dm_striker

dm_striker

Re: dm_striker Posted by Juim on Mon Jan 14th 2008 at 3:36pm
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Re: dm_striker Posted by Gwil on Mon Jan 14th 2008 at 4:28pm
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I like it Juim, has a very Quake III feel to it, a game I enjoyed thoroughly. What will the ideal player load be? 4 players or thereabouts? I must say, your work is getting better and better and you're becoming quite the prolific mapper around these parts!

Perhaps one criticism so far would be to incorporate a little more detail/structure on shots #5 and #6, it all looks a little flat at the moment.
Re: dm_striker Posted by reaper47 on Mon Jan 14th 2008 at 5:17pm
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The external screens in the post don't show up for a reason. :sad: From what I see on the 3 profile-screens the map is shaped nicely! I'll try and have an in-game look sometime soon.

And what's that about the writer's strike?
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Re: dm_striker Posted by Juim on Mon Jan 14th 2008 at 7:08pm
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Well the writers guild (here in Hollywood) is on strike since the beginning of November. They want internet royalties the likes of which no one else have recieved yet. Not the actors, directors, or producers. The Producers (Studio heads, show runners etc, who by the way are all basically employees of larger corporations), are the opposition. Basically they hav'ent developed a solid formula by which to guage internet profit and are not going to give into royalties until they do. It was an inevitable clash and now all of us below the line(you know, the hired help) are just sitting it out waiting for a resolve so we can all get back to work. Mostly television is whats affected at the moment, and thats where I am this year. I was on a show called "Dirty, Sey, Money". We have no scripts to shoot until the writers get back to work. It's the same for almost every television production in the country. At this point, if they settled tomorrow(which is'nt likely) I'll still be out of work until March sometime. Very soon all of 2008 television season will be lost. Such is life.
Re: dm_striker Posted by haymaker on Mon Jan 14th 2008 at 8:28pm
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looks good so far Juim. Only suggestion I have is to incorporate sunshine to help alleviate claustrophobia; the cliche hole-in-the-ground setup might work here, a la dm_drift.

Yeah the writer's strike is an issue up here in Hollywood North ( Vancouver ) as well. I'm not IATSE but quite a few of my friends are, on shows like Stargate Atlantis and BSG.
Re: dm_striker Posted by reaper47 on Tue Jan 15th 2008 at 1:02am
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Yea, it's in the news everywhere, the US produce about 90% of all the (better) entertainment shows in the world after all.

I was just curious how it affected you personally, juim, briefly imagining you as a writer waving signs with witty comments in front of abandoned studio buildings.
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Re: dm_striker Posted by Juim on Wed Feb 6th 2008 at 5:34pm
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Please see beta 4 post for most recent screens.

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Quote from Nietzsche....God is dead
Quote from God....Nietzsche is dead
Re: dm_striker Posted by Juim on Wed Feb 6th 2008 at 5:38pm
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Please see beta 4 post for most recent screenies.

Thanks
Quote from Nietzsche....God is dead
Quote from God....Nietzsche is dead
Re: dm_striker Posted by reaper47 on Wed Feb 6th 2008 at 6:44pm
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This is coming along nicely. The platforms in the room from screen 8 and the last screen, look a bit blocky and random... maybe unstable because they'd need more wall support.

Are these blood-red shadows? How cool. :biggrin:

I'll try this ingame.

[edit]

I like this map a lot so far. I'm not a big fan of extreme, unbroken symmetry (in fact, I think it wouldn't hurt the map if you added a little asymmetry by removing a few corridors ect.), but I think it works quite well as it is.

A few things I noticed:
  • The map is pretty big. I think you could tighten it up a little. Some corridors are very, very wide and long. If you consider modifying the layout, I'd rather cut than paste.
  • You added a lot of additional lighting which is a huge improvement IMO. I think you're still underestimating the darkness of this map. Maybe because of your monitor settings (or an LCD)? I've seen so many maps (including my own) failing because people simply felt they were too dark.
Maybe you heard it before, but this is simply the best tip I can come up with for map-brightness:
1) Move to a very bright, well lit part of your map.
2) Turn down your monitor brightness until you can barely make out the area around you.
3) Now, try to forget anything you know about the map's layout and move around freely and guided only by sight. Ideally there should be no walkable areas that seem to be completely in the dark. You should easily be able to navigate to ANY part of the map and see where you're going.
4) If you find any "dark spots" make a screenshot and then try to place some kind of lighting there in hammer.

You still have a handful of spots like that IMO, maybe I'll get around doing some screenshots but you should be able to find them by yourself pretty easily.
  • Some of the railings and "door frames"(those arch-thingies) need clip-brushes badly. I got stuck a couple of times. Also there are a couple of lamps hanging from the ceiling in front of long stairways, so I alway bump into them when doing a fast duck-jump from the stairs. It's a bit distractive from the flow, especially when moving fast.
  • There are hardly any physics props at all. A few hidden underwater, but they won't make a difference. Please add some more. Especially because this map has very wide corridors and would work nicely with lots of physics props.
  • The teleport is a little illogical but OK, for gameplay reasons. I'd just make it even more obvious by adding a glowing sprite or something.
  • Your floors could use a bit of extra-detail. I know it's difficult with all the curves but they are textured very repetitively. Also the texturing is generally still a bit random, I'm quite sure you could get rid of about a third of your texture palette (of course while carefully choosing which to keep) and it would actually help for consistency. Instead you could use a few (brush-based) trims and texture-combinations. Maybe you can think of something? It's the only true visual complaint I can come up with.
  • At last, something I already noticed from looking at the screens you posted: The room with the many ramps (the RPG, the teleport...) looks a bit blocky and like it couldn't carry the weight. It could need thicker ramps, more support-beams etc. I generally like that place a lot, though.
All in all a very nice start. There are a couple of minor issues, though. I'm curious how you are going to solve them and how it will develop from there. Very interesting.
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Re: dm_striker Posted by thehalflifeman33 on Wed Feb 6th 2008 at 6:55pm
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(i can't believe reaper hasn't noticed me yet.....)
Re: dm_striker Posted by reaper47 on Wed Feb 6th 2008 at 7:17pm
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Don't play games with me, who the hell are you?
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Re: dm_striker Posted by thehalflifeman33 on Wed Feb 6th 2008 at 8:56pm
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<DIV class=quote>
<DIV class=quotetitle>? quoting reaper47</DIV>
<DIV class=quotetext>Don't play games with me, who the hell are you?</DIV></DIV>

you're kidding, right?

EDIT: now let's get back on topic.
Re: dm_striker Posted by Le Chief on Thu Feb 7th 2008 at 3:30am
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This map has improved a lot since the last set of pictures. I think whatever you did between now and then, you still have to do that a bit more, and I think you need some (more) imperfections in your map, like some rubbish or planks of wood or some cracks. Some of the walls in the screen shots look really really plain, I think they need some love.

So far so good, keep it up.
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Re: dm_striker Posted by haymaker on Sat Feb 9th 2008 at 10:03pm
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Nice work, you have a good hold of lighting concepts here, very effective. Do you work in lighting on set? Architecture a logical evolution from your last one, effective in suspension of disbelief, with the exception of the rocket area.

-The elevator shaft seems odd in that you can't shoot the barrels within. I was able to light them by sending a nade between the elevator and the hall floor, but they dropped through the elevator floor before doing any damage,and then failed to respawn.

-You've done 2 things that I avoid by having multiple slams and trigger_hurt, but that's your call. I would at least consider moving one of the two packs that are so close together.

-The concrete-pipe model you've used for tunnels displays its lighting in a unique way, but I find them a little too slow and long in travel. Maybe go brush-based and bigger, or an expanded middle section?

-I see some nodraw through your conical displacement; if that's the engine, try a chunk of that same texture under it. If not, remember that the paint geometry tool works with increments as small as 0.10.

-The outside piping might use some of that truss_ modelwork to hold it up, it looks weak from a real world standpoint.

Good performance on a solo run here, I'll see you on the FF test bed!
Re: dm_striker Posted by Juim on Sat Feb 9th 2008 at 11:53pm
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Current screens and download in beta 4 post.

Thanks
Quote from Nietzsche....God is dead
Quote from God....Nietzsche is dead
Re: dm_striker Posted by reaper47 on Sun Feb 10th 2008 at 10:09pm
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As always, great improvements all around. Lighting, for example, seems near-perfect now. I won't comment on the funky walkway pit as you said you're going to change it anyway.

The only thing I still find a bit troubling is that the map feels a bit... big. I'm not really talking about map-size or player-count here. Some corridors feel just too long. Some rooms too big. Some paths redundant.

I first thought that some of the corridors just lack the final detail since this is a beta but the more I look at them the more I feel like it's the layout itself that's a bit empty at some places. Since this is strictly symmetrical, you have everything twice, after all.

IMO it wouldn't hurt to go and identify a few places that aren't essential and cut them. Or shorten them to make travel times between the key areas faster. I know it's hard but I think the layout would benefit from it.
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Re: dm_striker Posted by Juim on Mon Feb 11th 2008 at 2:11am
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I just finished playing a round on the [FF] server with beta_2, and I have to tell you, there was roughly 8 to 12 players in the map at any given time, and it did'nt seem too big at all. The map will be in the [FF] rotation on both servers for the next week or so. I recommend that you go in and try it out. It seemed like a fun map with other players, (something you don't get to try out too often while creating the map). Got some good feedback as well.
Re: dm_striker Posted by reaper47 on Mon Feb 11th 2008 at 7:24pm
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I'll check it out on the [FF] server. I'm trying to consider very low playercounts when testing maps these days, which probably explains why I complain about size even though it should indeed run well for 8+ players.
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Re: dm_striker Posted by fishy on Thu Feb 14th 2008 at 2:06pm
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So will you be changing the final release name to dm_backtowork? :biggrin:
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Re: dm_striker Posted by Yak_Fighter on Mon Feb 18th 2008 at 2:02am
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I don't know about this map. The hallways basically destroy the flow since main areas are all separated by long boring treks. Sure the connectivity seems fine but without good flow it is wasted effort. There didn't seem to be any performance issues that had to be masked with all the hallways so why not give main rooms more direct connections? If you don't want to move the main rooms perhaps you could replace them with rooms that offer more combat opportunities while still providing connectivity.

There's alot of crap to get stuck on throughout the map, especially near the water tower thing.

Detail seems very sparse, especially in the hallways. Obviously graphics aren't the most important thing in the world but a spartan level of detail isn't good either.

The ladders near the teleporters are hard to use and I seemed to get stuck on them unable to get off at the top more than on one occasion. Ladders really aren't good in dm maps, especially the s**tty hl2 ones, so I would encourage you to replace them with stairs/platforms where possible.
Re: dm_striker Posted by Juim on Mon Feb 18th 2008 at 1:36pm
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Thanks for the insights Yak. You've given me some food for thought.

P.S. I add player clips more and more as beta 3 approches readiness. Should have alot of those sticky points gone by then.
Re: dm_striker Posted by Juim on Fri Feb 22nd 2008 at 5:18pm
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Current screenies and download now in beta 4 poat.

Thank you
Quote from Nietzsche....God is dead
Quote from God....Nietzsche is dead
Re: dm_striker Posted by haymaker on Sat Feb 23rd 2008 at 10:22pm
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<div class="abouttext">Message submitted 1 minutes after original post:</b></div>
Good work on the update here Juim. Lots of new stuff to check out. I like how the flow is nonstop with lots of vertical changeups, although I couldn't believe I was still finding new parts after 5 min.

The cavern where the fall death used to be is coming along, what about a central tower of some sort? I know it's said that players never look up, but I always do; there's some potential for vista here.

Did you adjust any hpickups? I played this TDM last week sometime ago and was running around at 70 percent a lot of time, and that was with 3 a side. A couple at the bases of ladders might be welcome.

Good job fabricating pipe contraptions, those are so time consuming to do. Don't forget those white pipes have 2 other skins. There is a hallway where you have 4 or 5 big 90's and a steam sprite, maybe lower the floor in that section, I kept hitting my head on them.

Something about the red brick doesnt seem right, too clean, esp on the stair risers. Why not use that dirty one again?

The posts in the shotgun room are too small for cover yet big enough to impede travel, likewise the door post in to the bathroom. Nice job on the bathroom btw, I'm always struggling to figure out how to integrate them properly.

Something is giving my machine a headache looking into the teleport room, towards the cball spawn. Likewise between the pipe-tub and the sliding doors.

Again, the lighting is stellar here; some careful item adjustment, pruning and optimizing and you can probably put this one to rest.
Re: dm_striker Posted by RedWood on Sun Feb 24th 2008 at 1:07am
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I'v downloaded it but i have had the chance to load it up yet, but from the screens it look like it has a surreal beauty.
Reality has become a commodity.
Re: dm_striker Posted by Juim on Mon Feb 25th 2008 at 4:28pm
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Please refer to beta 4 post for current screenies.

Thanks
Quote from Nietzsche....God is dead
Quote from God....Nietzsche is dead
Re: dm_striker Posted by Juim on Wed Feb 27th 2008 at 4:54pm
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Quote from Nietzsche....God is dead
Quote from God....Nietzsche is dead
Re: dm_striker Posted by Juim on Wed Feb 27th 2008 at 5:10pm
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Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Some images in this post have been automatically down-sized, click on them to view the full sized versions:

(Note: Website is giving me fits of late. Logging me out halfway through creating posts, 404 errors, showing new posts minutes after posting or not showing them at all. Very frustrating indeed. My apologies if this post magically duplicates itself later on??????????)

Well I edited all the previous beta posts to remove older screen shots, due to file size constraints from my FTP host. (Gwil, you may if you like, simply remove all older chapters, and also dm_hiatus probably should be removed as it's complete :razz: .)

Anywho, all screens have been re-sized and optimized so hopefully this should'nt be too painfull for our dial up friends.

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Quote from Nietzsche....God is dead
Quote from God....Nietzsche is dead
Re: dm_striker Posted by Captain Terror on Thu Feb 28th 2008 at 2:38am
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I like the 1st and second screens. The First looks like a nice Maintenance area or a basement at a manufacturing plant, and the second (with those crete and brick textures) reminds me of a Uni Student Union of sorts.

My source rig is down atm, so I'm sorry I can't play!
Re: dm_striker Posted by RedWood on Thu Feb 28th 2008 at 9:55pm
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I had a run through your map today. It's artistic and easy on the eye. I liked it vary much, but I'm worried about the size.

Some general things:
You have some long stair cases. Its just a personal preference but i would clip all the stairs, making them function as ramps.
I know it doesn't make you go any faster but i like jumping up ramps and stairs. Issue is, if you try to jump up stairs you get stopped (annoying). I don't know how many other people like to do the same.

The ball spawner looks good and functions well. I can also stand in it. I don't know how you want it to function, but i think it would be cool if the player or any props to dissolve if thrown in.

I think your aware, but you have many many missed opportunity's to nodraw. Entire walls and roofs.

User posted image
Three things about this shot. When i tried to jump the gap from hear i hit the lamp and fell into the trap(peved me).
I've always hated the decal of the pipe you have in hear. It looks like a black sticker with a city street falling out of the bottom of it. It stands out as if you had a pink unicorn in your map.
I know it's next to imposable to get modes to lite evenly in low light situations. You probably be better off with replacing those model concrete tubes with one brush. It be lower in vertexes and textures to render.

User posted image
I like to be able to jump this gap to, but the ladder caches me and causes me to fall to the ground (taking 10 health). I don't know if you can or even care to remedy this.

User posted image
brick on brick. Ok, but maybe a different shade.

User posted image
This looks grate but it look like i should be able to jump in.

User posted image
Why?

User posted image
Non solid floor. I got stuck in the doors. Badly. They through me 75 feet down the hall.

User posted image
These brushes have a small gap between them.
Reality has become a commodity.
Re: dm_striker Posted by Juim on Thu Feb 28th 2008 at 10:48pm
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Redwood, thanks for the walkthrough. In reply:

1. Interesting point about the stair cases. Consider it done in beta_last!

2. I have seen the dissolve function used in another map. I like the idea.

3. I will research the no_drawing of unseen brushes, but in reality, what could be the performance boost expected?. For example, I tried turning many,many brushes into func_details but all it did was increase my compile time by umpteen thousand minutes without any noticeable framerate increase. My point being, if you pay attention to vis and how it works, combined with solid construction, the difference would be unnoticable to most.I really need to study up on optimizing though, and I could also use a good bare bones noobish tut on lightmaps and area_portals as well.

5. I left v_physycs on with the lamp, to do just what it did to you. It's not really a trap or a hazard if there's no danger. :razz: . There were a few other areas though, as pointed out by Reaper, where I turned the physics off on the lamps to facilitate jumping along. Maybe I can build a cylinder brush and add the decal to that for some depth.

6. I jump that gap all the time, (although I suspect in my minds eye I already know where the ladder_dismount is, hehehe.)

7. I have yet to cheange the texture in this area, dirty brick with some decals was the plan.

8. I player_clipped the pipes to keep people from getting stuck in there. If I unclip it and put a weapon in there?. I'll try it out.

9. LOL

10. The darn freight elevator. I just can't get it perfect. If I turn off v_physics on the door, maybe the illusion of movement would be enough. Also to be tested.

11. Theres no gap, I have checked and rechecked. I think I need to change the angle of the brush intersection so you can't see out of it. It's already in the works.

Thanks again for the very nice walkthrough.
Re: dm_striker Posted by RedWood on Fri Feb 29th 2008 at 3:38am
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No problem, I don't mind criting good work.

About #3
Your right, with good vis construction it shouldn't mater. But then again some people are still running 1.67 Ghz cpus ( :sad: ) with decreped gfx cards. It could make the difference for a lot of people. Then again it difference might be so minimal... i don't know.

About #8:
I agree that you should keep people out. It's just that i spent 45 seconds trying to get in there because i thought i might be able to. Maybe close the gaps with more pipes or add a grate.

Glad to be of help.
Reality has become a commodity.
Re: dm_striker Posted by Riven on Sat Mar 1st 2008 at 8:04am
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Well, I've been wanting to put my two cents in for this map for a while, but I have just been waiting for the right opportunity: Here, we go!

-Well let me start by saying this map is great! It is very well constructed and it looks darn sexy! I'll admit that I'm not totally sure of the local for the place, or why certain things are the way they are, but whatever the setting may be, it serves up some good 'ol deathmatch fun! (My guess is that it's some kind of industrial gas processing plant with teleporter technology?).

<SPAN style="FONT-SIZE: 10pt; FONT-FAMILY: Verdana">Now I know you're a fan of the teleporters, which is fine by me, but something that I wish you would implement in this map (different from your other maps) is that you play a sound that can be heard world-wide when a player jumps into any teleporter. I wasn't expecting to be teleported upon entering the elevator, and for a couple of seconds I thought my HL2DM glitched-up on me. Perhaps you should stay consistent and add your glowing sprites in there and in the other few places where a player can teleport; it just makes sense imo. A player could only get angry at the level designer when running away and hiding from a cooked grenade only to be teleported unintentionally into a bigger firefight without the awareness of what just happened and getting killed over it! </SPAN>

Some good things about your map that I liked:
[list]
[*] Weapon placement is plentiful and so is the health and shield dumps. A+ in my book!
[*] The vertical gameplay is awesome, and the "shoot-through" grating allows lower-ground players to get the upper hand when desperate.
[*] Nice to see some useful player clipping where needed along railings and model appendages.
[*] Lighting seems sufficient; not totally awe inspiring, but it keeps the place interesting.[/list]


Now some things that I think could be improved (with screen shots!!):

User posted image

^Here we have some clipping issues. Where I?ve placed the red boxes in the pic are the areas I think you should include some sneaky clip brushes that ramp over those valve wheels and the electrical switches to the left. I kept getting hung up there. Also, (like RedWood already pointed out) perhaps add some glass behind those valve wheels in order to keep players from wasting their time to see if anything is back there.

User posted image

^I think for the pipe tunnels you have here, you may want to add some nice clipping brushes that slowly guide players towards the center of the pipes, because I found that maneuvering to the left or right while in the pipe automatically puts you in crouch mode; that can get very irritating when running away from someone. You may want to make the invisible clip brushes like wall ramps instead of being flush with the edge of the pipes like I have mistakenly shown in my pic.

User posted image

^I tried to break the crates that are in the way here, but found that they are unbreakable. I think you could save people time by replacing those prop crates with some brush-based static ones applied with that obvious crate texture. This would let players know that they can't get past these crates, and could stop wasting their time trying to pick em up!

Beyond that, the most noticeable thing to me not mentioned here, are the overstretched textures! Why on earth would you purposefully overstretch wonderful textures in an engine that supports high res textures! I mean, I can understand about saving resources and whatnot, but it really detracts from the map in certain areas imo. I think you should reconsider...

One other thing about "nodrawing" unseen textures: It's not necessarily about run speeds. Yes, enough textures applied with nodraw will make a difference, but what makes more of a difference is the size of the map. If you did nodraw every surface that couldn't be seen, you could be saving your map 1 or 2 Megabytes! >imo, that's worth the trouble.

All-in-all, this is a really sturdy map that's already good enough for server rotation. My above comments are merely nit-picky things and I wouldn't worry about them if you don't get the chance. Take them for what they're worth. I can't wait to see this map finalized! Awesome job so far!
Blog: www.playingarchitecture.net
LinkedIn: Eric Lancon
Twitter:@Riven202
Re: dm_striker Posted by RedWood on Sat Mar 1st 2008 at 8:57am
RedWood
719 posts
Posted 2008-03-01 8:57am
RedWood
member
719 posts 652 snarkmarks Registered: Sep 13th 2006
Riven's post reminded me.
You have a lot of telaporters, witch is fine, but remembering ware they take you is difficult. Especially when your running from someone. They are collar coded, i think it be convenient it at the point of exit there was a collar matching glow (or some other indicator). People at first would be thinking "wtf is that" but after they find out what they are they would start remembering the exit point and use them more effectively for travel.
Reality has become a commodity.
Re: dm_striker Posted by Juim on Sat Mar 1st 2008 at 7:18pm
Juim
726 posts
Posted 2008-03-01 7:18pm
Juim
member
726 posts 386 snarkmarks Registered: Feb 14th 2003 Occupation: Motion Picture Grip Location: Los Angeles
Thanks for the valuable insights and the nice walkthrough Riven.

I have already begun to implement many of your suggestions. The pipe contraption thing has been mooved back and I put a glass window in front of it. No explanation for such a thing, but it looks very nice to my eye. Perhaps I'll make it a hinged window with something valuable in there, but we'll see.

Likewise I have clipped the breaker panel across the way.

The pipe tunnels.........

I am considering getting rid of those and lessening the amount of teleporters in the map. If I keep them I will devise a way(perhaps with clipping) to keep the player centered. In answer to the next part (and adding to Redwoods last comment), I am adding sprites,sound and lights at each teleport destination, color corresponding to the origin sprites. I will tie them into the trigger multiples at the origins so they cannot be tripped by passers by. That should help a bit.

The crates in the lower room are an obstacle actually. The re-supply crate is the only other place to get RPG rounds, and I wanted to make the getter vulnerable to attack if they chose to go in and get them. You think brush based crates would look better than the models? As for the ones between the pillars, I will give them chuckability, solving that issue.

Overstretched textures. In most cases I only try to stretch textures to fit a particular brush.(i.e so I have a proper fit with trim and all from floor to ceiling on a wall brush).Or of course, to prevent tiling. The brick textures just seem too small to my eyes and I usually like those increased to .45 x .45. If there is an areas you feel are lessened visually to a degree, please feel free to point them out though, as I am open to using another texture, or re-sizing them if it can be done.

I will also spend a morning or two at the back end of this no-drawing unnecessary surfaces.

To Redwood:

I added a trigger hurt inside the combine ball spawner, but I would really like to have the player dissolve effect . I just don't know exactly how to do it. Some pointers in that area would be great!.

Thanks to both of you for your great ideas and walkthroughs. You'll get a heads up in the read-me fer-sure! :razz:
Re: dm_striker Posted by Juim on Mon Mar 10th 2008 at 2:08pm
Juim
726 posts
Posted 2008-03-10 2:08pm
Juim
member
726 posts 386 snarkmarks Registered: Feb 14th 2003 Occupation: Motion Picture Grip Location: Los Angeles
Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Beta 6. This should about do it,as I feel I've done all I can with this one. There will be some playtesting on the [FF] server, (to check for Linux issues), and, unless someone finds a bug, or has a great idea, I'll probably just re-compile it as dm_striker.
Changelog:
Shrunk the oversized textures on the ceilings and floors throughout.
Polished the entity structures for sprites/sounds/lights at the teleporter origins/destinations
changed the crates to chuckables w/destroyability.
func_detailed a great many brushes.(shortened compile by 22 minutes!)
changed tubes to arches in lower teleporters.
Moved ladders around to front in top area.(Sorry YAK, no room for stairs there.).
Added a ****load of chuckables in upstairs office area.(Used to be an empty room)
Added no_draw brush in freight elevator to keep barrels from sinking below surface.
Added electric shock type thingies to insinuate teleport capabilities in freight elevator.
Added an "EXIT" arch in bottom area w/teleport for quick return to midmap.
Moved pipes in "Contraption area" back behind glass w/sign.
Added some ambient sounds.
Changed pipe models to brushed based pipe in toxic hazard area.

This represents almost,(if not all) of the suggestions made by your thoughtful walkthroughs, and thanks have been put in the read-me file. Here's a few pics of the changes.

User posted image

This is the top view in Hammer. :razz:

User posted image

http://www.brdstudio.net/ffmember/juim/dm_striker_b61.jpg

As you can see I moved the ladders around to the front. YAK_FIGHTER, I remember you suggested stairs but I just did'nt have the room. Still, they are now more easily accessed and therefor more functional.

The download:

http://www.brdstudio.net/ffmember/juim/dm_striker.zip

as always, thanks for having a look.
Quote from Nietzsche....God is dead
Quote from God....Nietzsche is dead
Re: dm_striker Posted by Juim on Sat Mar 29th 2008 at 10:59pm
Juim
726 posts
Posted 2008-03-29 10:59pm
Juim
member
726 posts 386 snarkmarks Registered: Feb 14th 2003 Occupation: Motion Picture Grip Location: Los Angeles
Just some realizations here.
Firstly, I will release a final of dm_striker as is(with the changes I have made from beta 6 in tact) very soon.
Secondly, I have to agree, after several hours of playtesting on the FF servers that the map is a bit convoluted and somewhat confusing to new first time players, and at last I will concede.... it's too big.

So many times I have heard this from players with reguard to stonepark, and waterwerx(My first map in source) and now, this one(although stonepark was basically an architectural killbox, and i still tend to disagree on that one :cool: ). If a player load of 6 can't find each other to reach 50 frags in 10 to 15 minutes or so, it's a big map and people start to drop. dm_hiatus seems to be properly laid out for DM, so it is with that in mind, that I am going to shrink the map. I will re-think the vast confusing layout and re-release sometime soon as dm_striker_jr.There are so many parts that I like, but I need to fuse them into a more coherent layout. This will be my goal. Look for dm_striker final hopefully by tomorrow morning. Look for a new post for dm_striker_jr soon thereafter.
Quote from Nietzsche....God is dead
Quote from God....Nietzsche is dead
Re: dm_striker Posted by Juim on Mon Mar 31st 2008 at 12:03am
Juim
726 posts
Posted 2008-03-31 12:03am
Juim
member
726 posts 386 snarkmarks Registered: Feb 14th 2003 Occupation: Motion Picture Grip Location: Los Angeles
Meh!, it's finished.

Thanks for all of your suggestions, I now have some more motivated mapping to do shrinking this up for the jr version.

Changelog for final:
Added pipe contraptions in central, connective corridor.
Added more chuckables in lower area.
generally cleaned up, and added a few more decals here and there.
Added ceiling pipes in round hallways off of contraption room.
Smoothed out the lighting in lower areas.

I am starting to get "enumerate App" type errors at the drop of a hat now, so I think I have done all I can do with this in its current configuration.(Note: there are no errors in the compile log at the moment, and the map takes 8 minutes to compile completely). Pics and a download:

http://www.brdstudio.net/ffmember/juim/dm_striker.zip

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Thanks again for your kind help and walkthroughs.
Quote from Nietzsche....God is dead
Quote from God....Nietzsche is dead
Re: dm_striker Posted by reaper47 on Mon Mar 31st 2008 at 12:26am
reaper47
2827 posts
Posted 2008-03-31 12:26am
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
Congrats on finishing this quite epic project! I love seeing your maps evolve over the beta stages.

Many beautiful spots, albeit a rather wild mix of styles at places. My only other complaint would be my personal scepticism towards total symmetry. It might be what causes the enormous size as well (everything's there twice).

Overall, a very impressive map. Good job!
Re: dm_striker Posted by Le Chief on Mon Apr 7th 2008 at 7:22am
Le Chief
2605 posts
Posted 2008-04-07 7:22am
Le Chief
member
2605 posts 937 snarkmarks Registered: Jul 28th 2006 Location: Sydney, Australia
+ Cool teleport sequences
+ Interesting design
+ Nice lighting
  • Symmetrical design
  • Lighting was repetitive
  • map was bland
  • No ambient sound effects!!!!
After playing this map for 1 minute, it actually reminded me of half-life 1 (not in a bad way) with the portals and all. The map design was pretty interesting in some areas. However, I thought it was pretty bland because the map was so symmetrical and it didn't really have many props. I feel that the location itself dosen't really tell a story (this area is worn out, this area is damaged, this area is mainly used by humans, this area is away from the main area...) which also attributed to the fact that it seemed pretty bland/plain.

The lighting was good, however it was repetitive. Like you would have these awesome blue lights in this one area, but that whole area had the same blue lights.

I couldn't really decide what the theme of what (in real life) the map would have been used for.

And I was really disappointed the map had no ambient sound effects, you could have at least added some quiet faded distorted machine sound effects from "machines" coming behind the walls or something.

However, it was still nice and I can see the effort in there, so I am going to give it a 7/10. Good work Juim.
Re: dm_striker Posted by haymaker on Sun Apr 20th 2008 at 4:34pm
haymaker
439 posts
Posted 2008-04-20 4:34pm
haymaker
member
439 posts 921 snarkmarks Registered: Apr 1st 2007 Location: CAN
Good work getting to the finish line! I noticed you're becoming quite plumber with all the pipe props, looks good. I run out of patience with those quickly these days. The main hall with the railings/staircases is an impressive view too.

After playing this a fair number of times now I'll say it seems nowhere as big as it used to be, and that's not including the teleports.

I like the lighting a lot, especially the corridor with the big pipe elbows, very cinematic. Actually there is a lot here that reminds me of a ship, so I agree with Aaron about the theme being a degree unclear.

The skill level in the finish here is far above average, it looks beautiful. Keep it up!