Re: DM_Hydro
Posted by Andrei on
Sat Jan 22nd 2005 at 12:55am
Posted
2005-01-22 12:55am
Andrei
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Well, I guess I shouldn't have judged it by the screenshots. But it's not like I were throwing rocks or anything; just a personal impression:) .
Re: DM_Hydro
Posted by Agent Smith on
Sat Jan 22nd 2005 at 5:57am
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I realised that. I wasn't snapping at you, just pointing out that the screenshots don't give an accurate impression of the size of the map, or the actual combat space.
Re: DM_Hydro
Posted by Drshark on
Sun Jan 23rd 2005 at 6:09am
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NIce looking map.... even though i hate mp i might just download it:)
Re: DM_Hydro
Posted by Agent Smith on
Sat Jan 29th 2005 at 1:44am
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Here are some screens of the changes/additions made since the
competition, which will be featured in the beta 2 released in a couple
of days, new weapon placement permitting. The shots show the new larger
tunnels, the addition of a walkway and structure across the canal, and
small stairs that have replaced all of the jump crouch areas (they've
been clipped so they work smoothly).
Most of the bugs, except for those damned pink shadows, have been fixed
so its just about done. I'll try to fix those while I'm redoing weapon
and item placement. Anyway, keep and eye for it, the DL link should be
up soon.
Re: DM_Hydro
Posted by AlphaMRE on
Sat Jan 29th 2005 at 7:23am
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That looks kick ass good job can't wait to play!
Re: DM_Hydro
Posted by Orpheus on
Sat Jan 29th 2005 at 8:44am
Orpheus
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for the record, my only real complaint was the maps connectivity. there were many places where i was forced to go around something, that could have easily been a through route. without taking more screens, it would be difficult to explain this, but essentially, you had 2 halves of a map. lots on the left side of the concrete wall, and lots on the right. but damned few avenues egress from left to right. i could even live with some of the squat/jump avenues, if when i got to the top, i could jump to the other side.
anywho's, if i could have a wish, it would be improved mobility.
Re: DM_Hydro
Posted by Agent Smith on
Sat Jan 29th 2005 at 12:08pm
Posted
2005-01-29 12:08pm
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Well Orph thats what I've tried to do for the beta 2 version.
The walkway across the canal works to link the main structure with that
area, as well as adding a bit more cover. The fence area over the
passage to the middle pit has been partially removed to provide better
conectivity between the crane platform and the generator pit area. The
bigger tunnels mean its possible to simply run through there which
increases the pace of the game and makes it another major route. Most
of the crouch jump areas have been replaced with steps to allow a
relatively smooth and fast exit from areas, but they are reasonably
thin requiring some concentration to keep from falling off.
Over all
I'm happy with how the additions increase general connectivity
throughout the map, and in particular between the canal and the main
construction area.
Re: DM_Hydro
Posted by Mikee on
Sat Jan 29th 2005 at 9:24pm
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Is there a link to download your beta? I'd like to look at it from the gameplay standpoint. Thanks
Re: DM_Hydro
Posted by pepper on
Sat Jan 29th 2005 at 11:00pm
Posted
2005-01-29 11:00pm
pepper
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I just wet my pants....
Respect for you smith!!
Re: DM_Hydro
Posted by onniguru on
Sun Jan 30th 2005 at 12:26am
Posted
2005-01-30 12:26am
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Hopefully as soon as this map becomes available for download, some major servers will put it up for rotation.
Re: DM_Hydro
Posted by Mikee on
Sun Jan 30th 2005 at 7:56am
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I will be very interested to see how it fares in terms of FPS, and with the HL2 engine borking most maps when more than 12-14 people join a server. ie) Ones like Rebar & NP_Petrol, Lockdown do ok with 16, but Torque, Watergate, Depot_rc1, and many others that look great become unplayable lagaramas. I have 16 players in my server much of the time now, so I'll try it out when it's released. keeps finger crossed :smile:
Re: DM_Hydro
Posted by Agent Smith on
Sun Jan 30th 2005 at 9:57am
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Well you might find the fps to be a bit low on a system that isn't that
good, my system included. I can put that down however to the fact that
we only had a month to build the map right after the release of the
game. Myself and a number of other people over-estimated the
capabilities of the new engine, buying into Vavle's hype about how
f**king awesome it was and how much you could do, and discovered that
holy s**t, it isn't as f**king awesome as they said.
That in mind kind of consider it a first map of soughts, an extreme
test of the Source engine. On that note however, the lowest framerates
in my map are only slightly lower than the low points in dm_lockdown
which, compared to the level of complexity and detail in my map, is
crazy. In a good way though.
Oh, and it turns out it was the ambient light making the shadows pink,
I'd changed the colour and didn't remember. Anyway, if I select a gray
instead the map becomes too dark and loses a lot of its feel.
Re: DM_Hydro
Posted by Agent Smith on
Sun Feb 13th 2005 at 2:40pm
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Sorry Orph, the screens were a bit of a rush. I even shrunk em down and
everything. I think at the time it was a bit of payback on some
assholes on the steam forums. Give me a bit and thy wish will be
granted. (I usually optimize them, I swear!)
I'm not quite sure what your talking about, culverts and such. If you
could explain and perhaps point it out on my overly bloated screenshots :smile: .
Re: DM_Hydro
Posted by Agent Smith on
Sun Feb 13th 2005 at 3:02pm
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I see what you mean there Orph. They are actually like that, its just
the lighting (or lack of) probably makes it seem like its a straight
bored out hole. The pipe props which extrude some aren't being brightly
lit, making it hard to see them.
Re: DM_Hydro
Posted by onniguru on
Sun Feb 13th 2005 at 10:20pm
Posted
2005-02-13 10:20pm
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I am able to consistently get 800x600 screencaps below 80kb in
photoshop, even with a quality setting of 7 or 8, which is still fairly
decent. Of course, I realize not everyone has free access to
photoshop :o
When I did the same screencaps in paintshop, they came out at something like 200k, lol :smile:
Re: DM_Hydro
Posted by Myrk- on
Sun Feb 13th 2005 at 10:58pm
Posted
2005-02-13 10:58pm
Myrk-
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Look in the last pic you show there... theres a combine spray on the rock surface which looks completely wrong and out of place... might wanna fix it.
Re: DM_Hydro
Posted by Agent Smith on
Mon Feb 14th 2005 at 2:43pm
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Here's my personal favorite Orph. Kind of kills the chances of more people downloading it doesn't it.
M|k33[K-9] -
"There are definitely some strong points to the map, but I am looking at
this from the perspective of it being a DM map, and IMHO the negatives
far outweigh the positives... to the point where I could not recommend
this map, nor run it on my server."
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Says the man who hasn't got a map to his name. Lucky I didn't want my map on his server, otherwise I would have looked quite the fool.
Re: DM_Hydro
Posted by habboi on
Mon Feb 14th 2005 at 7:12pm
habboi
The Spammer of Snarkpit
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Lol, what an asshole, your map is superb and anyone who insults it has to deal with me!
Keep up the great mapping!
Re: DM_Hydro
Posted by Agent Smith on
Tue Feb 15th 2005 at 6:31am
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Thanks for the support guys :smile: .
Re: DM_Hydro
Posted by AlphaMRE on
Wed Feb 16th 2005 at 3:57am
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Registered:
Jan 23rd 2005
Wow that is an awesome map - yer skillz are mad!
I wish people were playing it right now - haven't gotta play it with anybody yet
Good job and luck in the competition!
MRE
Re: DM_Hydro
Posted by Agent Smith on
Wed Feb 16th 2005 at 2:25pm
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Here are some explanations for the jump crouch area's in case you missed them in the steam forums:
Most of the area's that have small easy to run up steps used to be jump
crouch steps, which I changed. The other ones are really only part of
the construction, not necessarily major paths, though some can be used
to get to areas. It's really a case of use them at your own risk, as
there are other routes.<br style="font-style: italic;">
<br style="font-style: italic;">
A number of the jump crouch areas you pointed out actually aren't
major, or even minor, paths. Some of them can be used, but they're
mainly there for aesthetic quality.
If you don't like the RPG trap, oh well :smile: .
Re: DM_Hydro
Posted by Trapt on
Thu Feb 17th 2005 at 7:56am
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I didn't mind the RPG trick at all. I just jumped in from above, grabbed it, crawled through the pipe, and went up the rather skinny set of stairs in the next area.
This didn't take long at all for me, so I can't see how people could say it was too long.
Re: DM_Hydro
Posted by Agent Smith on
Thu Feb 17th 2005 at 10:45am
Posted
2005-02-17 10:45am
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Thank you Trapt, thats what I've been trying to get at on the steam
forums since I posted the map, but no one seems to be listening. It's
not much of a trap at all, it just requires that you watch your back
for a few seconds while you crawl through. It's no worse than the RPG
trap in lockdown, but no one has mentioned that.
Re: DM_Hydro
Posted by Agent Smith on
Sat Feb 19th 2005 at 2:16pm
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I meant no offence to Keved or anyone else Orph, as I appreciate
constructive criticism, it's just that I've thought about it and have
decided not to change it.
Ultimately it would be a dead end no one would use if I removed the
RPG. I had toyed with the idea of putting the crossbow in there but
that would piss people of no end. I've had mixed reports about it, some
love it and some hate it.
If I seem a bit short with people its because the lack of the Snarkpit
and my subsequent stint in the Steam forums drove me to my wits end. I
had so many people saying the same thing over and over again even after
I'd explained it, or people who have no idea about mapping saying it
basically sucked arse, that I'm feeling a bit fragile, particularly
when it comes to this map. I didn't mean to snap, but if I hear one
more person complain because they got shot on steps that aren't steps,
even after I explained that fact, I'll scream.
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M|k33[K-9]
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Registered: Sep 2004
Location:
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-->Thanks
for your commentary Keved, I've always liked your work, particularly
refinery and its very vintage HL gameplay and feel with source looks.
I'd also like to thank anyone else who provided constructive criticism,
thats CONSTRUCTIVE criticism.
Hey Orph, has it been orphorized yet?<a name="post2249756"></a>
Re: DM_Hydro
Posted by Orpheus on
Sat Feb 19th 2005 at 2:26pm
Orpheus
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i wasn't trying to tell you what to do, just attempting to keep you aware of all your options.
i do know the frustrations involved when people with little or no practical mapping experience try to give advice, or just plain disregard your map out of hand. they act as if PLAYING ALONE makes them an expert in the topic. :sad:
i will be posting comparative screenshots shortly, to illustrate my new machines abilities over my old one, and i chose this map to do it with, since i have the critiques screenshots in my pit to compare them too.
stay tuned :smile: mumbles the steam update is taking ages :sad:
Re: DM_Hydro
Posted by Agent Smith on
Sat Feb 19th 2005 at 2:31pm
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Thanks Orph, I know you weren't trying to boss me around, just giving me a bit of nudge, which everyone needs now and again :smile: .
Looking forward to seeing what your new machine can do.
Re: DM_Hydro
Posted by Orpheus on
Sun Mar 13th 2005 at 1:07pm
Orpheus
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This map still says "99%"
is there a final version available?
Re: DM_Hydro
Posted by Agent Smith on
Sun Mar 13th 2005 at 1:14pm
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I'm back at uni and therefore snowed under with work. I have some minor
fixes to make and then its done, though I'm not sure when I'll have the
time to do so. It's current version is fine, there is just a few minor
errors, like decals hovering in space and stuff that need fixing, so it
completely playable. Oh, and some suggestions by Keved I've got to consider, so just give me a bit of time.
Actually I've been hoping Gwil might whack it up on the server sometime so I can see how it plays.
Re: DM_Hydro
Posted by Gwil on
Sun Mar 13th 2005 at 2:41pm
Gwil
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Hey! I'm a busy/sleeping man :smile: Duncan also jinxes the server with crashes and whatnot :razz:
Re: DM_Hydro
Posted by ReNo on
Sun Mar 13th 2005 at 3:27pm
ReNo
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LOL its unfortunately true :biggrin: I'm quite the harbinger of server destruction it seems :sad:
Anyway, whichever server admins are around when we have a few maps to test will I'm sure put it up.