dm_stress_test

dm_stress_test

Re: dm_stress_test Posted by Juim on Sun Sep 27th 2009 at 2:39am
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Posted 2009-09-27 2:39am
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I started mapping again. Yes, it's a DM map.I'm sorry if there are a few of you out there withouth HL2DM. But, it's what I like. This one is called dm_stress_test.
here's a few screenies.
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Please give feedback.
Last time I got the feeling some of you did'nt like dm_ff_stinger.(Cough..Cough..Reaper! :lookup:)
I can accept that, but silence is way harder to figure out than good critricism.
hehehe.
I now challenge you to be vocal and express opinions!!!!!!!!!.
Thanks.
Juim
Re: dm_stress_test Posted by G4MER on Sun Sep 27th 2009 at 6:08am
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Posted 2009-09-27 6:08am
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I like the shape and style... Looks to have nice flow.. but where does one get cover from? I play lots of Orange maps on CounterStike Source and other games on steam. I have always dug the style and creativity of these type of maps.

Keep us up to date. looks good so far to me. Only thing I finds a bit off is the statue in an orange map.. maybe try to model or make a modern art piece to take its place in the same texture format.
Re: dm_stress_test Posted by reaper47 on Sun Sep 27th 2009 at 3:32pm
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Posted 2009-09-27 3:32pm
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Juim said:
I'm sorry if there are a few of you out there withouth HL2DM.
Actually, you can get HL2DM for free if you have either a Nvidia or ATI card (basically, if you have a graphics card... at all). I'm not sure whether the offer ever stopped but as far as I know, if you have Steam, you have HL2DM! No excuses!
Juim said:
Last time I got the feeling some of you did'nt like dm_ff_stinger.(Cough..Cough..Reaper! :lookup:)
:evil: ...

Honestly, though. How could I not like such sexy brushwork? I see you're going all the way with the curved look this time which works great IMO.

The only thing that bothers me (uh-oh) are the outer borders for the map. It seems from the screenshots, the map is enclosed in a big... box. No, I'm not using the k-word... It's just that, well, if you have all the curves and interesting shapes in the middle, the enclosing should have interesting shapes too.

And since this is still an orange box map and the latter sounded a bit like an exclusively aesthetical observation: I really think this can affect the layout as well! I can't really tell from screenshots alone, but for me, the drawback of having flat map-borders is that you end up having a lot of... how to say that... "unplanned" space. Like those little outer walkways that emerge between buildings in the middle and the border-walls of the map. Those almost always hurt they layout, drag the focus away from the middle of the map.

Basically the last two paragraphs are an incredibly complicated way of saying: I would close off some of the outmost walkways to concentrate the action towards the middle...

Sorry, Juim. This site has turned me into a pain-in-the-ass critic. :hee:
Re: dm_stress_test Posted by haymaker on Sun Sep 27th 2009 at 4:18pm
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Posted 2009-09-27 4:18pm
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nice to see you back on the chain gang

Looks very Stinger-like so far. Except the super sexy support engineering under the big awning up high there, that's a new style for you. Is that the extent of the play area? Keeping it simple like that will help set it apart from Stinger a bit too, which had the issue of players losing eachother on small games.

I know I mentioned it before but those railings may tend to hinder flow a bit, especially with the one jump in my mind's eye from high to low platforms. One of the most fun things about this game is vertical chases through and across geometry, makes for a faster gameplay. Not saying eliminate them, but consider another way of defining space perhaps?

Otherwise I like the layout apparent in the screens. Some lower cover is probably in your mind already.

IDK if you have a set theme but my first impression is of the public area of an advanced centre for higher learning, perhaps astronomy or something?
Re: dm_stress_test Posted by mazemaster on Wed Sep 30th 2009 at 2:49pm
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Posted 2009-09-30 2:49pm
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Hey cool. I love the multi-layered architecture and style, especially the curving supports.

My biggest concern right now is how will the flow work? A lot of the platforms are basically a dead-end, except with a single ladder at the end. They're not quite dead-ends, but almost, and that's going to slow the gameplay a lot I think. Also like has already been mentioned, the guardrails look cool but they may detract from people who want to jump around or walk off the platforms.

If you can brainstorm, test things out, and try to find creative way to increase the connectivity, I think that would help a lot. It could also create some cool 3D architecture if done right. For example, in the last picture at the bottom left circular platform, what would happen if you replaced that ladder with a spiral staircase going around the outside of the platform and under the bridge?
Re: dm_stress_test Posted by mazemaster on Wed Sep 30th 2009 at 3:06pm
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Posted 2009-09-30 3:06pm
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Heres an image I whipped up showing a couple possible ideas for increasing the connectivity,
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And to decrease the killbox aspect maybe you could have part of the map edge a drop off like this:
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Anyways don't feel compelled to use any of this, just throwing some ideas out there.
Re: dm_stress_test Posted by G4MER on Wed Sep 30th 2009 at 6:40pm
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Posted 2009-09-30 6:40pm
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nice changes Maze.
Re: dm_stress_test Posted by Juim on Thu Oct 1st 2009 at 4:01pm
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Posted 2009-10-01 4:01pm
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Ha!,
Thanks for all the comments.As you may have surmised, this represents about 12 hours of work (hence the a1 nomenclature :hee: ). Sorry for the killbox surroundings, but that will change soon enough. The handrails are all set at 34 units in height, including the top rail. I don't even think you have to crouch to clear them. I just did'nt want to use the standard HL2 model railings.I am anticipating using a glass texture to promote the modern architecture feel I am going for. My intent was to provide some cover from the more long distance weaponry.

Maze, your input is quite frankly very close to where I am headed with this. Awesome!. The only problem now is, no one will believe it was my idea!. Now I have to start a new map! :leper: .

I initially wanted to use the "Old and new" theme in the Pits latest contest because I liked the concept. So I put a couple of stone works(statues) in, to help foster that thought process. I will try and post more screens this weekend after some more gets done. Again, thank you guys for the critz. As always extremely helpful.
Re: dm_stress_test Posted by mazemaster on Sun Oct 4th 2009 at 8:20pm
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Posted 2009-10-04 8:20pm
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Juim said:
Maze, your input is quite frankly very close to where I am headed with this. Awesome!. The only problem now is, no one will believe it was my idea!. Now I have to start a new map! :leper: .
Hah, that makes sense now. When I was drawing the pictures it felt as if the map were "suggesting" the additions. Apparently your intentions were showing through in the parts you had already made.
Re: dm_stress_test Posted by Juim on Sat Feb 27th 2010 at 9:17pm
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Posted 2010-02-27 9:17pm
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Just a little update. I usually never start a new map until I've finished the one I am working on now, and this one is no different. I've managed to squeeze in a few more hours of mapping in between my 65 hour work week, (Don't Ask!). and here's a few screens. I think I've found a direction here. I was recently inspired by a video I saw on vimeo called "A Third of Seventh Production". That, plus a few other outside stimuli have given me some direction for now. It's still in alpha, and I can hardly find time to work on it but here's where I am at so far.(Here's a link to the video)http://www.vimeo.com/7809605
Try to keep in mind this video is entirely CGI.
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Comments not required at this time, but always appreciated.
Thanks for having a look,
Juim

PS What is the correct way to use a combine helicopter model so that the rotar animation works, even if the chopper never lifts off?
Re: dm_stress_test Posted by G4MER on Sat Feb 27th 2010 at 11:55pm
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Posted 2010-02-27 11:55pm
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All I can say is WOW, the movie moved me. Thank you for sharing that. I hope my minds eye has as much beauty in it, that the maker of that film does. Truly inspiring.
Juim said:
I was recently inspired by a video I saw on vimeo called "A Third of Seventh Production". That, plus a few other outside stimuli have given me some direction for now. It's still in alpha, and I can hardly find time to work on it but here's where I am at so far.(Here's a link to the video)http://www.vimeo.com/7809605
Try to keep in mind this video is entirely CGI.

Juim
Re: dm_stress_test Posted by Juim on Tue Apr 6th 2010 at 3:12pm
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Posted 2010-04-06 3:12pm
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Architecture almost done. Moving on to texturing/content next.
User posted image
User posted image
User posted image
Re: dm_stress_test Posted by G4MER on Tue Apr 6th 2010 at 7:23pm
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Posted 2010-04-06 7:23pm
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Its looking really good. Keep up the great work!
Re: dm_stress_test Posted by Riven on Wed Apr 7th 2010 at 5:35am
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Posted 2010-04-07 5:35am
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Wuch ya look'n at?
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If Louis Kahn were a level designer, you would have his style down!

It's really shaping up quite well! -Will it remain this "clean" in the final version? -Or should we expect to see a lot of grav gun ammo and interactive elements?

Looking nice.
Blog: www.playingarchitecture.net
LinkedIn: Eric Lancon
Twitter:@Riven202
Re: dm_stress_test Posted by G4MER on Wed Apr 7th 2010 at 9:24pm
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Posted 2010-04-07 9:24pm
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Your right RIVEN, I never put the two together till you mentioned it.. it is very Louis Kahn!
Re: dm_stress_test Posted by ffjakebrake on Thu Apr 8th 2010 at 4:16am
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Posted 2010-04-08 4:16am
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Looking great!! It does look "clean", LOL. Let me know when I can have a walkthrough!