Posted 2007-05-29 10:05am
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User posted image

I really like the maze-like feel to the layout; it took me a while to get my bearings but once I got familiar with it I could see all the deathmatch/multiplayer possibilities. I would def. add more lights cause some places are just way too dark...

User posted image

I really like this glass\tube lift!

User posted image

I had some trouble with getting up on the wall\ledge thing, kept bumping into the light props.

I'll have a proper walk-through soon. Good job!
Re: dm_hiatus_alpha Posted by reaper47 on Tue May 29th 2007 at 3:49pm
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lol, not so pessimistic, Juim.

Sorry, I'm a bit lazy lately.

I love the texturing, especially the dark ceilings and the combination with the colorful red/white wall texture here. The only problem I have with it, judging from what's visible on the screens, are the transitions.

I hope to be back with some more feedback later.
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Re: dm_hiatus_alpha Posted by Riven on Tue May 29th 2007 at 4:57pm
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Posted 2007-05-29 4:57pm
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I apologize as well for not commenting in beta2, but the map looks fine from what I can tell.

My problem (why it's hard for me to comment on the map) is that I'm one for looks that resemble a place. Being that this map has no setting and is a pure dm map meant for gameplay, it alludes me as to what its purpose is other than being your project while on your hiatus. But I shall attempt a gameplay critique.

But a quick ?looks? crit: the map looks clean, even though it has dirty textures and whatnot, the lack of props, decals and textures other than metal (on purpose right?) make it seem very sterile. The brushes match up nicely; looks very optimized. Also, no misaligned textures, a very good job on that part. I love the detail on the trim for most surfaces, makes it look 2x better. It just doesn't look fresh (beyond the round architecture). It's like I've seen it all before.

Gameplay crit: Well, I believe you have achieved your goal by not making it just another killbox; it's far beyond that now. It has enough routes to make any player have to strategize their next move. The map certainly has an open feel to it while at the same time keeping the players from seeing one another. The round layout is what sets this map apart, and is the shining star for it. The gimmicks work (Jetson tube, teleporters, grav lifts); they add that extra spice needed in a strait-up dm map.

Props: the props to me seem like they were a last minute idea. This highly diverts from the apparent thought put into the weapon placement. Well props are a weapon themselves! Their placement should be just as important. Also, the kind of props, their mass, their carrying angles, and so on are important to keep in mind. I really like the placement of the saw blades, that's what works for placement, and also the exploding barrels! As far as the regular barrels and the engine blade from Ravenholm, it just seems very random; but in a map with no setting, I suppose it doesn't hurt anything. Now don't get me wrong, you don't have to put every prop up on a pedestal to make it seem thought out, it just needs to be an adequate prop for an adequate location. I noticed the seemingly random ones were placed along the sides on the upper levels. For example: Placing small bricks and things in a large open area, makes your chance of your victim escaping seem more certain than if you had a large tub to throw at them, while perhaps there were nothing but small bricks, my choices of gravity gun ammo type would be much more slim, and make the idea of picking up the brick that much more appetizing. But if you were to place that large tub next to the small brick, I'd go for the large tub, it makes the brick seem useless then. Choke points are always great for prop placement.

Sorry, this seems more like a rant than anything, but it is my two cents on the map, and my attempt at making a gameplay critique (not to mention the pessimism :shocked: ). Sorry about that; this map is a very good symmetrical, general dm map, and worthy of more praise, I just can't relate with it very well. I'm sure someone else here has better things to point out. But this is a very well constructed map that strays far from anything with a "killbox" label on it, and I recommend people download it and give it a test, I'm sure it's quite enjoyable online. :smile:
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Re: dm_hiatus_alpha Posted by Juim on Tue May 29th 2007 at 9:20pm
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You guys are great. Thanks for restoring my faith in the pit! :kitty: . Jacfu, I will make those light fixtures around the bounce pads non-solids. Riven, thanks for your very kind words. I can appreciate your preference for real world environments, and for someone who has'nt got much to say about it, you said a mouthful and I appreciate it. I will take into consideration your thoughts on the props. They were a suggestion from another mapper, but I did'nt put much thought in their placement. I will re-think that for sure. Thanks again!.
Re: dm_hiatus_alpha Posted by reaper47 on Fri Jun 1st 2007 at 10:59pm
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Ok, here are some things I noticed:

User posted image
There's a slight performance drop around the middle parts. I see that you made some of the curved walls func_details to avoid them cutting into the ceilings? Maybe it's better to leave them as world brushes so they can act as a proper vis blocker instead.

User posted image
I already mentioned how much I like the dark ceilings. Maybe you should get rid of and point lights and only rely on straight-down light_spots to keep the ceiling as dark as possible.

User posted image
Add some smoothing groups manually and it could make the curvy brushwork look nicer. They are hidden in the texture properties.

User posted image
I like this part so much. The architecture, the texturing... Only the ramps in and out this room could need some attention.

User posted image
I like how well the bump mapping works on this structure, but it's also the place that makes me whish the map had at lease some basic theme or purpose. It looks like the shell of a rocket engine, but inside it's just a boring corridor. I don't know what to think about this. Maybe something simpler would be better. Something that would make more sense as a corridor.

User posted image
I don't like the blueish and combine metal walls. I'd go for a rusty, industrial look for the whole level and skip the artificial, blueish combine textures.

User posted image
The sterile glass walls, again, are a big theme break. I'd use a more basic elevator.

User posted image
The colorful lights for indicating the 4 principal directions make sense as a gameplay device. But I can't help it, they're very ugly. Unfortunately I can't tell you a good replacement (textures, perhaps?). It's just that those red/blue/yellow/green lights look very killboxish :/

User posted image
The wall has inconsistent texturing. Why not use the same texture like the side?

User posted image
same as above!

I can see this map work very nicely. I don't like how physics props are, once again, hidden from the main parts (and likely to disappear in the water, soon). The jumppad works as badly as they did in HL1, but that might not be your fault. :wink:

I'd love to see a little more consistency in the texturing for the final version.

Good luck with this one!
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Re: dm_hiatus_alpha Posted by Juim on Sat Jun 2nd 2007 at 1:47am
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Posted 2007-06-02 1:47am
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Thank you Reaper for your time and your intelligent and thoughtful comments.

1. I will try moving most brushes of the basic architecture back to the world and see how the performance handles

2. Getting rid of the ceiling lights is a definite. My only worry was blackness above. I'll see if I can construct something groundside to throw a bit of ambience up there instead. I agree with that one.

3. Smoothing groups........ Any good tutorials out there on that?

4. Could you be a bit more specific about the ramps?

5. This was like my 5th attempt to put something of substance down in that area. I will look into it. It seems I have my best improvement ideas after leaving something be for a bit.

6. I tend to agree. I used to have half the map textured in the rusty metal textures, but I took a shot at the clean metal look. I actually prefer the rusty look myself. Look for a retexture of some sort in b4.

7. The jetson tubes. What did you mean, lose the enclosure?, retexture?

8. The colored lights. This brings me to my next problem. I actually love the red striped texture in the main room, but unfortunately I don't have access to photoshop or any real decent photo tinkering software. Is there someone who might take pity on me and make me a blue, green, and yellow of the same texture? I would be forever greatful, and it would solve a myriad of texturing inconsistencies.

9. I am having a few epiphenies about the phys props, look for something more akin to the saw blade presentation in b4.

You rock, and I am greatful for the fresh input. Thanks again! :lol:
Re: dm_hiatus_alpha Posted by reaper47 on Sun Jun 3rd 2007 at 2:54pm
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3. Smoothing groups........ Any good tutorials out there on that?
Smoothing groups are pretty easy to add. Is there one at the 'pit already? I suppose not as you asked... Might be my first one :biggrin:

Just select the faces you want to be smooth to each other and click a number on the smoothing group list (texture properties). All faces that are applied to smoothing group #1, for example, will be smooth to each other.
4. Could you be a bit more specific about the ramps?
They're just too simple for my taste. Try to replace them by more high-poly stairs, add some supports to the walls around, some structure beneath them ect.
7. The jetson tubes. What did you mean, lose the enclosure?, retexture?
Maybe both. It's easier to criticize something than to come up with the solution <:]
8. The colored lights. This brings me to my next problem. I actually love the red striped texture in the main room, but unfortunately I don't have access to photoshop or any real decent photo tinkering software. Is there someone who might take pity on me and make me a blue, green, and yellow of the same texture? I would be forever greatful, and it would solve a myriad of texturing inconsistencies.
I feel heroic today. I might give it a shot, shouldn't take more than 10 minutes.

edit:

here's the zip with the colored textures If the host is as easy to use as it pretended to be there should be no problem. Make sure the file/folder paths are correct in your hl2dm directory. I hope it was the right texture anyway :/ If you choose to use them, include them in your BSP file for the release, using a program like packrat and making sure the files have correct foldernames within the BSP as well. I quickly tested the textures in Hammer. Should work. I'm not offended if you don't use them, also. Just try if it works.
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Re: dm_hiatus_alpha Posted by RedWood on Mon Jun 4th 2007 at 2:41am
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I don't know what to say. There's not much of anything i would change. I agree with Reaper that the cielings would look better keep dark. I ran through for a good 20 min. Hear are a few things i found.

Textures that could use aligning:
User posted image
User posted image
User posted image
User posted image
User posted image

User posted image

Things that could be nodrawed or the brushes are possibly not meating correctly.
User posted image
User posted image
User posted image
User posted image
User posted image
User posted image
User posted image
User posted image
User posted image
User posted image
User posted image
User posted image
User posted image

Vary large vis leafs:
User posted image
User posted image
User posted image
User posted image
User posted image

Other stuff:
User posted image The ramp could use some kind of transition. some texture strip or something.

User posted image Light is showing through the wall on all 4 corners.

User posted image I don't know if this was intended but different barrels a spinning at different speeds.

User posted image I tried swimming though their. I imagine others will too. Maybe add a great or something.

User posted image They start off like this.

User posted image Maybe close the gap. extend the platform or rais the glass possibly.

Seeing how you can't see through the surface of the water and a good amount of the props are going to end up down their. Maybe you could place a one sided occluder over the water. You should gain more performance than you lose (i think).

Hope that helps.
Re: dm_hiatus_alpha Posted by Juim on Mon Jun 11th 2007 at 5:48pm
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OK I just wanted to pop in and say I hav'nt forgotten you guys, I was on a little vacation, but upon my return this morning I fired up Hammer and got back to work. First, Reaper, thanks so much for the textures, they are perfect and add alittle direction to the texture scheme. I have'nt done much else, but after a couple of hours work this morning, I have these shots to show you-

http://gamersdiner.com/images/dm_hiatus_b41.jpg

http://gamersdiner.com/images/dm_hiatus_b43.jpg

http://gamersdiner.com/images/dm_hiatus_b44.jpg

http://gamersdiner.com/images/dm_hiatus_b45.jpg

http://gamersdiner.com/images/dm_hiatus_b46.jpg

Also, Redwood, thanks for the closer look, I am attempting in the next week to rectify many of the things you have mentioned in your reply.
Quote from Nietzsche....God is dead
Quote from God....Nietzsche is dead
Re: dm_hiatus_alpha Posted by reaper47 on Tue Jun 12th 2007 at 11:36am
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I'm glad the textures worked out. 10 minutes well spent, I'd say :biggrin:

I see you tried many of the things I proposed, so all I can say is that from my POV it did a lot to accomplish a more consistent theme. I like the industrial look a lot. For some reason this style isn't seen much in HL2DM, at least not in a way it works. Can't wait to see the changes in game.
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Re: dm_hiatus_alpha Posted by haymaker on Tue Jun 19th 2007 at 6:18am
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Hi Juim, thx for the comments @fpsbanana

your DL is broken here :sad:

I noticed you mentioned func_door for a lift, there is a showstopping bug with that related to 100 tic servers.

http://forums.steampowered.com/forums/showthread.php?t=569456

That map you critiqued for me, I used func_button; it has less options but is bug free.

Anyway map looks good :smile: only thing I can say is a personal thing, it's the SOUND of the metallic textures that drives me nuts, with players spraying bullets everywhere.
Re: dm_hiatus_alpha Posted by reaper47 on Tue Jun 19th 2007 at 10:34am
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I used func_button; it has less options but is bug free.
Wow, that's the first time I heard of a fix for this. Thanks for mentioning it!

I wondered whether the latest Source engine update would fix this, too? Haven't checked yet.
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Re: dm_hiatus_alpha Posted by Juim on Sun Jun 24th 2007 at 10:20pm
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Posted 2007-06-24 10:20pm
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726 posts 386 snarkmarks Registered: Feb 14th 2003 Occupation: Motion Picture Grip Location: Los Angeles
Well I have gone back to work, so there goes the finished map by the end of my hiatus(Doh!)...(P.S.S., If anyone is interested, I am working on "On the Lot" an American Spielberg/Burnett version of Survivor for Directors)), but I am still working on it. I have added reapers textures with pakrat, and i would like to know if I used it properly. I also made several changes otherwise, and, of course, opinions and comments are appreciated.

Screenies:

http://gamersdiner.com/images/dm_hiatus_b52.jpg

http://gamersdiner.com/images/dm_hiatus_b55.jpg

http://gamersdiner.com/images/dm_hiatus_b56.jpg

http://gamersdiner.com/images/dm_hiatus_b57.jpg

http://gamersdiner.com/images/dm_hiatus_b51.jpg

http://gamersdiner.com/images/dm_hiatus_b54.jpg

http://gamersdiner.com/images/dm_hiatus_b510.jpg

and of course, a download:

http://gamersdiner.com/downloads/dm_hiatus_b5.zip

Please remember that this map is far from finished, and all of your comments/criticisms are taken seriously.

P.S. Download and profile screens reflect new changes and latest download.

Thanks again for all of your input in advance... :kitty:

Juim
Quote from Nietzsche....God is dead
Quote from God....Nietzsche is dead
Re: dm_hiatus_alpha Posted by haymaker on Mon Jun 25th 2007 at 2:23am
haymaker
439 posts
Posted 2007-06-25 2:23am
haymaker
member
439 posts 921 snarkmarks Registered: Apr 1st 2007 Location: CAN
hi juim, don't know if you saw my other post re this map, that DL link keeps giving "source file could not be read" errors still :sad:
Re: dm_hiatus_alpha Posted by haymaker on Mon Jun 25th 2007 at 2:25am
haymaker
439 posts
Posted 2007-06-25 2:25am
haymaker
member
439 posts 921 snarkmarks Registered: Apr 1st 2007 Location: CAN
<html><head><link rel="stylesheet" href="themes/standard.css" type="text/css"><hi juim, don't know if you saw my other
post re this map, that DL link keeps giving "source file could not be
read" errors still :sad:
/head><body topmargin=2 leftmargin=2>
Re: dm_hiatus_alpha Posted by Juim on Mon Jun 25th 2007 at 2:15pm
Juim
726 posts
Posted 2007-06-25 2:15pm
Juim
member
726 posts 386 snarkmarks Registered: Feb 14th 2003 Occupation: Motion Picture Grip Location: Los Angeles
I don't know what the problem could be, I re-downloaded the file just this morning to make sure, and overwrote it on my desktop and in my maps folder and all seems well. Anybody else having this problem?
Re: dm_hiatus_alpha Posted by fishy on Mon Jun 25th 2007 at 9:09pm
fishy
2623 posts
Posted 2007-06-25 9:09pm
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
The downloaded .zip opened fine for me. It might take me a while to install it for a run-around, by it's not corrupt.

Haymaker, maybe you have a bad version in you temp internet files or something. clean your cache and try again. right click, save file as. i've known I.E. to try and open zip files as a text file. silly thing.
i eat paint
Re: dm_hiatus_alpha Posted by haymaker on Tue Jun 26th 2007 at 6:15am
haymaker
439 posts
Posted 2007-06-26 6:15am
haymaker
member
439 posts 921 snarkmarks Registered: Apr 1st 2007 Location: CAN
thanks for the cache tip fishy, did the trick. :smile:

First off that is the coolest ambient mix I've heard. Helps with the strangely hl1 feel I get out of it ( maybe the level with the waterlogged generator and the fan that lifts you out ). This has your stamp all over it with the arches and curves, I can see you've experimented with the orb bounces off the tunnels. Is there a control for the orb spawner to curb abuse?
Layout wise it flows and connects nicely, one thing my fuzzy mind likes to see in these situations are landmarks, even something simple like numbers. The outer ring had me going around it more than once, as did the telports in the blue arches.
I see you have opted for a scarcity of healthpacks, lots of maps work that way. Myself I rarely use the machines as they are deathtraps, especially in a map with all those orbs.
Good job getting the weapons to spawn underwater, I understand ppl have problems with that? One other thing, I've never fired smg nades into the water, what a cool effect.
Good stuff so far and of course my aging rig had some fps probs, but there's options there probably.
Re: dm_hiatus_alpha Posted by Juim on Tue Jun 26th 2007 at 12:58pm
Juim
726 posts
Posted 2007-06-26 12:58pm
Juim
member
726 posts 386 snarkmarks Registered: Feb 14th 2003 Occupation: Motion Picture Grip Location: Los Angeles
Thanks haymaker, I appreciate your comments. The Orb spawner only allows one orb in the tube at a time, and once you grab one, it won't spawn another until the thrown orb explodes. As for landmarks, I was hoping the colored walls would be enough, but I'll consider putting some number decals up to add to the look. I was'nt actually going for scarcity of healthpacks, but I hav'ent gotten into final placement of entities yet either, I will take this into consideration as well. I of course will take a few shots at optimization before final release. My Desktop gets about 105 fps right now, and my Laptop hovers between 35-42, so theres a pretty wide gap performancewise. I think I have done all I can in the main arena ring. I hope to add some cool physics gadgets in the outer ring rooms before I'm done.
Re: dm_hiatus_alpha Posted by Juim on Mon Jul 9th 2007 at 12:55am
Juim
726 posts
Posted 2007-07-09 12:55am
Juim
member
726 posts 386 snarkmarks Registered: Feb 14th 2003 Occupation: Motion Picture Grip Location: Los Angeles
OK first..... I have lost my personal FTP host indefinitely so I've had to find another place to host my map. I chose FPSbanana, but if you have any suggestions as to where I can upload maps and screenshots I would be most appreciative. The current link is:

http://www.fpsbanana.com/maps/28122

Second: there was some Linux issues with beta 5,which caused crashes, and I hope I solved them. The first issue was,:

...that I used a prefab for the combine spawner, which, when you select it, appears pre-named as "combine spawner 1" or some such thing. Well, I un-grouped it, and added a few things, and changed another few things around, and of course it un-named itself. The ambient generic associated with it still had "combine spawner 1" listed as the source entity from which to play the sound from, and well, it just was'nt there. Fixed.

The second issue was that I had somehow parented the Path tracks from lift 1 to themselves. This , also has been fixed. I need to know if this has resolved the Linux crash issues which I have been having. I will update screens and downloads as soon as I find all new hosts.

Thanks again....... :razz:
Quote from Nietzsche....God is dead
Quote from God....Nietzsche is dead
Re: dm_hiatus_alpha Posted by reaper47 on Mon Jul 9th 2007 at 6:37pm
reaper47
2827 posts
Posted 2007-07-09 6:37pm
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
May I asked what you used a "combine spawner" for in a DM map? I'm just curious.
Why snark works.
Re: dm_hiatus_alpha Posted by Juim on Wed Jul 11th 2007 at 3:22am
Juim
726 posts
Posted 2007-07-11 3:22am
Juim
member
726 posts 386 snarkmarks Registered: Feb 14th 2003 Occupation: Motion Picture Grip Location: Los Angeles
:cool:

............Well I actually never knew it was a "notagood" thing to do. I have played a few maps where there were spawners and I usually enjoyed them (providing the maps were'nt total shyte), and as long as the balls were regulated. In this particular instance I was looking for something eye catching in the high central level to draw players into quick skirmishes, and did'nt want to use the standard RPG type thing, (whis is in the map at the bottom of the water tank). The combine spawner was an experiment, and I discovered that due to the architecture and layout, the balls get rather frenzied and, I just kinda liked it. Do you really think it detracts from the gameplay?

I know some people give the combine ball credit for giving hacks kills, but I have never felt that way. My theory is to get killed as often as possible by the best ball thrower out there and learn the best defense. It's part of the challenge for me personally.
Re: dm_hiatus_alpha Posted by reaper47 on Wed Jul 11th 2007 at 7:20pm
reaper47
2827 posts
Posted 2007-07-11 7:20pm
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
Oh, I get it. Combine balls. I was thinking of actual combine soldiers! :biggrin:
Why snark works.
Re: dm_hiatus_alpha Posted by Juim on Sat Nov 10th 2007 at 9:45pm
Juim
726 posts
Posted 2007-11-10 9:45pm
Juim
member
726 posts 386 snarkmarks Registered: Feb 14th 2003 Occupation: Motion Picture Grip Location: Los Angeles
Hey folks. I am just letting you know I just posted dm_hiatus_b8 over at FPSbanana. I am sorry about all my previous links on this site, but I lost my file host and so went all the links.Anywho, the latest beta is at:

http://www.fpsbanana.com/maps/download/28122

User posted image

User posted image

User posted image

User posted image

User posted image

User posted image

Screenshots can also be found there. I think the next and possibly last beta will be optimizing and detail oriented. There may be FPS issues with older/weaker cards in a few areas, but I would like to sample a cross section of pitters to see what they are getting. My lowest is 86 FPS in one spot, but the map averages 94 to 130 for me. As always, your input is appreciated.
Quote from Nietzsche....God is dead
Quote from God....Nietzsche is dead
Re: dm_hiatus_alpha Posted by RedWood on Sun Nov 11th 2007 at 1:15am
RedWood
719 posts
Posted 2007-11-11 1:15am
RedWood
member
719 posts 652 snarkmarks Registered: Sep 13th 2006
The lighting and textures looks nice. For being so industrial it's vary easy on the eyes.
My computer is so old it wouldn't even be fair to tell you what kind of frames I'm getting. Plus i don't have HLDM installed. Tell us when you get this on a server. I'll reinstall and play a few rounds.
Reality has become a commodity.
Re: dm_hiatus_alpha Posted by G4MER on Sun Nov 11th 2007 at 5:25am
G4MER
2460 posts
Posted 2007-11-11 5:25am
G4MER
floaty snark rage
member
2460 posts 360 snarkmarks Registered: Sep 6th 2003 Location: USA
Why are all the images busted? Id like to look at it before I download.
Re: dm_hiatus_alpha Posted by Juim on Sun Nov 11th 2007 at 3:25pm
Juim
726 posts
Posted 2007-11-11 3:25pm
Juim
member
726 posts 386 snarkmarks Registered: Feb 14th 2003 Occupation: Motion Picture Grip Location: Los Angeles
Sorry bout that. I added images to the beta 8 post, and uploaded three new shots to the maps profile. Hope this helps.
Quote from Nietzsche....God is dead
Quote from God....Nietzsche is dead
Re: dm_hiatus_alpha Posted by Juim on Sat Nov 24th 2007 at 3:17pm
Juim
726 posts
Posted 2007-11-24 3:17pm
Juim
member
726 posts 386 snarkmarks Registered: Feb 14th 2003 Occupation: Motion Picture Grip Location: Los Angeles
OK after the last post I still had problems with the map crashing the FF Clans Linux server. I had hoped to resolve this by beta 9. Then me and ff.FNDR.Jake_Brake were running around looking for problems in the map yesterday. He had an idea that it was the spinning point_light entities at either end of the map. We were standing there together when they stopped spinning just before the map crashed. So I deleted them, re-compiled and lo-and-behold, we had a solid map which did not crash the server. I don't know what the problem was, but not only did removing the spinning lights fix the map, my FPS went up an average of 35 to 40 everywhere in the map. So, barring any glaring errors, I will consider this map finished unless I get some great ideas/suggestions for changes. I know there were'nt any responses to my last post, and that may well be the case here again. Either way I am ready to move on to another project soon.

Download:http://www.fpsbanana.com/maps/download/28122

Screens:

User posted image

User posted image

User posted image

User posted image

User posted image

User posted image

PS.... I got the sounds working in Linux servers as well. Had to use the file paths with .wav on the ends and they started working. Thanks for having a look!
Quote from Nietzsche....God is dead
Quote from God....Nietzsche is dead
Re: dm_hiatus_alpha Posted by reaper47 on Sat Nov 24th 2007 at 4:46pm
reaper47
2827 posts
Posted 2007-11-24 4:46pm
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
This map came a long way. Congrats on going final (I assume?).

Reading your description taught me a couple of very interesting bits of mapping wisdom. I wish we could collect little bits of knowledge like .wav filenames being required for Linux servers, rotating lights crashing servers and reducing FPS by 40... it wouldn't even fit in any proper tutorial...

Maybe if Gwil really does the changes to the Snarkpit he mentioned, there should be a place to collect all this info.

So much to learn! ^^
Why snark works.
Re: dm_hiatus_alpha Posted by RedWood on Sat Nov 24th 2007 at 8:26pm
RedWood
719 posts
Posted 2007-11-24 8:26pm
RedWood
member
719 posts 652 snarkmarks Registered: Sep 13th 2006
If you get it running on a server, post the ip and i will reinstall HL2DM.
Reality has become a commodity.
Re: dm_hiatus_alpha Posted by Juim on Sat Nov 24th 2007 at 9:49pm
Juim
726 posts
Posted 2007-11-24 9:49pm
Juim
member
726 posts 386 snarkmarks Registered: Feb 14th 2003 Occupation: Motion Picture Grip Location: Los Angeles
It will be in the rotation on "FFJakes funhouse of Horror" in December. They're good servers. No whiners, no troublemakers tolerated. Just good ol' DM and quite a few very good players. Check it out.
Re: dm_hiatus_alpha Posted by Gwil on Sun Nov 25th 2007 at 3:39pm
Gwil
2864 posts
Posted 2007-11-25 3:39pm
Gwil
super admin
2864 posts 315 snarkmarks Registered: Oct 13th 2001 Occupation: Student Location: Derbyshire, UK
This map came a long way. Congrats on going final (I assume?).

Reading your description taught me a couple of very interesting bits of mapping wisdom. I wish we could collect little bits of knowledge like .wav filenames being required for Linux servers, rotating lights crashing servers and reducing FPS by 40... it wouldn't even fit in any proper tutorial...

Maybe if Gwil really does the changes to the Snarkpit he mentioned, there should be a place to collect all this info.

So much to learn! ^^
Creating work for me already :wink: Good idea though!
Re: dm_hiatus_alpha Posted by Naklajat on Sun Nov 25th 2007 at 9:09pm
Naklajat
1137 posts
Posted 2007-11-25 9:09pm
Naklajat
member
1137 posts 384 snarkmarks Registered: Nov 15th 2004 Occupation: Baron Location: Austin, Texas
Looking forward to fragging on your map, I like the layout. I bookmarked the server and I'll keep my eyes peeled for dm_hiatus.

I was "don't shoot it's santa" yesterday, btw

o

Re: dm_hiatus_alpha Posted by mazemaster on Mon Nov 26th 2007 at 7:45pm
mazemaster
890 posts
Posted 2007-11-26 7:45pm
890 posts 438 snarkmarks Registered: Feb 12th 2002
Layout looks interesting with multi-level vertical areas and layers of paths. Super-connected super-3D maps create great gameplay IMO. Everything looks a little bit too big though? Oh well.

Your technical skills have improved a ton since your earlier maps, but you still definitely have your own style. I can see elements of mausoleum, klingon, and stonepark all in the map, except in a more advanced form. This is good, you are bring something new to the mapping world! Some mappers do so much emulation of other mappers and styles that they lose their own style, I am glad you have not done this.

As for some crits, It looks a little sparse. One way to add detail without having it look fake or trying too hard is to go around your map, and ask little questions like "what is holding up this block of concrete"? And then you add a column. Or "what is powering this electrical thing"? And then you add in some wires and pipes, connecting to a metal electrical box prop. etc etc.

Try to have 1 "visibly interesting thing" visible in each room, and then add in the supporting details to make that "interesting thing" reasonable. It doesn't have to be a prop that you place in there, for example in the 3rd screen the "interesting thing" is the huge half-cylinder concrete architecture. In the 4th screen it is those 2 lighting things on the wall. In the 5th screen it is the way the straight hallway cuts into the circular shaped building. In the first and last screen, the architecure could make it great, except you need to use the lighting to bring out the 3d aspect of the crazy architecture and paths going on there. In the 2nd screen the special effects look cool, but they are coming out of a bland cylinder. Doh!

Anyways, keep up the good work.
http://maze5.net
Re: dm_hiatus_alpha Posted by Juim on Sat Dec 1st 2007 at 3:26pm
Juim
726 posts
Posted 2007-12-01 3:26pm
Juim
member
726 posts 386 snarkmarks Registered: Feb 14th 2003 Occupation: Motion Picture Grip Location: Los Angeles
Thanks for the replies all. Maze you make some very good points to consider for the final.
Quote from Nietzsche....God is dead
Quote from God....Nietzsche is dead