dm_balcony

dm_balcony

Re: dm_balcony Posted by reaper47 on Sat Mar 29th 2008 at 6:01pm
reaper47
2827 posts
Posted 2008-03-29 6:01pm
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
You could also try slicing the wall behind it along the bottom or top edge of the ramp.
You wouldn't believe it, but I even tried that! It goes over the polygon's edge as if nothing happened! Yea, worldbrush, so be it. It shouldn't hurt performance, maybe even increasing it with stricter vis blocking...

I just downloaded XSI again and might try and do a custom streetlight. It shouldn't be that unmanagable. Let's see...
Why snark works.
Re: dm_balcony Posted by Juim on Sat Mar 29th 2008 at 8:37pm
Juim
726 posts
Posted 2008-03-29 8:37pm
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:

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:

Hey Reap. Glad to see more work on this one. I really like the changes. I can't add much to RedWoods walkthrough, I believe he's been pretty thourough. The only suggestions I might have would be:

On the building to the right of the RPG (I think), the broken window texture is repeated too much. It looks too much alike in so many windows.
User posted image

This wooden texture seems ....forced...into place, for lack of a better term. It looks uncomfortable as it is.Perhaps if the strip above it was to match the plaster of the wall to the left of it?. Just a nit picky suggestion though.
User posted image

This is coal in the room to the right correct? The shovel outside perpetuates this idea, but maybe you could change the bricked over door on the left into a big heavy wooden door with a metal grate or something. Perhaps with a flickery fire colored light inside to insinuate a furnace or some such.(Yet another nit picky thing).
User posted image

As for the rest of the map, it looks like your doing fine. I can hear the wind blowing inside some areas from your soundscape, and maybe add some birds or something. I also have to agree alittle about those hanging lights. At least change the model. Even the wasteland metal lights would make more sense, to my eyes anywho. Nice job Reap.
Quote from Nietzsche....God is dead
Quote from God....Nietzsche is dead
Re: dm_balcony Posted by reaper47 on Sat Mar 29th 2008 at 9:40pm
reaper47
2827 posts
Posted 2008-03-29 9:40pm
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
Thanks, Juim!
Why snark works.
Re: dm_balcony Posted by Juim on Mon Mar 31st 2008 at 2:51am
Juim
726 posts
Posted 2008-03-31 2:51am
Juim
member
726 posts 386 snarkmarks Registered: Feb 14th 2003 Occupation: Motion Picture Grip Location: Los Angeles
Hey Reap, beta 3 was a big hit on the [FF] server playtest tonight. Just alittle heads up, I think it will be in Aprils rotation. It's a really fun map. The guys love the electro trap, and want more of that kind of thing, hehehe.
Quote from Nietzsche....God is dead
Quote from God....Nietzsche is dead
Re: dm_balcony Posted by reaper47 on Sun Apr 6th 2008 at 2:05pm
reaper47
2827 posts
Posted 2008-04-06 2:05pm
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
Quick update: From my perspective, I fixed all issues for a Beta 4 release, except for the streetlight model (which I hopefully get to replace by a custom one, I just installed XSI).

So, for the next release it's nit-picking time! All I need is a test to see whether things work out the way I hoped, then, if everything goes right, the final version should be near-identical to Beta 4.

The biggest change layout-wise is, once again, the spiral staircase. It's now closer to the wall, accessible from only one side on the bottom level but hopefully less in the way. I think it's better this way. But if you have a good reason for thinking that this won't work out, please tell me:

User posted image
Why snark works.
Re: dm_balcony Posted by haymaker on Sun Apr 6th 2008 at 4:54pm
haymaker
439 posts
Posted 2008-04-06 4:54pm
haymaker
member
439 posts 921 snarkmarks Registered: Apr 1st 2007 Location: CAN
I swear this website has it in for me.

Anyway I have to say in the games Ive been in here, I've used that stair as a shield a few times. Also I don't know about hitting reverse after picking up the battery. BUT I havent tried the new way so my concerns may be for nothing.

Again, I have to say how much I like this map; you've done so many things right. It is a bit ridiculous with more than 6 but never unstable or laggy. My only nitpick is at this point the idea of a B4; it's frustrating to see the name of a map you have on a server and then have to wait for DL to play.
Re: dm_balcony Posted by reaper47 on Sun Apr 6th 2008 at 7:01pm
reaper47
2827 posts
Posted 2008-04-06 7:01pm
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
Anyway I have to say in the games Ive been in here, I've used that stair as a shield a few times. Also I don't know about hitting reverse after picking up the battery.
Using it as a "shield" is the only thing I would miss, personally. On the other hand, the area around it got a little cramped easily, and walking into the stairway could get a little stressful during battles in previous versions. It would play a bit differently this way, but I believe it could feel smoother as well. You can walk up there blindly (backwards) now as well, which I find to be more comfortable than having to actively search for the stairway everytime.
My only nitpick is at this point the idea of a B4; it's frustrating to see the name of a map you have on a server and then have to wait for DL to play.
The thing is, if I release a final, and there would be any more major issues, I had to release another version with a "_final", "_r2" or "_rev1" in the name, which IMO is even uglier. It's both a little embarrassing to do as a mapper and confusing to server admins. I'd rather wait for a release where I feel comfortable to call it final with minimal (texturing, etc.) changes. There are just too many changes in Beta 4 for me to consider going final. But I try and keep that the last version.

Thanks for the feedback!
Why snark works.
Re: dm_balcony Posted by Le Chief on Mon Apr 7th 2008 at 5:43am
Le Chief
2605 posts
Posted 2008-04-07 5:43am
Le Chief
member
2605 posts 937 snarkmarks Registered: Jul 28th 2006 Location: Sydney, Australia
This map is pretty cool I thought. Here are some of my thoughts on various sections.

User posted image
This room could use some more props imo, maybe some pipes or some trash or something, creates even. It feels really empty. In fact some areas feel a bit empty and could do with something in the shape of a crate for cover in a multiplayer game or something. Maybe like a wooden shelf or barrel...

User posted image
I like how that was done, it looks good.

User posted image
That looks much better than the ugly stretched creates that used to be there.

User posted image
This looks a bit strange to me. I think instead of squares, they should be rectangles in the shape of a brick

User posted image
I could walk through that door, you should add a clip (or whatever it is called in source) or something there.

User posted image
I think this area is pretty cool. It would play well and would make a nice camp, maybe put like a decal "camp reaper47" or something funny like that. I can imagine me camping in this area with a shotgun.

The one thing this map was missing for me was ambient sound. Now I know you are probably going to add that last but I just wanted to remind you that a map is only half complete without sound. Ambient sound adds so much to a level, you really can't underestimate the positive effects that ambient sound WILL have on any level.

Nice work :wink:
Aaron's Stuff
Re: dm_balcony Posted by reaper47 on Mon Apr 7th 2008 at 11:00am
reaper47
2827 posts
Posted 2008-04-07 11:00am
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
The one thing this map was missing for me was ambient sound. Now I know you are probably going to add that last but I just wanted to remind you that a map is only half complete without sound. Ambient sound adds so much to a level, you really can't underestimate the positive effects that ambient sound WILL have on any level.
Oh my, did I forget to add the soundscape into the BSP? There should be plenty of ambient sounds. 3 different soundscapes total. Maybe they're too silent?

Are you absolutely sure there are no ambient sounds?
Why snark works.
Re: dm_balcony Posted by Le Chief on Mon Apr 7th 2008 at 11:09am
Le Chief
2605 posts
Posted 2008-04-07 11:09am
Le Chief
member
2605 posts 937 snarkmarks Registered: Jul 28th 2006 Location: Sydney, Australia
Yep. Its completely ambient sound free.
Aaron's Stuff
Re: dm_balcony Posted by reaper47 on Mon Apr 7th 2008 at 2:06pm
reaper47
2827 posts
Posted 2008-04-07 2:06pm
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
OK, I was a lazy packrat then. :sad:
Why snark works.
Re: dm_balcony Posted by Riven on Sun Apr 13th 2008 at 5:35pm
Riven
1640 posts
Posted 2008-04-13 5:35pm
Riven
Wuch ya look'n at?
super admin
1640 posts 1266 snarkmarks Registered: May 2nd 2005 Occupation: Architect Location: Austin, Texas, USA
<SPAN style="FONT-SIZE: 10pt; FONT-FAMILY: Verdana">If you're a lazy packrat, then I'm a lazy reviewer because this map is AWESOME. I told you I was going to review it later that week when I posted, but that was almost 3 weeks ago! So now it seems like everyone else beat me to it and posted their crits already, and it seems like everything is covered, but since the map is so well built and looks soo nice, I will instead write to you my narrative experience! </SPAN>

Please be aware that I was not able to cover everything about the map, and the following passage is from my recollections from that trip. I hope you enjoy!

It's a calm Sunday morning now, and I feel like giving reaper47 his due review. I re-read all the posts, and realize, I don't have anything to offer! But I'm gonna write something anyway. So I download the latest version (beta 3) and load it up.

Immediately my mind is swept with a very cold feeling sensation. The wind! The wind sound rushes across my speakers, and I slowly come to realize that I'm no longer in the comfort of my dorm room anymore. Instead, I've spawned inside a run-down room with blue walls and an open window. I look outside, and see the nice warm spring sun fill my monitor with light. I pick up some pistol ammunition and begin my trek.

<SPAN style="FONT-SIZE: 10pt; FONT-FAMILY: Verdana">Walking around, I notice the abundance of empty bottles scattered in every window sill and ledge. "There must have been a lot of drinkers here" I suggest to myself. That's when I look down and notice the cobblestone beneath my feat isn't flat. "Why it seems like this road here conforms to the very realistic shape of the earth below it! How awesome!" I begin to gleefully run up and down the cobblestone road, and notice a wonderful ladder leaning idly against a blank wall beckoning my usage of it. So I decided to climb it to discover what other worldly perspective might lie beyond it. To my surprise, I reached a highly detailed, rich landscape of pointed edges, and steep slopes. How wonderfully detailed it was, with special care and attention paid to each face of each roof. The textures used to outline the edges, and the collage of Wall angles of surrounding buildings. "this is cool!" I thought to myself. "I need to check out what the ground looks like from up here." Making my way to the very edge, I could clearly see what I would now consider the main open area of the map. "This could be a fun arena" I noticed the hung lighting fixtures, and figured, "they must be there for a reason!" So I hop scotched my way from one to the other, and back again, never missing a beat nor falling (I'm really that good!). </SPAN>

Finally making my way back down to the ground, I realized "Hey! There's still a lot left to explore! Let's go this way!" I made my way into what I called the "courtyard" with an awesomely detailed spiral staircase. "Whoa!" I thought as I approached this awesome brush structure. "my god! This must have taken hours!" I slowly began to rise along it's steps, making sure not to disrupt it's perfectly aligned grid-shaped pattern. I then looked to one side, and noticed the awesome shadows being produced by this beast of a brush. I though, "Damn, dem be sum good shadose!" I walked over to them to pay further homage. Crouching down, I could see the wonderfully lit spring sun fill the void between each step.

I made my way up the final ring of steps to the top level, and immediately focused on the watermelons and radio in the corner. "Hmm," I thought, "I wonder why there are watermelons all the way up here? And why is there a chair on the other side? And why a radio?" I wasn't sure, but after stumbling across an idle 357, I knew why...

It seemed like the wind was picking up now, and I figured I better fill up my HEV suit before another player stumbles into my server; a scary inquisition. Honestly, I don't know if I'd want to fight in such a beautifully realized place such as this. Such great care taken to ensure its performance and style. Surely a map for the ages. One that others may use in the future to define what "detailing your map" truly means. Everything here made sense to me. I was completely enveloped into this wonderful world. It was an almost magical experience. How awesome would it be, if there was a history to this place; a story that I could relate to and unravel as I traversed its believable landscape. "Yea," I thought, "This place deserves to be part of a single-player adventure." It's just that good!

After exploring a bit longer the basements and subjacent streets of this awe-inspiring place, I began to feel the excitement that I visualize reaper47 must of had when he was building this place. If there was a HL2DM god that ruled over these worlds, I would want him to have qualities like reaper47 has. Because a god like that would know how to design a cool, kick-ass DM level like dm_balcony.

Reaper47, I hope this map gets released soon, and wish you the best of luck in your next project. A truly awesome level-designer here folks, seriously!

Good Job,
-Riven

Blog: www.playingarchitecture.net
LinkedIn: Eric Lancon
Twitter:@Riven202
Re: dm_balcony Posted by reaper47 on Sun Apr 13th 2008 at 10:31pm
reaper47
2827 posts
Posted 2008-04-13 10:31pm
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
I could act all modest now, but, to be honest, I can truly appreciate the optimism and motivation, Riven.

Especially, since this map is the result of a lot of sweat and tears. Not so much from building dm_balcony itself, but the many times before I desperately tried realizing these ideas in other maps, failing so miserably. This is the first time that I feel like ending up with the kind of map I imagined in the beginning. I'm very happy that I was able to convey the feel you described in your post. It's impossible to tell for your own maps and it's very relieving to have someone who can confirm that it worked out in the end.

Thanks.
Why snark works.
Re: dm_balcony Posted by Le Chief on Sun Apr 13th 2008 at 10:53pm
Le Chief
2605 posts
Posted 2008-04-13 10:53pm
Le Chief
member
2605 posts 937 snarkmarks Registered: Jul 28th 2006 Location: Sydney, Australia
Riven said:
The wind sound rushes across my speakers..
Well, I figured out why the sound wasn't working, I was playing the map in Half-life 2 rather than Half-life 2 death match.
Aaron's Stuff
Re: dm_balcony Posted by Juim on Sat Apr 19th 2008 at 8:42pm
Juim
726 posts
Posted 2008-04-19 8:42pm
Juim
member
726 posts 386 snarkmarks Registered: Feb 14th 2003 Occupation: Motion Picture Grip Location: Los Angeles
Reap?, wheres beta 4?. I need beta 4!.
Quote from Nietzsche....God is dead
Quote from God....Nietzsche is dead
Re: dm_balcony Posted by reaper47 on Sat Apr 19th 2008 at 10:29pm
reaper47
2827 posts
Posted 2008-04-19 10:29pm
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
It's all your fault! :biggrin: Beta4 is finished, I'm just trying to get a custom street light model to work, since you all (understandably) complained about not-so-fitting, lab-style neon light being used there.

If things work out, I'll get to compile by Sunday and get it uploaded that evening.
Why snark works.
Re: dm_balcony Posted by reaper47 on Tue Apr 22nd 2008 at 1:50pm
reaper47
2827 posts
Posted 2008-04-22 1:50pm
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
Screw Blender and its non-existent smd exporter. I'll upload Beta4 with the old streetlight model this evening (and maybe try and get my hands on a "version" of 3DS Max instead).

Stay tuned!
Why snark works.
Re: dm_balcony Posted by reaper47 on Tue Apr 22nd 2008 at 5:52pm
reaper47
2827 posts
Posted 2008-04-22 5:52pm
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
Beta 4 is out! This will be the last pre-final version, hopefully.

Lots of detailing all around. The first thing most people will notice from the past versions is that the spiral staircase is now by the wall. I find it much more practical that way. Although people who say that they liked using the old position as a "shield" have a point as well. I'm not sure if it's a matter getting used to it or if running around the staircase is something that will be truly missed. Worst case would be me changing it back to the old version.

Otherwise, it's really just re-texturing and a few more static props. If this version works, a final should be ready in no time and with little changes from this one.

Enjoy.
Why snark works.
Re: dm_balcony Posted by Juim on Sun Apr 27th 2008 at 11:26pm
Juim
726 posts
Posted 2008-04-27 11:26pm
Juim
member
726 posts 386 snarkmarks Registered: Feb 14th 2003 Occupation: Motion Picture Grip Location: Los Angeles
Hey Reaper. I really like the subtlety of the changes you made. It really boiled down to a soft refining of a basically finished map. As for the street light, I googled "hanging street lights" and got some interesting results. Some of which you could fabricate using existing models and brushes. This ones a keeper, and I am sorry to see you dissappear for what could be a long time on the Mod team. Promise to put out at least one DM map per year would ya? :rolleyes: . Nice job here.
Quote from Nietzsche....God is dead
Quote from God....Nietzsche is dead
Re: dm_balcony Posted by Le Chief on Mon Apr 28th 2008 at 1:05am
Le Chief
2605 posts
Posted 2008-04-28 1:05am
Le Chief
member
2605 posts 937 snarkmarks Registered: Jul 28th 2006 Location: Sydney, Australia
I don't really know what to say. I downloaded and did notice a few changes and some extra things for the better I think :wink: .
Aaron's Stuff
Re: dm_balcony Posted by Yak_Fighter on Mon Apr 28th 2008 at 1:41am
Yak_Fighter
1832 posts
Posted 2008-04-28 1:41am
1832 posts 742 snarkmarks Registered: Dec 30th 2001 Occupation: College Student/Slacker Location: Indianapolis, IN
hey Juim what's the address of your server? I'd like to try dm_balcony online.