[map] dm_playground_enhanced

[map] dm_playground_enhanced

Re: [map] dm_playground_enhanced Posted by Moike_the_Squid on Sun Mar 2nd 2008 at 9:20pm
Moike_the_Squid
39 posts
Posted 2008-03-02 9:20pm
39 posts 34 snarkmarks Registered: Mar 19th 2005 Occupation: Convergent Technologist Location: CA, USA
This is a a discussion topic for the map "dm_playground_enhanced" by Moike_the_Squid which can be found here

Map description:

Map: dm_playground_enhanced
Map Type: deathmatch
Rel: 3/1/2008
Author: Mike Jones - [EM] Moike_the_Squid
Email: Moike_the_Squid@yahoo.com
Spawns: 7
Size: 5.80 megs
  • Screenshots:
http://moike.net/gallery/index.php?spgmGal=dm_playground_enhanced
  • Download
http://moike.net/hl2-maps/dm_playground_enhanced.zip
  • Emanon Systems HL2DM Dedicated Deathmatch Server with the map in rotation
moike.fatlens.com ~ 64.124.140.210:27015
  • Credit for the base design goes to Nipper, this map was originally a conversion of Nipper's CS:S map 'playground_x_s_d'
Feedback Appreciated...

####
Updates since the release of dm_playground_deluxe (rel ~ 12/18/2005)
####
  • Fixed the tram system. Trams are visible, larger, easier to get in and out of now, and the button logic system is flawless.
  • Skybox improved, live video feed via a 'monitor' to a 1/16th scale model of the map inside the skybox so players inside the skybox can look down and see what is going on inside the map realtime.
  • Skybox teleport fixed. Props that teleport into the skybox via the tunnel no longer get stuck in the skybox floor surface.
  • Yet again more optimization/gameplay performance tweaks - reduced r_decal_overflow errors, overall FPS boosts.
  • Lighting improvements. Changed the 'mood' of the map to more mid-afternoon, brightened up some of the darker areas of the map.
####
Updates since the release of dm_playground_final_rc2 (rel ~ 07/24/05)
####
  • Redesigned playfield geometry for improved gameplay
  • Removed some ambient_generic entities to reduce overhead
  • More optimization/gameplay performance tweaks - big FPS boost during 10+ player play.
  • Improved textures/lighting
  • Major hidden bonus feature
####
Updates since the release of dm_playground_final_rc1 (rel ~ 7/20/05):
####
  • Fixed a bug that was causing physics meltdowns with repeated use of the ggun during buzy deathmatch play
  • Fixed a problem with the hint/skip brushes. This greatly improves the FPS by quite a bit in many places
####
Updates since the release of dm_playground (rel ~ 6/10/05):
####
  • Redesigned tram system now as working call/activate/send buttons. And the trams are -FAST- now.
Fill the tram bucket with SLAMs,send it over to your crossbow camping friend in the tower across
the way, detonate. Happy explosive death follows.
  • Full soundscapes and sound F/X. Ok, I admit I was wrong. The map is much better with ambience.
Thanks for the suggestion.
  • The 'fun' phys-props added. The crappers, the sawblades, the sofas, etc, all the things you
wish you could huck at people while standing in line at the DMV.
  • Improved textures/lighting/geometry/displacements/props/skybox. Yadda, yadda...it's prettier.
  • More optimization/gameplay performance tweaks.
  • A couple hidden bonuses
####
Updates since the release of dm_playground_beta (rel ~ 3/16/05):
####
  • Greatly improved overall FPS, heavy optimization, much zippier gameplay
  • Redesigned playfield geometry to be less camper friendly
  • Complete texture tweaking/rescaling
  • New detailed skybox
  • Removed the water tower
Map screenshots:
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