DmCore

DmCore

Re: DmCore Posted by Crono on Wed Oct 27th 2004 at 2:57pm
Crono
6628 posts
Posted 2004-10-27 2:57pm
Crono
super admin
6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
Did you mean to make this map for a different game?

... like ... *cough*JediKnight*cough*
Re: DmCore Posted by MisterBister on Wed Oct 27th 2004 at 3:10pm
MisterBister
277 posts
Posted 2004-10-27 3:10pm
277 posts 78 snarkmarks Registered: Oct 17th 2004 Occupation: studying Location: SWEDEN
Hell no!
HLDM forever! ;)
Re: DmCore Posted by $loth on Wed Oct 27th 2004 at 3:14pm
$loth
2256 posts
Posted 2004-10-27 3:14pm
$loth
member
2256 posts 292 snarkmarks Registered: Feb 27th 2004 Occupation: Student Location: South England
First screenie don't work and the second is too large :(
Re: DmCore Posted by MisterBister on Wed Oct 27th 2004 at 3:45pm
MisterBister
277 posts
Posted 2004-10-27 3:45pm
277 posts 78 snarkmarks Registered: Oct 17th 2004 Occupation: studying Location: SWEDEN
Finally the map is done.

I hope you will enjoy it as much as i have doing it :wink: .

Thanks to my friends the result became way over my expectations.

It really feels good to show my map here at this forum and i hope I will continue to do so.

feel free to comment either here or in my profilethingy.

Enjoy :wink: .

User posted image

User posted image

User posted image

Download the map here:

http://home.no/misterbister/maps/DmCore.zip
Re: DmCore Posted by Orpheus on Wed Oct 27th 2004 at 4:02pm
Orpheus
13860 posts
Posted 2004-10-27 4:02pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
/me likes theme..

those textures look familiar too :smile:

i would check your profile pics.. 1 doesn't work 2 are the same shot.. and they are so long i have to look on the next page to see it all :biggrin:

800x600 works best.

very sweet looking though.

a word of advice, we love maps, we love maps in progress more than completed maps.. if the fanfare is not exactly what you were expecting, thats prolly it. a few of our members never learned that, and are continually disapointed in our responces.

good luck with your map.

and, welcome to the snarkpit.
Re: DmCore Posted by MisterBister on Wed Oct 27th 2004 at 4:06pm
MisterBister
277 posts
Posted 2004-10-27 4:06pm
277 posts 78 snarkmarks Registered: Oct 17th 2004 Occupation: studying Location: SWEDEN
Thanks for the info. Ill keep that in mind and ill change the pics on the profile.
Re: DmCore Posted by Hugh on Wed Oct 27th 2004 at 4:45pm
Hugh
900 posts
Posted 2004-10-27 4:45pm
Hugh
member
900 posts 207 snarkmarks Registered: Oct 25th 2003 Occupation: College Student Location: Amerika
Orpheus said:
a word of advice, we love maps, we love maps in progress more than completed maps.. if the fanfare is not exactly what you were expecting, thats prolly it. a few of our members never learned that, and are continually disapointed in our responces.
Aye, that sounds like me, I always get upset about that... someday I'll learn. :rolleyes:
Re: DmCore Posted by BlisTer on Wed Oct 27th 2004 at 6:29pm
BlisTer
801 posts
Posted 2004-10-27 6:29pm
BlisTer
member
801 posts 1304 snarkmarks Registered: Jun 10th 2004 Location: Belgium
nice idea to use the walllight01 texture for "lightbows". global architecture looks nice and varied, though could be improved a bit for matching with textures here and there (like the transitions between wall and door-openings). for my personal taste i lack contrasting shadows for atmosphere, but i can imagine bright rooms make for a better deathmatch experience

nice job
Re: DmCore Posted by Tracer Bullet on Wed Oct 27th 2004 at 6:31pm
Tracer Bullet
2271 posts
Posted 2004-10-27 6:31pm
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
Very pretty architecture, but all except for the last shot, you're lighting is very flat. I'm not seeing any shadows in the first two pics at all!
Re: DmCore Posted by Orpheus on Wed Oct 27th 2004 at 6:37pm
Orpheus
13860 posts
Posted 2004-10-27 6:37pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
Tracer Bullet said:
Very pretty architecture, but all except for the last shot, you're lighting is very flat. I'm not seeing any shadows in the first two pics at all!
might be asking a bit much TB, how could he have shadows, when every square foot of the room has illuminating textures :lol:

the outside area has a significant amount less light fixtures :smile:
Re: DmCore Posted by Hugh on Wed Oct 27th 2004 at 6:40pm
Hugh
900 posts
Posted 2004-10-27 6:40pm
Hugh
member
900 posts 207 snarkmarks Registered: Oct 25th 2003 Occupation: College Student Location: Amerika
I think TB's point is that some of the lights could be removed. At least that's how I feel about the map, they're freaking everywhere and don't really appear to light much up outside of the brush itself.
Re: DmCore Posted by Orpheus on Wed Oct 27th 2004 at 6:43pm
Orpheus
13860 posts
Posted 2004-10-27 6:43pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
you need not remove any, just decrease the bounces to 1.. make harsher light/dark lines that way.

you can also, decrease the illumination of the light textures, and put light spots close to the floors to make light/dark lines..
Re: DmCore Posted by Tracer Bullet on Wed Oct 27th 2004 at 7:12pm
Tracer Bullet
2271 posts
Posted 2004-10-27 7:12pm
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
So, I downloaded the map?
I was shocked and dismayed to see these w_poly readings; completely unacceptable in a HL1 map. The odd thing was that it didn?t impact performance very much compared to what I experienced in Armada?
User posted image
User posted image

I took this shot because it is your very best area in terms of lighting. You see how there is a nice contrast between the red and the white lights? The rest of the level is almost completely lacking on this front.
User posted image

This is a nice touch that gives the impression of a blindingly bright light in the ceiling? to bad there isn?t a pool of light on the ground to match.
User posted image

This shot illustrates two things. First, the very good layout you have going here, and second, the absolute flatness of most of the lighting.
User posted image

I have three words for you: FIX THE LIGHTING!
This could be one of those levels that makes other mappers cry with the desire to create something equally good, but IMO the lighting spoils everything. You just have too many sources that aren?t bright enough. Cut the number of sources you have by half or two-thirds, double their brightness, and become good friends with the light_spot entity. Whether you fix this map, or not take home this lesson: flat lighting = dead disinteresting level.
Oh yes, and fix that r_speed peak!
Re: DmCore Posted by G.Ballblue on Wed Oct 27th 2004 at 8:02pm
G.Ballblue
1511 posts
Posted 2004-10-27 8:02pm
1511 posts 211 snarkmarks Registered: May 16th 2004 Occupation: Student Location: A secret Nuclear Bunker on Mars
Tracer Bullet said:
So, I downloaded the map?
I was shocked and dismayed to see these w_poly readings; completely unacceptable in a HL1 map. The odd thing was that it didn?t impact performance very much compared to what I experienced in Armada?
You do realise there are maps out there where the r_speeds sore into the 2500's, and there isn't one bit of lag? :razz: If performance isn't affected, I wouldn't screw around with it then :smile:
Re: DmCore Posted by Paladin[NL] on Wed Oct 27th 2004 at 8:05pm
Paladin[NL]
157 posts
Posted 2004-10-27 8:05pm
157 posts 56 snarkmarks Registered: May 4th 2004 Occupation: Student/mapper Location: Netherlands
a) make something good (or close to)

b) you get comments like these

c) you improve your map

d) we happy

e)you happy

f) we worship thou mapping "skills"

g)you take over world domination

h) to find out that HL2 doesn't have inbuild multiplayer

i) suicide numbers world wide rise out of tha scale
Re: DmCore Posted by Orpheus on Wed Oct 27th 2004 at 8:07pm
Orpheus
13860 posts
Posted 2004-10-27 8:07pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
G.Ballblue said:
You do realise there are maps out there where the r_speeds sore into the 2500's, and there isn't one bit of lag? :razz: If performance isn't affected, I wouldn't screw around with it then :smile:
must resist.. must...........resist.

some one else please take over, before i blow a circuit.
Re: DmCore Posted by Paladin[NL] on Wed Oct 27th 2004 at 8:09pm
Paladin[NL]
157 posts
Posted 2004-10-27 8:09pm
157 posts 56 snarkmarks Registered: May 4th 2004 Occupation: Student/mapper Location: Netherlands
what's up doc?

oh well,

don't look at it as two-thousand-five-hundred...

look at it as a number
Re: DmCore Posted by ReNo on Wed Oct 27th 2004 at 9:33pm
ReNo
5457 posts
Posted 2004-10-27 9:33pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
Ballblue, even I want to slap you for that comment :biggrin:
Re: DmCore Posted by Campaignjunkie on Wed Oct 27th 2004 at 9:55pm
Campaignjunkie
1309 posts
Posted 2004-10-27 9:55pm
1309 posts 329 snarkmarks Registered: Feb 12th 2002 Occupation: Student Location: West Coast, USA
I concur. That's one of the stupidest things I've ever heard in a while. I would have thought you would know better. :dorky:
Re: DmCore Posted by G.Ballblue on Thu Oct 28th 2004 at 2:33am
G.Ballblue
1511 posts
Posted 2004-10-28 2:33am
1511 posts 211 snarkmarks Registered: May 16th 2004 Occupation: Student Location: A secret Nuclear Bunker on Mars
Anyone care to explain the problem with my theory?
Re: DmCore Posted by fraggard on Thu Oct 28th 2004 at 2:50am
fraggard
1110 posts
Posted 2004-10-28 2:50am
fraggard
member
1110 posts 220 snarkmarks Registered: Jul 8th 2002 Occupation: Student Location: Bangalore, India
G.Ballblue said:
Anyone care to explain the problem with my theory?
a) It's your theory.
b) The HL engine was not designed to handle WPolies over 800. It can handle around 1500 at best.
Re: DmCore Posted by fraggard on Thu Oct 28th 2004 at 2:50am
fraggard
1110 posts
Posted 2004-10-28 2:50am
fraggard
member
1110 posts 220 snarkmarks Registered: Jul 8th 2002 Occupation: Student Location: Bangalore, India
Quadruple post?! I have no clue how this happened... My connection timed out during the post, so bleh.
Re: DmCore Posted by fraggard on Thu Oct 28th 2004 at 2:51am
fraggard
1110 posts
Posted 2004-10-28 2:51am
fraggard
member
1110 posts 220 snarkmarks Registered: Jul 8th 2002 Occupation: Student Location: Bangalore, India
.
Re: DmCore Posted by fraggard on Thu Oct 28th 2004 at 2:51am
fraggard
1110 posts
Posted 2004-10-28 2:51am
fraggard
member
1110 posts 220 snarkmarks Registered: Jul 8th 2002 Occupation: Student Location: Bangalore, India
.
Re: DmCore Posted by Orpheus on Thu Oct 28th 2004 at 2:56am
Orpheus
13860 posts
Posted 2004-10-28 2:56am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
that info was so important, that i won't even complain about FOUR posts telling it.
Re: DmCore Posted by Ferret on Thu Oct 28th 2004 at 6:00am
Ferret
427 posts
Posted 2004-10-28 6:00am
Ferret
member
427 posts 478 snarkmarks Registered: Jan 28th 2002 Occupation: Student
I havn't posted for a while here, and yet I even want to point out how much I want to smack you right now.
Re: DmCore Posted by Tracer Bullet on Thu Oct 28th 2004 at 6:30am
Tracer Bullet
2271 posts
Posted 2004-10-28 6:30am
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
:lol: It's official. if this wasn't an Internet forum GB would now be a bloody pulp lying on the floor...

... Anyhow I don't think we are going to rehash this subject just for you GB, so give the forums a search for "r_speeds" and I think you'll understand better the kind of land mine you just put your foot on.

irrelevant chemistry thought

Hey GB's initials are the designation for Sarin nerve gas!
Re: DmCore Posted by Agent Smith on Thu Oct 28th 2004 at 10:11am
Agent Smith
803 posts
Posted 2004-10-28 10:11am
803 posts 449 snarkmarks Registered: Aug 30th 2003 Occupation: Uni Student Location: NSW, Australia
Oh, how I love this community's inability to stay focused on the subject of a post, keep up the good work! :biggrin:
Re: DmCore Posted by Yak_Fighter on Thu Oct 28th 2004 at 10:33am
Yak_Fighter
1832 posts
Posted 2004-10-28 10:33am
1832 posts 742 snarkmarks Registered: Dec 30th 2001 Occupation: College Student/Slacker Location: Indianapolis, IN
Even more important is that if you don't have r_speeds lower than 800 people using software won't be able to play your map. It's important to make maps that can appeal to the largest userbase possible in order to have the best chance of somebody actually playing it.

Completely unrelated: Did you know I can play CS:S with a 3 year old laptop using a geforce2? The wonders of the source engine!
Re: DmCore Posted by MisterBister on Thu Oct 28th 2004 at 11:42am
MisterBister
277 posts
Posted 2004-10-28 11:42am
277 posts 78 snarkmarks Registered: Oct 17th 2004 Occupation: studying Location: SWEDEN
tracer bullet:

That was the absolute best and most detailed critics (how does that spell?) Ive ever heard in my entire life!

Im deeply impressed, and thankful =), that you took your time to
download the map and take screenies and tell me what was wrong with it.

many of my friends says "the map is good but theres something missing" and nothing more.

Thanks to you , and all others who has commented it :wink: , i think that that "something" is the lightning.

I didnt think about it much before but as you said theres just too many lights and too little shadows.

As for the R_speeds i wanted to make something more detailed than i use to do and i know that 1800 is very high

But as you said the fpsdrop wasnt so bad and on my computer (which isnt
a nasa computer by any means) it worked just fine so i didnt care about
it.

But ill think i can tweak it down a little bit.

Thanks for all the comments. You inspired me to continue this work and actually make it even better.

Hugs and kisses.

/MisterBister

Re: DmCore Posted by Orpheus on Thu Oct 28th 2004 at 11:55am
Orpheus
13860 posts
Posted 2004-10-28 11:55am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
MisterBister said:
tracer bullet:

That was the absolute best and most detailed critics (how does that spell?) Ive ever heard in my entire life!
Im deeply impressed, and thankful =), that you took your time to download the map and take screenies and tell me what was wrong with it.
its confirmed TB, you are a success :clap:
Re: DmCore Posted by BlisTer on Thu Oct 28th 2004 at 2:50pm
BlisTer
801 posts
Posted 2004-10-28 2:50pm
BlisTer
member
801 posts 1304 snarkmarks Registered: Jun 10th 2004 Location: Belgium
Orpheus said:
MisterBister said:
tracer bullet:

That was the absolute best and most detailed critics (how does that spell?) Ive ever heard in my entire life!
Im deeply impressed, and thankful =), that you took your time to download the map and take screenies and tell me what was wrong with it.
its confirmed TB, you are a success :clap:
i agree, the Armada review was v good too
Re: DmCore Posted by Orpheus on Thu Oct 28th 2004 at 3:20pm
Orpheus
13860 posts
Posted 2004-10-28 3:20pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
BlisTer said:
i agree, the Armada review was v good too
i was being slightly facetious.

TB's critiques are very well done..
Re: DmCore Posted by MisterBister on Thu Oct 28th 2004 at 4:38pm
MisterBister
277 posts
Posted 2004-10-28 4:38pm
277 posts 78 snarkmarks Registered: Oct 17th 2004 Occupation: studying Location: SWEDEN
I have ripped the lightning completely out of the map and started all over again.
Ive been compiling, changed the lights a bit, compiling, changes the lights a bit, in about 3-4 hours now =).
The result is actually very satisfying though far from complete.
at this state i actually dare to say that the lightning is about twice as good as it was before =).
I think I will have time post some screenies tomorrow about the progress.

The outdoor area is currently unchanged but i think ill start to work on that too.
Depends on how good it fits with the rest of the maps lightning.
Re: DmCore Posted by Tracer Bullet on Thu Oct 28th 2004 at 5:48pm
Tracer Bullet
2271 posts
Posted 2004-10-28 5:48pm
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
Glad I could help. It's always an uncertain thing offering critcism because many people don't take it well. It's nice to see that you are not one of those people. The real master of crits around here is Orph, but I don't think he had HL installed anymore... Be that as it may, there are two material ways you can pay me back for my effort. The first you've already done by reacting so well, the second is to pass on the favor to someone else down the road. There are all too few of us who bother anymore, and judging by the general quality of your map, you ought to be well up to the task.

My point about the r_speeds is mostly this: it would be pretty simple to fix. You don't have to drop detail, all you have to do is put a kink in that corridor I was in and your peak should drop to ~12-1300, which is still high but quite accepatable by today's stnadards.
Re: DmCore Posted by Orpheus on Thu Oct 28th 2004 at 5:54pm
Orpheus
13860 posts
Posted 2004-10-28 5:54pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
Tracer Bullet said:
, but I don't think he had HL installed anymore...
sadly, no.

i gave my gaming PC to my youngest son.. he is not as fond of HL as i am and uninstalled it while i was away for surgery (during my 3 month hiatus)

i could reinstall it i suppose, but HL2 is so close, and everyone else does a fantastic job at crits now.. shrugs

its about time i stepped down from HL1 critiques.
Re: DmCore Posted by MisterBister on Thu Oct 28th 2004 at 6:12pm
MisterBister
277 posts
Posted 2004-10-28 6:12pm
277 posts 78 snarkmarks Registered: Oct 17th 2004 Occupation: studying Location: SWEDEN
The first you've already done by reacting so well, the second is to
pass on the favor to someone else down the road. There are all too few
of us who bother anymore, and judging by the general quality of your
map, you ought to be well up to the task.

You don't have to drop detail, all you have to do is put a kink in
that corridor I was in and your peak should drop to ~12-1300, which is
still high but quite accepatable by today's stnadards.
I will do my best to contribute as much as i can to this site since it really rocks =).

The reason why i havent joined this site until now is because the
community i was hanging on called "www.leveldesign.nu" has gone down
due to lack of sponsors. But hopefully it will be up again some day..

I have to ask you this a bit embarrassing question, since in american
grades i have A in english, what the hell does "kink" mean?
Re: DmCore Posted by Orpheus on Thu Oct 28th 2004 at 6:16pm
Orpheus
13860 posts
Posted 2004-10-28 6:16pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
MisterBister said:
I have to ask you this a bit embarrassing question, since in american grades i have A in english, what the hell does "kink" mean?
bend it around.. make it less straight.
Re: DmCore Posted by Dred_furst on Thu Oct 28th 2004 at 9:41pm
Dred_furst
455 posts
Posted 2004-10-28 9:41pm
455 posts 135 snarkmarks Registered: Sep 3rd 2003 Location: UK
any shots? i wanna see how this is progressing.
Re: DmCore Posted by Tracer Bullet on Thu Oct 28th 2004 at 10:33pm
Tracer Bullet
2271 posts
Posted 2004-10-28 10:33pm
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
Orpheus said:
MisterBister said:
I have to ask you this a bit embarrassing question, since in american grades i have A in english, what the hell does "kink" mean?
bend it around.. make it less straight.
Well, your english is very good but that is sort of an uncommon word. Orph is perfectly correct, but here is a bit more depth on what I'm talking about:

User posted image

The blue arrow illustrates the problem. You have a very long sight-line, practically all the way across the map. In order to fix this you need to change the layout in some way. Obviously that's up to you, but the one I have suggested seems easiest to me. By wrapping that hallway around as I have shown you eliminate the very long line of sight.
Re: DmCore Posted by Cassius on Fri Oct 29th 2004 at 1:05am
Cassius
1989 posts
Posted 2004-10-29 1:05am
Cassius
member
1989 posts 238 snarkmarks Registered: Aug 24th 2001
G.Ballblue said:
You do realise there are maps out there where the r_speeds sore into the 2500's, and there isn't one bit of lag? :razz: If performance isn't affected, I wouldn't screw around with it then :smile:
Truly ridiculous.
Re: DmCore Posted by MisterBister on Fri Oct 29th 2004 at 7:02pm
MisterBister
277 posts
Posted 2004-10-29 7:02pm
277 posts 78 snarkmarks Registered: Oct 17th 2004 Occupation: studying Location: SWEDEN
any shots? i wanna see how this is progressing.
Sorry i dont have had the time today. Ill throw up the pics tomorrow.

Stay tuned :wink: .
Re: DmCore Posted by MisterBister on Sat Oct 30th 2004 at 2:08pm
MisterBister
277 posts
Posted 2004-10-30 2:08pm
277 posts 78 snarkmarks Registered: Oct 17th 2004 Occupation: studying Location: SWEDEN
Finally i had time upload the images to my ftp. Well heres what i have done so far:

Note that the pictures are a bit darker than they really are ingame.

I thought that this room is one of the main areas and therefore making this room better would improve the overall impression of the map pretty much.
So i decided to remove lots of the white lights and strengthen the red lites seen to the right which i think made it look much more scary and not so "black and white" anymore.
User posted image

In this corridor (seen to the left of the pic) I have removed a few lights making the small stair very dark and put some small lights at the sides just to break the darkness a little bit and creating a relly nice atmosphere.
User posted image

Earlier today i had some time to improve the outdoor area. During the gametests i realized that this place was a bit too dark to be able to spot the enemy. So i increased the strength of the small lights and decreased the light_enviroment to create some nice shadows aswell. Im not really done with this part just yet.
User posted image

This room gives me a real headache. The lightning just doesnt want to get right.
I have done some adjustments here and there which made it a little better but im still not happy... Suggestions are very appreciated.
User posted image

Thanks to Tracer bullet who highlighted this problem i chose to make something cool with the holes in the ceiling by removing all the lights around it and putting a strong white light_spot do simulate the light from the hole. This makes it feel a little bit like a lighthouse in the darkness or something like that ^_^. I like the effect pretty much actually and i have done almost the same thing at the other place.
User posted image

Heres another view of the "main" room. On the right you can see the other lightpool i mentioned above. Here you can see a signifiant differnece in the lightning of this area.
Ive removed almost all the lights in this "corridor" and let the lights from the main room light it up instead to make it look more scary and "atmospheric".
User posted image

Finally i have taken a picture of the overview to show you the difference of the lightning compared to what i had before.
User posted image

Other notes:
Because of the removal of so many lights, the compile time has cut down to half (from 1hour and 20 minutes to about 40 minutes). Which is a great thing.
I have also decreased the "bounce" option from 2 to 1 to make more sharp shadows.
Another great thing is that the map looks better than ever before ^_^.
I have uploaded the map to my ftp also so you can download it and take a look at it in its current state.
I have not yet started to fix the r_speeds problem but i have figured out a very simple and clean solution that will not affect the gameplay much at all and doesnt take much time to change either.

Download the map: http://home.no/misterbister/maps/DmCore.ziphttp://home.no/misterbister/maps/dmcore.zip

Comments on the current pictures are very much appreciated.
Re: DmCore Posted by ReNo on Sat Oct 30th 2004 at 5:40pm
ReNo
5457 posts
Posted 2004-10-30 5:40pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
Some of these points may already have been covered and things, but I
didn't pay attention to other posts when I wrote these down.

User posted image

These light fixtures are much too bright for the light level of the
area, looks odd. I suggest losing all (or at least most) of these trim
lights in favour of a trim texture around the whole level. That might
be overkill though, judge for yourself I guess.

User posted image

Watch your texture alignment - nothing major but every little helps :wink:

User posted image

Would be nice to put some blue output light from the screens - just put
a single blue light_spot, angled about -70 toward the floor, and play
around with its settings to make it look like its from the TV screens.

User posted image

If you could be bothered, these are calling out for use of an overlay glow texture due to being so large.

User posted image

HELLOOOOO texture alignment!

User posted image

Considering the number of red lights, this area is distinctively un-red.

User posted image

This stretched light texture on the side looks pretty awkward to me.

User posted image

I like it :smile:

User posted image

Another place that the blue lighting could look cool.

User posted image

Very cool area, nice design.

User posted image

Not keen on this rock texture, but its possibly just been scaled too high.

User posted image

Lose the rock texture on the ground in favour of some sand or something
  • variation is good. Plants look pretty awful sticking out of rock too.
User posted image

Might wanna stick some subtle glow sprites around these light fixtures
as "halos", but don't make them too obvious (or cassius will eat you
for breakfast :wink: ).

User posted image

I recommend you change this texture so that it looks unlit by default,
and goes lit on pressing. Also, you should stop it from moving into the
wall (there is a don't move flag in its properties).

User posted image

I think these inset pipes could look better with a coloured light above
them. The light fixture being hidden by them but the light seeping past
them should look nice.

User posted image

There is some dodgy clipping issue around this piece of architecture, I
got snagged a lot when quite a distance from any brushwork.

All in all its a nice map with an interesting layout and some good
visuals. A little bit repetitive perhaps (most corridors are very
similar, and the texture set is nice but unvaried) but still cool. Good
job, whether you take many of these comments on board or not :smile:
Re: DmCore Posted by ReNo on Sat Oct 30th 2004 at 5:41pm
ReNo
5457 posts
Posted 2004-10-30 5:41pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
Oops, double post.
Re: DmCore Posted by MisterBister on Sun Oct 31st 2004 at 8:57am
MisterBister
277 posts
Posted 2004-10-31 8:57am
277 posts 78 snarkmarks Registered: Oct 17th 2004 Occupation: studying Location: SWEDEN
Watch your texture alignment - nothing major but every little helps :wink:
Fixed
Would be nice to put some blue output light from the screens - just put
a single blue light_spot, angled about -70 toward the floor, and play
around with its settings to make it look like its from the TV screens.
I have concidered using lights from the screens and tested it but i dont think it looks good at all..
Not keen on this rock texture, but its possibly just been scaled too high.
Me neither, if someone have a better rocktexture to use i would be happy if you gave it to me =).
Lose the rock texture on the ground in favour of some sand or something
  • variation is good. Plants look pretty awful sticking out of rock too.
I wanted it to look like this "facility" ,or whatever it is, has been
blown in the rocks with dynamite, thats why i didnt use a sand texture.

Besides, wtf is wrong with plants on rock? There are rockliving plants you know ^_^.
Might wanna stick some subtle glow sprites around these light fixtures
as "halos", but don't make them too obvious (or cassius will eat you
for breakfast :wink: ).
Fixed (and it looks great too =))
I recommend you change this texture so that it looks unlit by default,
and goes lit on pressing. Also, you should stop it from moving into the
wall (there is a don't move flag in its properties).
I wanted it to be lit all the time so noone would miss it since it is a pretty dark area.

I have carved the wall so that the button slides in a little hole into the wall.

If i would let the button stay it would look truly ridicoulus
(spelling?) since the elevator would go straight through the button,
like a ghost elevator or something.
I think these inset pipes could look better with a coloured light above
them. The light fixture being hidden by them but the light seeping past
them should look nice.
Thanks for mentioning it. though i didnt do it as you wanted =). I put
small red lights at the sides of the pipes instead. And it looks great.
There is some dodgy clipping issue around this piece of architecture, I
got snagged a lot when quite a distance from any brushwork.
fixed thanks to ZHLT beta 3, and your help :wink: .

Thanks alot for highlighting some issues and commenting the map. I truly appreciate it.

And by the way.

I have now fixed the r_speeds issue with my "clean" solution, it took
about 5 minutes and it didnt affect the gameplay at all as I said ^_^.

The r_speedspeak is currently around 1200 instead of 1600.

I will present it later on when im able to take some screenies.

Thanks anyway Tracer Bullet for coming up with a solution, youre a really helpful guy and you deserve credits for that :wink: .
Re: DmCore Posted by Tracer Bullet on Mon Nov 1st 2004 at 3:55am
Tracer Bullet
2271 posts
Posted 2004-11-01 3:55am
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
MisterBister said:
User posted image
:clap:

Beautiful. I'll definitely add this to my DM collection when you are finished. Everything is looking really good.
Re: DmCore Posted by MisterBister on Mon Nov 1st 2004 at 10:37am
MisterBister
277 posts
Posted 2004-11-01 10:37am
277 posts 78 snarkmarks Registered: Oct 17th 2004 Occupation: studying Location: SWEDEN
Hi again... The map is closing in to completion and currently im adding small details here and there.

User posted image
Here are the red lights i was talking about, looks pretty good eh?

User posted image
I have made the red lights in this room making more red light.
The reason why it looked very strange before, as reno mentioned, was because i had accidentaly created an entity light there with default settings ^_^.

User posted image
Here are a pic on the blue light from the computer screens. Im not relly sure wether i will keep it like that in the final version. Im not relly sure if the blue fitts in the rest of the theme. Please tell me your opinion =P.

User posted image
If you take a close look i you can see that i have created sprites which creates halos round all the lights. I think it looks pretty good, thanks to ReNo =P.

User posted image
Ah and here is the major difference (which isnt actually that major :wink: ).
I made the Highlighted corridor about 100 units longer to block the players line of sight and therefore decrease the r_speeds in the problematic area down to about 1200.
I didnt want to change the map too much since i was very happy about the current layout and the "window" where you could kill your enemies before even entering the room.
Changing the map after Tracer bullets suggestion would create a too long boring corridor and I didnt want it like that..
But thanks again Tracer for mentioning it. I actually hadnt noticed it before you told me.
Re: DmCore Posted by ReNo on Mon Nov 1st 2004 at 3:08pm
ReNo
5457 posts
Posted 2004-11-01 3:08pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
The red lights look ok but I think they are a bit weak - there is
barely any red light being emitted. Might wanna shove some glows on
those as well :wink:

I say the blue tint on the floor from the screens is good - its too
subtle to clash with any colour schemes you have going but adds a small
bit of a realism. I'm for keeping it, but your call.
Re: DmCore Posted by G.Ballblue on Mon Nov 1st 2004 at 8:58pm
G.Ballblue
1511 posts
Posted 2004-11-01 8:58pm
1511 posts 211 snarkmarks Registered: May 16th 2004 Occupation: Student Location: A secret Nuclear Bunker on Mars
Nice changes :smile: but don't ruin the utreactorecore thingy where the level is overly white lighted. I kinda liked seeing some of the areas with just the straight white light -- gave things a sense of "technology".

:0 and you actually blocked the line of sight thing? That's guts. When I build something, it STAYs like that -- like it or lump it. Very nice job :biggrin: