Re: dm_balcony
Posted by RedWood on
Sun Jan 27th 2008 at 9:53pm
RedWood
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The screens are beautiful. All most like a Greeting card.
I'll hold off comments until i have a run through, but i have to say from the screens alone, it looks like it could make a good Counter Strike map.
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Re: dm_balcony
Posted by RedWood on
Mon Jan 28th 2008 at 1:13am
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I don't have death match installed so i loaded it into CS:S and specked around.
Reaper! By what stretch of the imagination did you consiter this a small project. This map is big. Falling just short of huge.
The layout is excellent. It was fun to walk (ok, fly) around and go up the the different levels and to walk around on the different roofs.
Flow is good. It was easy to move to one area to the next and were well connected.
Even though it is more connected than any real building it seamed extremely believable. You never see to many doorways at once. It felt natural being their.
You have some vary long unobstructed hallways. This should be good fun for the crossbow. I hope it doesn't become a optimization problem for you.
The largest courtyard (first pic) is well connected to the lower levels but the trek to the ladder to get to the roof is a bit long if your coming from the left side. If your trying to limit traffic to the roof then i guess this is a good thing. Another issue with the largest court yard is that i see it being empty most of the time. The map being so well connected and havening that valley following the street, their is no reason to be there. Id be avoiding it because of rocket and grave gun grenade fire. Now if you put a way to the roof there then it would draw people.
I don't know about you but when i was a kid i liked get up on the roof because i knew i wasn't supposed to. It was dangerous; witch is is why it was fun and why my parents didn't like it. Your roof tops steep angels give them a nice sense of danger. I also get the idea that I'm not supposed to be there. The jump you have to make from those balcony's give that impression. The window, witch i can only assume, you have to break to get to roof does that also. The ladder seam a little easy. It's like your saying "hear, get on the roof". Maybe you could add something to make it look like something your not supposed to touch. Like a busted gate that was blocking it or something like that.
The flow is good in this map. Maybe too good. I worry that with less than 10 people that people would run in endless circles rarely finding one another. After some play testing you might find that you need to close a path or two.
What i said about this map possibly making a good CS:S map, ya. This would make a excellent CS:S map. When your done making your HL2DM map, I would be ecstatic to hear that your porting it to CS.
Keep up the work. I see a 5 star map on the way.
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Re: dm_balcony
Posted by haymaker on
Mon Jan 28th 2008 at 4:50am
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Love it so far! First thing I do on maps is see how fast i can go without stopping, I had a laugh shotgunning windows out in sequence on a downward run. Like an action movie!
I would call this medium, myself, not huge. Unless there's somewhere I didnt see, crashed after 5 mins. One note, your skybox did not appear, I got checkers.
The spiral stairs are beauteous, very nice little grotto there. I did think the other railings, on the normal stairs, were perhaps 2 or 3 units too high, but then I adjusted my jump and got it anyway.
Flow is great; though I kept expecting a larger area around the corner. For that reason and personal opinion I urge you to consider losing the SLAMS, this layout does not need them in the slightest. I only find them sporting when the server is full, and that is a rare occurance in this game.
As to detail, this is probably just me, but I did not notice a marked lack of it. I can see you'll want to finesse windows etc, but FPS was very nice as it is. I have confidence it won't be a huge issue anyway.
Re: dm_balcony
Posted by RedWood on
Mon Jan 28th 2008 at 9:25pm
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I don't think the map is to large. I just think if you only had 6 or so players in the map they be contently searching for each other. If the roof is a central goal then i guess that solves the problem.
If your roof is the center of attention then the largest court yard need to be populated with people too. No point in being on the roof if there is no one to kill. Finding a way to have people want to pass through the large court yard and the long hallway would be the best way to get people to want be on the roof.
The majority of the inside area is poor for grav gun action. I think your best bet for getting people to go to the large court is the have a good assortment of grav gun ammo. I don't know if that car is prop_phy or not but i love rolling those things down a street. Right now the street is a little narrow for g gun fun. Maybe you could widen up the side walk and push the building back about 80 or more units.
Maybe you can find a way around it but i think having people spawn in the large court would cause spawn camping.
I like the slams. It seem the people who really don't like them are the people who never use them. Pleas leave them.
Your map seams relatively finished all ready. It shouldn't take you to long to polish it up. Good luck.
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Re: dm_balcony
Posted by Naklajat on
Tue Jan 29th 2008 at 1:59am
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I think 8-10 players would be the sweetspot for this map
The layout and flow look good, item placement seems solid. Some areas seem like they might be a little too twisty (basement). This is a rare map where I think the muffler would work well because of the confined spaces (that thing is brutal).
I'm a SLAM-whore, so I'll always say yes to SLAMs, hell put a whole bunch of 'em and enjoy the carnage :evilgrin:
o
Re: dm_balcony
Posted by haymaker on
Tue Jan 29th 2008 at 2:36pm
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Re: dm_balcony
Posted by haymaker on
Tue Jan 29th 2008 at 2:40pm
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He must be referring to the orb.
This is the wrong place to discuss slams, but the bottom line is that they slow the game down considerably. The reason I play dm is speed. 1v1 on powerhouse? boooooring.
edit; haha beat me to it baron. There is a muffler!
Re: dm_balcony
Posted by haymaker on
Wed Jan 30th 2008 at 12:28am
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2008-01-30 12:28am
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The rocket, leave it man. I managed to make that jump no problem from the roof; but given the insides of the map the weapon is of limited use except to someone very skilled at it. If you want to to make it harder to access you could put it inside a func_clip_vphysics box, then the ggun won't work.
Re: dm_balcony
Posted by RedWood on
Fri Feb 1st 2008 at 10:03pm
Posted
2008-02-01 10:03pm
RedWood
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I had some nostalgia to play Death Mach so i reinstalled HL2DM. I joined a server running a custom map, took the time to download it, started playing and instantly remembered why i deleted DM in the first place. s**tty, sad, depressing, maps... with low gravity. :rolleyes:
After that i started up your map. I have to say it seams much smaller then when i was speking around in counter strike. I don't know if it was a fov thing or just that i wasn't actually walking but loading it into DM made a difference. I have changed my opinion on the size of the map. You were right, I would also say it's a medium(larger medium) sized map. I'm guessing the map would play well with 6 to 20 players (but what do i know). I still say the map is vary well connected.
I was surprised to find that the R launcher wasn't on the roof considering you said you were trying to draw attention to it, but wear you have it placed means that i don't think your court yard will be empty like i said i though it would. I did find it odd that the AR2 was directly below the R launcher.
I'm not saying it is in a bad spot, but as fun as it is, it's a real bitch to hit a moving target with the crossbow form a elevated position (this might just be me).
Your spiral stare cases looks good but they were a little clunky to walk up.
Thats all i can think of for now. Sorry if any my comments earlier were frustrating you buy giving you bad/inaccurate feed back. I'll load it into dm first next time.
EDIT:
ps: nice sky, looks real enough.
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Re: dm_balcony
Posted by Yak_Fighter on
Sat Feb 2nd 2008 at 9:08pm
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This is definitely a small map, I dunno what the other commenters above are seeing. Looks like it would be good with 2-8 players, any more and it'll become a brutal bloodbath of the unfun kind I'd think. I like the general layout alot, it is very dense and vertical, which is great. It's easy to get where you want to go and there are multiple paths to each area. I dunno if you've ever been to San Francisco, California but the spiral staircase courtyard area reminds me of an area of Ghiradelli Square which always looked like a kickass dm arena to me :biggrin: .
About the RPG, I couldn't reach it by jumping but I assume that roof can be jumped to. If not, ignore the following: its placement is good, in that it's difficult to reach and in a wide open area with lots of different vantage points, making it dangerous to get. However, its location and the tightness of the indoor areas makes using it outside of that open area pointless which could promote some camping tendencies. That's not a bad thing though, especially with how a camper could be taken down from many different angles, but it's food for thought. I too think there's too few weapons to exclude it but oh well. EDIT: If there actually is a spawn point up there I'd remove it. The RPG is already exposed enough and annoying enough to get, why let people spawn there and get it without the slightest bit of effort.
A smaller complaint is that the toilet near the Breen statue doesn't respawn when destroyed, and given the sparse amount of props to throw it probably should. I understand not wanting to have alot of physics props cluttering the map and making the narrow areas a chore to move around, but I also think the grav gun is the whole point of HL2DM and not catering to it is a bad idea. Going overboard with them is probably not a good idea in general, I'd like it, but most people would probably complain. A possible solution I think would be to have a few more smaller, breakable, and respawning props strewn about, perhaps one or two per general area (roofs, road, indoor stairwell area, outdoor spiral stair area, etc). I know there's already the Breen statue, some crates, and I suggested the toilet, but what about a watermelon or two on the roofs, a sink somewhere? Because they are breakable they won't clutter things up as much and players could have a reliable source of grav gun 'ammo' throughout the map.
Which brings me to the final comment about the cramped corridors of the map. It is way too narrow and small for my taste. There's too many areas that are basically one player wide which doesn't allow for much maneuvering. The connecitivity between areas kinda alleviates this, but it's still a problem. However, that 'crampiness' is what makes the map so dense (which is a good thing). This is basically the "damned if you do, damned if you don't" aspect of HL2DM mapping that I hate and why I don't bother with it anymore. Players move so slowly that bigger areas and wider hallways slow the action to a crawl, but those bigger areas and wider hallways are important for deathmatch combat. So either you get good combat but terrible flow/slow movement or you get fast movement but harsher combat. You really can't have both in my experience. Personally, I'd leave it mostly as it is, as the layout and density of the map is its strength. You'll probably receive flak but that's the nature of HL2DM :/
All in all though I like this map, and its main design flaws are inherent with the game you're mapping for so oh well, what can you do.
Re: dm_balcony
Posted by Juim on
Thu Feb 7th 2008 at 2:42am
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Just had a look around the map, and i must say i am impressed. That circular stairway is brush based right?. The map seems small-ish to me so i may be missing a bunch of it but i think I ran through the whole place pretty thouroughly. The Layout is good. Cramped and short-ish corridors will keep you moving.
The roof:
Not too sure about that. It seems somewhat abrupt. I feel like I want more rooftops to wreak havoc from above on.
I will not get into texturing and nit picking as this is a beta.
There is a garage door under the awning with the RPG. Its squished right up against the wall to it's right (as you look at it). Seems like it could be moved to the left a bit to accomodate enough wall for a track or hinge or whatever.
Also the awning that the rpg is on top of looks too perfectly square for the corrugated metal texture. Maybe you could change it (the texture) or warp it up a bit with some displacement.
Also, I don't know if there's any custom light models out there (I'm sure there is?) but the flourescent fixtures seem so tidy and out of place within the rustic style setting you have created. Needs something more quaint or decorative.
My final observation is the architecture. You have plenty of Fps to spare throughout most of this map. Perhaps breaking up the architecture with some definition would be nice. Mmmmm....definition.
And thats all for now. Great job so far Reap.
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Re: dm_balcony
Posted by haymaker on
Thu Feb 7th 2008 at 7:38pm
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Watch that 'fps to spare' notion; during that playtest I was hitting 39- 40 standing under the rocket roof. I'd suggest concentrating most detail outside of that visleaf if possible.
Re: dm_balcony
Posted by haymaker on
Fri Feb 8th 2008 at 2:17am
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I didn't realize you had more optimization to do, should have known...Considering it wasnt fully done, it runs great.
I think my performance problems stem from my cpu's difficulty in processing networking on top of physics rendering ( A64 3000+ ). On a listen server I get noticeably better fps on all maps, which is to be expected. Full server running spookface? Good night.
I have absolutely everything possible turned off graphically, and I run under dx7 on my aging 6600gt. So I guess, take my comment with a grain of salt; I'm driving a model-T but it's trimmed to race.
Looking forward to the next build!
Re: dm_balcony
Posted by Redclaws on
Tue Feb 12th 2008 at 3:07pm
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Hey thanks man for the the compliment the other day in my narnia map thread. :smile:
I ran around your "balcony" map a lot a few days ago and really enjoyed it. Great detail work which as a mapper myself...I love! Also I liked your env_soundscapes for that map.
Great work on that map so far!
Cheers,
Redclaw
PS - Love the placement of the crossbow too!
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Re: dm_balcony
Posted by RedWood on
Tue Mar 18th 2008 at 8:44pm
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Looking good.
I think i forgot to mention that the last time i ran around your map that the sky was a little low. I was bouncing some objects off the top of it it with the G gun. Just though u should know.
I look forward to seeing more of your work.
Reality has become a commodity.
Re: dm_balcony
Posted by RedWood on
Sat Mar 29th 2008 at 4:45pm
RedWood
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The thing that bothers me about the street lights is that it is a blatant indoor florescent light. It look out of place hanging in the air. The wires are fine. You just might consiter using a different prop.
I think your right about the best option for the bleeding is to turn the ramp into a world brush. You could also try slicing the wall behind it along the bottom or top edge of the ramp. I found that the bleeding will stop at the edge of a brush. I doubt that the compiler would react badly to it.
Glad to be of help!
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