dm_hunter

dm_hunter

Re: dm_hunter Posted by JFry on Wed May 12th 2004 at 4:36pm
JFry
369 posts
Posted 2004-05-12 4:36pm
JFry
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369 posts 82 snarkmarks Registered: Mar 9th 2004 Occupation: Scumbag Location: USA
Well I decided to make a deathmatch map and I'm having fun with it so far. I plan on adding a bit more detail as the r_speeds are at about 500-600 right now. Unfortunately I've already hit the texture limit so I'll hafta rework those some. All comments are welcome (even about the crates).
Re: dm_hunter Posted by Kage_Prototype on Wed May 12th 2004 at 5:17pm
Kage_Prototype
1248 posts
Posted 2004-05-12 5:17pm
1248 posts 165 snarkmarks Registered: Dec 10th 2003 Occupation: Student Location: Manchester UK
Those textures look so randomly placed, as if you didn't really give any thought to where you put them....and those stairs are decisively ugly. Make the textures more coherent and consistent.
Re: dm_hunter Posted by ReNo on Wed May 12th 2004 at 5:26pm
ReNo
5457 posts
Posted 2004-05-12 5:26pm
ReNo
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5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
I agree entirely - brushwork and lighting looks okay, but the texture use is pretty terrible. There are so many clashes and misalignments I daren't try to list them all. Work on that area of your mapping more, try sticking with consistant texture sets rather than mixing and matching.
Re: dm_hunter Posted by Forceflow on Wed May 12th 2004 at 8:03pm
Forceflow
2420 posts
Posted 2004-05-12 8:03pm
2420 posts 451 snarkmarks Registered: Nov 6th 2003 Occupation: Engineering Student (CS) Location: Belgium
Looking OK, but in screenshot 1, you used a floor texture for a wall, which is a big no-no.
Re: dm_hunter Posted by JFry on Wed May 12th 2004 at 11:30pm
JFry
369 posts
Posted 2004-05-12 11:30pm
JFry
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369 posts 82 snarkmarks Registered: Mar 9th 2004 Occupation: Scumbag Location: USA
Just a quick update. I've added a bit more architecture and re-textured much of the level. Its starting to feel more coherent but there is still alot to do...
Re: dm_hunter Posted by Gwil on Wed May 12th 2004 at 11:34pm
Gwil
2864 posts
Posted 2004-05-12 11:34pm
Gwil
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2864 posts 315 snarkmarks Registered: Oct 13th 2001 Occupation: Student Location: Derbyshire, UK
Aaah yes, looking better already.. the murky water in that 3rd shot looks horrendous though IMO - lower the light levels, or something :razz:

Anything to hide the graininess of the texture! Maybe remove the light at the bottom of the shot - and also make some more interesting light fixtures - the squares are fairly boring!

And perhaps reposition them, so their effects are coming vertically down, as opposed to horizontally.
Re: dm_hunter Posted by Leperous on Thu May 13th 2004 at 10:13am
Leperous
3382 posts
Posted 2004-05-13 10:13am
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Creator of SnarkPit!
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Yes looking better now, and like Gwil said make the sewer much darker!
Re: dm_hunter Posted by SWATSiLeNt on Sat Jun 5th 2004 at 10:59pm
SWATSiLeNt
141 posts
Posted 2004-06-05 10:59pm
141 posts 34 snarkmarks Registered: Nov 8th 2003 Location: Missouri
Well the only big problem i see here is that the grass and structural part of the ground is a bit messed up and mutated if you could lower it a bit and make it more realistic.........
Re: dm_hunter Posted by JFry on Fri Jun 18th 2004 at 9:15am
JFry
369 posts
Posted 2004-06-18 9:15am
JFry
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369 posts 82 snarkmarks Registered: Mar 9th 2004 Occupation: Scumbag Location: USA
I agree about the grass being kinda wierd like that. Unfortunately it is supporting a staircase directly behind it and I'm not sure how to fix it.
Re: dm_hunter Posted by JFry on Fri Jun 18th 2004 at 9:25am
JFry
369 posts
Posted 2004-06-18 9:25am
JFry
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369 posts 82 snarkmarks Registered: Mar 9th 2004 Occupation: Scumbag Location: USA
Beta is available for download. I'm not really sure where to go with this map so any feedback is of course greatly appreciated. Particularly I'd like to know if the gameplay and layout are ok/how to improve them.
Re: dm_hunter Posted by Tracer Bullet on Fri Jun 18th 2004 at 3:07pm
Tracer Bullet
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Posted 2004-06-18 3:07pm
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
I have to work atm, but I'll have a go later today if noone beats me to it. :smile:
Re: dm_hunter Posted by Gwil on Fri Jun 18th 2004 at 4:29pm
Gwil
2864 posts
Posted 2004-06-18 4:29pm
Gwil
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2864 posts 315 snarkmarks Registered: Oct 13th 2001 Occupation: Student Location: Derbyshire, UK
User posted image

Too many different textures, the map seems to lack coherence still - but it is looking a lot better. The texture on the right hand side of the shot is definately out of place! It looks far too "ancient" or medieval to be in this industrial setting :razz:

User posted image

This fence texture is horrible - change it something a bit less subtle than red/brown and perhaps put some fence posts up as well - it looks strange with nothing supporting it. I also suggest simplifying or reworking the grass.

Check the tutorials for the triangle terrain tutorial if its still here, it's a nice method of creating realistic yet low r_speeds outdoor areas :smile:

User posted image

Four breakable windows? I am dubious about breakable windows in maps at the best of time, but if you want to incorporate them don't put so many in! It just chops up the architecture and increases r_speeds, and the top 2 are pretty much useless! Stick with the bottom ones :smile: Nice work on detailing a good roof trim though, a usually neglected error out of lots of mappers :smile:

User posted image

I like this area now, although it still seems a bit too light - and im not really sure why this tunnel of water is here, as it's not exactly a sewer of sorts? Darken it a bit, and possibly expand to the sides and make something for the water to do.. It's all a bit odd and disjointed, but nicely constructed.

User posted image

You can see right into this room because of the now broken windows, it hits r_speeds a little harshly. Also, the texture changes from large stone blocks into wooden planks (what they look like, anyway) - very bizarre indeed.

This wood texture looks wholly out of place as well, far too rustic and theres too much fire in this factory for it to be physically safe :razz: Make it a stone one, and tidy up those windows with a frame, and a good transition between indoor/outdoor textures.

User posted image

Erk! This room is more or less useless, the structures in the middle whack the r_speeds up to high levels (considering the size/detailing of the room) and also fill too much floor space. I can only imagine this is down to construction methods/untidy brushwork, but this is something you'll clean up over time :smile:

User posted image

The r_speeds go loopy round about here - that door in front of me opens into the sewer, I can see through the openable door down on the left, and see down the right hand path of the map! The layout needs some tweaking and enlarging, to incorporate twists and turns into the map. Not only will it make the action a bit more interesting, it will cut the high r_speeds as well!

These straight lines through the map simply let us see pretty much everything, slowing the action right down :sad:

Also, the graffiti on the left hand side - who painted that up there? Goliath? :razz:

Generally it seems you have grasped how to make an interesting map, and the industrial theme seems to work fairly well - I liked the use of clangs/bangs and steam hissing, even if there wasnt any obvious source for the noise :smile: The map felt alive :smile:

If you expanded a little more to the sides and made less of a rectangular layout, you could have an fairly decent 4-6 player map here. As it stands, theres a few things to pick up on overall
  • Texturing - scaling and mismatching textures still. things do look better, but theres still some bloopers in there. try limiting yourself to 2/3 specific, similar wads at first - or particular sections in the HL wad.
  • Brushwork - the r_speeds seem choppy sometimes, I can only attribute this to the func_doors and long vision lines tbh, as I didnt do a gl_wireframe. Perhaps focus on making clean brushwork, and trying alternative methods for making your outdoor terrain!
  • Layout - this is contributing to the r_speeds. Add some blocking walls, kinks and turns in paths. It's a little straight at the moment :smile:
Re: dm_hunter Posted by Yak_Fighter on Sat Jun 19th 2004 at 1:14am
Yak_Fighter
1832 posts
Posted 2004-06-19 1:14am
1832 posts 742 snarkmarks Registered: Dec 30th 2001 Occupation: College Student/Slacker Location: Indianapolis, IN
You've got some talent, I can see that.

Apart from what's been said already I've got a few points:
-the clip brush over the roof is way too low. In general you should never block the player's ability to jump.
-those sprites around the lights are poor. I think you're using a teleporter sprite when there are halo sprites far better suited.
-doors are usually discouraged from dm maps, as they slow the action down and if poorly designed can ruin the flow and interfere with players. There's no real benefit gameplay-wise to have them, unlike in a mod like CS.
Re: dm_hunter Posted by JFry on Sun Jul 4th 2004 at 11:37am
JFry
369 posts
Posted 2004-07-04 11:37am
JFry
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369 posts 82 snarkmarks Registered: Mar 9th 2004 Occupation: Scumbag Location: USA
Thanks for all the great suggestions! A new download is available which addresses many of the issues brought up. At this point I'm mainly concerned with r_speeds since unfortunately in a few areas they peak at around 1100. However its possible that I've overlooked something so lemme know what you think.
Re: dm_hunter Posted by matt on Sun Jul 4th 2004 at 12:01pm
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1100 posts
Posted 2004-07-04 12:01pm
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Some images in this post have been automatically down-sized, click on them to view the full sized versions:

the texturing is very good, some great customs i can see. Map feels a bit cramped, but on the whole very promising.

[edit]

User posted image

Played the map and I was right about it feeling a bit cramped. Also the R's go through the roof in some places, so that needs to be addressed. Textures are good, but the map feels a bit to big if you know what I mean. The door ways should perhaps be smaller so the player can fit through them without feeling to small. I like the outside area idea, so the player can see things outside the map but not get to them, this is a good idea for adding interest. On the whole its a good map, big download size bu never mind, with so many custom textures that can't be helped. [/edit]