dm_tribute

dm_tribute

Re: dm_tribute Posted by ReNo on Sun Jan 16th 2005 at 6:02pm
ReNo
5457 posts
Posted 2005-01-16 6:02pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
Get your idea by this map by any chance? :P

http://www.mapcore.net/forums/viewtopic.php?t=1867

Its very novel, but doesn't looks like my sorta map from a playability point of view. I take it you have lower than normal gravity in order to allow players to jump around the unlinked platforms?
Re: dm_tribute Posted by mfg on Sun Jan 16th 2005 at 6:06pm
mfg
11 posts
Posted 2005-01-16 6:06pm
mfg
member
11 posts 31 snarkmarks Registered: Jan 16th 2005 Occupation: Student Location: Germany
Well the techniques i could use are perfectly shown in dm_platform from DvS ... but my map concept is completly different ...
Re: dm_tribute Posted by alba on Sun Jan 16th 2005 at 8:31pm
alba
23 posts
Posted 2005-01-16 8:31pm
alba
member
23 posts 72 snarkmarks Registered: Dec 16th 2003 Occupation: Webdesigner Location: Belgium
Wow, nice work there, yep platform was completely original as a concept this one is in the same way but its not quite the same, anyways. I like, keep up the good work!
Re: dm_tribute Posted by mfg on Sun Jan 16th 2005 at 8:37pm
mfg
11 posts
Posted 2005-01-16 8:37pm
mfg
member
11 posts 31 snarkmarks Registered: Jan 16th 2005 Occupation: Student Location: Germany
Oh Reno,

gravity is normal ... most platforms are close enough and some parts are coverd with invisible surfaces ... so there is no need to jump on that map ...
Re: dm_tribute Posted by ReNo on Sun Jan 16th 2005 at 8:56pm
ReNo
5457 posts
Posted 2005-01-16 8:56pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
I think I'd need to test it to see how the flow works, the screenshots are quite confusing and busy which makes it hard to picture the connectivity. Are you planning on releasing a beta version at some point?
Re: dm_tribute Posted by cbk on Sun Jan 16th 2005 at 11:11pm
cbk
30 posts
Posted 2005-01-16 11:11pm
cbk
member
30 posts 83 snarkmarks Registered: Jan 2nd 2005 Location: Canada
Lol, very cool and well done. I wanna play it ; )
Re: dm_tribute Posted by 2dmin on Mon Jan 24th 2005 at 9:19am
2dmin
352 posts
Posted 2005-01-24 9:19am
2dmin
member
352 posts 75 snarkmarks Registered: May 17th 2003 Occupation: Progamer Location: Canberra, Australia
It feels great, once it's released I'm going to play it with my friends :)
I never play hl2dm, but this map looks -great- for gameplay, so it might give me a reason to play ;)

I reckon just make the big lambda sign not kill you when it touches you, that's kinda annoying - and fix those bugs with some of the surfaces of the platforms :D
Re: dm_tribute Posted by mfg on Mon Jan 24th 2005 at 10:11am
mfg
11 posts
Posted 2005-01-24 10:11am
mfg
member
11 posts 31 snarkmarks Registered: Jan 16th 2005 Occupation: Student Location: Germany
Well i like the lambda to hurt people ... that hopefully prevents them from camping at the rocket launcher ... but maybe i'll change the lambda from func_rotate to a physic-entity ...

you said that some platforms have bugs ? please send me some screenhots i have no idea which you mean !?
Re: dm_tribute Posted by mfg on Mon Jan 24th 2005 at 10:34am
mfg
11 posts
Posted 2005-01-24 10:34am
mfg
member
11 posts 31 snarkmarks Registered: Jan 16th 2005 Occupation: Student Location: Germany
Okay, here is the beta release of the map.

Things that must be improved:
  • Performance (now max 4-8 Players)
  • Weapon / Ammo Placing
  • Cubemaps
Thanks, DvS for your inspiration from dm_agora, you're idea has been
very unique, thanks for your continuing support!
Please visit his
map-thread aswell!


Please post as much feedback as you can, regarding improvements etc.

thanks, mfg
Re: dm_tribute Posted by ThisDealer on Mon Jan 24th 2005 at 11:01am
ThisDealer
18 posts
Posted 2005-01-24 11:01am
18 posts 12 snarkmarks Registered: Jan 3rd 2005
Good map m8 bit q3 stily but could be fun
Re: dm_tribute Posted by Juim on Mon Jan 24th 2005 at 12:56pm
Juim
726 posts
Posted 2005-01-24 12:56pm
Juim
member
726 posts 386 snarkmarks Registered: Feb 14th 2003 Occupation: Motion Picture Grip Location: Los Angeles
I cant get the map to run right,and forgive me for being such a noob, but there was no text file with the zip. Where do I put the skybox files?. I tried creating a folder called dm_tribute, then just tribute, then no folder at all, just placed them in materials, but I still just get the endless mirroring when I run around the map.Looks trippy,but I cant tell untilI get it installed right.
Re: dm_tribute Posted by Dark|Killer on Mon Jan 24th 2005 at 1:17pm
Dark|Killer
758 posts
Posted 2005-01-24 1:17pm
758 posts 225 snarkmarks Registered: Dec 22nd 2004 Occupation: Student Location: Dubai (Middle East)
I love the architure dude, i wonder how did u do that...very nice map, keep up the good work buddy
Re: dm_tribute Posted by mfg on Mon Jan 24th 2005 at 2:07pm
mfg
11 posts
Posted 2005-01-24 2:07pm
mfg
member
11 posts 31 snarkmarks Registered: Jan 16th 2005 Occupation: Student Location: Germany
well, the zip contains a correct directory structure ... you have to
extract the folders into your "...\half-life 2 deathmatch\hl2mp"
directory.

the skybox files are supposed to be in the "...\half-life 2 deathmatch\hl2mp\materials\skybox" folder ...

i'm sorry that i forget to write a readme ... :sad:
Re: dm_tribute Posted by Leperous on Mon Jan 24th 2005 at 2:22pm
Leperous
3382 posts
Posted 2005-01-24 2:22pm
Leperous
Creator of SnarkPit!
member
3382 posts 1635 snarkmarks Registered: Aug 21st 2001 Occupation: Lazy student Location: UK
Well I got it to work fine- as theres a materials and maps directory included, it's pretty obvious that you just need to unzip to your hl2mp folder! It looks great, loving the metal edges of the dismaps, though the '2' needs some clip brushes to help you climb over it. The other problem is basically with this style of map- it's so easy to fall off the edge and die if you stop paying attention for a second, or run backwards/sideways... Also maybe have a few more asteroids floating around for rockets to hit, and to help the occasional falling person out? But definitely geared towards l337 4-player games :wink:
Re: dm_tribute Posted by Juim on Mon Jan 24th 2005 at 2:25pm
Juim
726 posts
Posted 2005-01-24 2:25pm
Juim
member
726 posts 386 snarkmarks Registered: Feb 14th 2003 Occupation: Motion Picture Grip Location: Los Angeles
Thank you.I actually like what you have going here. The floating space platform has always been entertaining when done correctly.Nice visuals throughout. I do agree the map needs to be bigger. Perhaps some interior architechture such as a couple of winding hallways around the perimiter would be a nice touch. I will be running the map occasionally at the Diners server if you don't mind.

Look forward to the next version!

Yah the problem is on my side Lep. I did'nt have winzip configured to show root directories, I think I got it solved now.
Re: dm_tribute Posted by mfg on Mon Jan 24th 2005 at 4:20pm
mfg
11 posts
Posted 2005-01-24 4:20pm
mfg
member
11 posts 31 snarkmarks Registered: Jan 16th 2005 Occupation: Student Location: Germany
I will be running the map occasionally at the Diners server if you don't mind.
i'd love to see that map on some hl?dm servers ... maybe you can send
me the ip so i can watch this server and join it to play it with others
!
Re: dm_tribute Posted by TMA-2 on Wed Jan 26th 2005 at 10:13pm
TMA-2
26 posts
Posted 2005-01-26 10:13pm
TMA-2
member
26 posts 13 snarkmarks Registered: Dec 10th 2004 Occupation: Student Location: U.S.
That's some really smooth brushwork, if that was all done in Hammer. Well, even if it wasn't, it's really nice. Good job.
Re: dm_tribute Posted by mrnielsen on Thu Jan 27th 2005 at 12:33pm
mrnielsen
11 posts
Posted 2005-01-27 12:33pm
11 posts 11 snarkmarks Registered: Jan 24th 2005 Occupation: mapper :D Location: denmark
Thats not done in hammer, is it? how do you get it that smooth?
Re: dm_tribute Posted by mfg on Thu Jan 27th 2005 at 8:20pm
mfg
11 posts
Posted 2005-01-27 8:20pm
mfg
member
11 posts 31 snarkmarks Registered: Jan 16th 2005 Occupation: Student Location: Germany
It's completely done in Hammer,

only bruhswork ... but the faces have been transformed into displacement maps ... and those have been subdivided ... and that gives you this smooth effect ... try it ... it's new in source !

(normally it's used to make smooth terrain ... )
Re: dm_tribute Posted by 2dmin on Fri Jan 28th 2005 at 6:11am
2dmin
352 posts
Posted 2005-01-28 6:11am
2dmin
member
352 posts 75 snarkmarks Registered: May 17th 2003 Occupation: Progamer Location: Canberra, Australia
Yeah mfg, I just thought some of the texturing on a couple of the platforms could have been aligned a bit better, but it's fine as it is

starts chanting release release release so I can distribute it to everrrrrrrryone
Re: dm_tribute Posted by mfg on Fri Jan 28th 2005 at 8:56am
mfg
11 posts
Posted 2005-01-28 8:56am
mfg
member
11 posts 31 snarkmarks Registered: Jan 16th 2005 Occupation: Student Location: Germany
Textures are horror to align on displacementmaps ... because the brush is sometimes streched and the texture with it ... and there is nothing i can do about it ... :(