DM_Hydro

DM_Hydro

Re: DM_Hydro Posted by $loth on Fri Dec 17th 2004 at 12:57pm
$loth
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Posted 2004-12-17 12:57pm
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Ohhhhh, looks very nice. I like the shallow bits of water at the end of the pipes. As you said it needs some area outside the map. The layout seems very good.
Re: DM_Hydro Posted by habboi on Fri Dec 17th 2004 at 1:48pm
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Yes that certainly looks good but i have seen a lot of good maps that will beat your map in the competition so keep trying and im sure you will win!

I would enter but im under age
Re: DM_Hydro Posted by Agent Smith on Fri Dec 17th 2004 at 2:23pm
Agent Smith
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Posted 2004-12-17 2:23pm
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Thanks for the...

...comment, habboi. Extremely constructive.
Re: DM_Hydro Posted by RabidMonkey777 on Fri Dec 17th 2004 at 2:31pm
RabidMonkey777
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Posted 2004-12-17 2:31pm
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Yeah, layout looks like it'll make for some excellent gameplay.

Very tasty.
Re: DM_Hydro Posted by mike-o on Fri Dec 17th 2004 at 6:42pm
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Very nice, i love the design. However, without the 3D skybox, it has a hl1 feel to it. Good job!
Re: DM_Hydro Posted by Aniland on Sat Dec 18th 2004 at 12:10am
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Kudos. 10/10
Re: DM_Hydro Posted by Cassius on Tue Dec 21st 2004 at 1:35am
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The map looks quite nice.

Just something I noticed - why are all the higher-quality HL2DM custom maps set at sunset?
Re: DM_Hydro Posted by ReNo on Tue Dec 21st 2004 at 3:07pm
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Posted 2004-12-21 3:07pm
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I like the updates, good job on the rockwork in particular :) Cass, mine is set a noon, but then its somewhat irrelevant given that the only glimpses of outside are through the odd skylight ;)
Re: DM_Hydro Posted by satchmo on Wed Dec 22nd 2004 at 12:49pm
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Posted 2004-12-22 12:49pm
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Impressive, but the overall feel is very reminescent of a HL2 commercial single-player map. This could be a good thing (on the high caliber of your brushwork) or a bad thing (not the most original concept).

I know the map is too far along to have you change the theme, but perhaps you can add something very original in the map? I can't think of anything right at this moment, but even if I do, you should be the one coming up with ideas (otherwise it wouldn't be original, right?).
Re: DM_Hydro Posted by WatchDog on Sun Jan 2nd 2005 at 2:26pm
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Very nice. I would liek to see some close quarters parts as well. Maybee and underwater enterance to the inside of the dam.
Re: DM_Hydro Posted by Andrei on Sun Jan 9th 2005 at 11:46am
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Posted 2005-01-09 11:46am
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Looks excellent so far. Might i suggest adding a sea 3d skybox?
[edit]
Get rid of the crane on the right (pic #1); i know it's a model, but it looks bad.
Re: DM_Hydro Posted by The_6th_monkey on Sun Jan 9th 2005 at 11:54pm
The_6th_monkey
73 posts
Posted 2005-01-09 11:54pm
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Looks really sweet :)

Needs something at the top of the dam though
Re: DM_Hydro Posted by ReNo on Mon Jan 10th 2005 at 2:05am
ReNo
5457 posts
Posted 2005-01-10 2:05am
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Some really nice work there mate, great job. How does it run though? I'd have thought with all such an open layout, so many polys (by the looks of it anyway), and water to boot, this would be pretty poor in terms of performance. Best of luck in the contest anyway, it sure looks the part!
Re: DM_Hydro Posted by Agent Smith on Mon Jan 10th 2005 at 4:43am
Agent Smith
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Posted 2005-01-10 4:43am
803 posts 449 snarkmarks Registered: Aug 30th 2003 Occupation: Uni Student Location: NSW, Australia
Well here is the map that I've submitted for the Valve HL2: DM
competition, hopefully it'll get there in time. It's still a beta, but
most of the bugs have been removed so its relatively bug free, just
needs some more work.

As some of you have and will notice is that the map is really large.
The fps are pretty good through most of it, but there are some parts
that get a little high, however on my pc the settings are higher than
my video card can handle, so with slightly lowered settings those areas
should go no lower than 40 fps, which is a bit low, but oh well. I'll
continue working on the map, to optimize it as much as possible, I
already have some ideas, so when I release the map publicly it'll run
as well as possible. Due to time constrictions this was all I was able
to do.

Those rooted compile times were the result of somewhat shoddy
construction on my part and also some obvious errors I missed. Once
fixed up it compiled in 2 1/2 hours.

Here are various shots of the "finished" for the competition map.

http://home.graffiti.net/agentsmithbob:graffiti.net/Pics/dm_hydro0019b.jpg

http://home.graffiti.net/agentsmithbob:graffiti.net/Pics/dm_hydro0020b.jpg

http://home.graffiti.net/agentsmithbob:graffiti.net/Pics/dm_hydro0022b.jpg

http://home.graffiti.net/agentsmithbob:graffiti.net/Pics/dm_hydro0023b.jpg

http://home.graffiti.net/agentsmithbob:graffiti.net/Pics/dm_hydro0024b.jpg

http://home.graffiti.net/agentsmithbob:graffiti.net/Pics/dm_hydro0025b.jpg

http://home.graffiti.net/agentsmithbob:graffiti.net/Pics/dm_hydro0026b.jpg

http://home.graffiti.net/agentsmithbob:graffiti.net/Pics/dm_hydro0027b.jpg

http://home.graffiti.net/agentsmithbob:graffiti.net/Pics/dm_hydro0028b.jpg

http://home.graffiti.net/agentsmithbob:graffiti.net/Pics/dm_hydro0029b.jpg

http://home.graffiti.net/agentsmithbob:graffiti.net/Pics/dm_hydro0030b.jpg

http://home.graffiti.net/agentsmithbob:graffiti.net/Pics/dm_hydro0031b.jpg

http://home.graffiti.net/agentsmithbob:graffiti.net/Pics/dm_hydro0032b.jpg

http://home.graffiti.net/agentsmithbob:graffiti.net/Pics/dm_hydro0033b.jpg
Re: DM_Hydro Posted by Cassius on Mon Jan 10th 2005 at 4:48am
Cassius
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Posted 2005-01-10 4:48am
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Have my babies.
Re: DM_Hydro Posted by Yak_Fighter on Mon Jan 10th 2005 at 5:12am
Yak_Fighter
1832 posts
Posted 2005-01-10 5:12am
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I think everybody would appreciate a download link :razz:
Re: DM_Hydro Posted by Agent Smith on Mon Jan 10th 2005 at 5:16am
Agent Smith
803 posts
Posted 2005-01-10 5:16am
803 posts 449 snarkmarks Registered: Aug 30th 2003 Occupation: Uni Student Location: NSW, Australia
I'll be putting up a download link after the deadline. It's not that I
don't trust the people here at the Snarkpit, but it could be possible
for someone to rip off my work or trying and pass it off as their own.
It is merely a precaution... and it also serves well to build suspense
:biggrin: .
Re: DM_Hydro Posted by Tracer Bullet on Mon Jan 10th 2005 at 7:51am
Tracer Bullet
2271 posts
Posted 2005-01-10 7:51am
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
Awesome. Absolutely awesome. Your penchant for wide open landscapes was a handicap (IMO) in HL1 DoD. In this map, they do you proud. I'll say it again. Awesome!
Re: DM_Hydro Posted by Gorbachev on Mon Jan 10th 2005 at 8:30am
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Posted 2005-01-10 8:30am
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I started something very similar, but stopped Christmas break due to
time constraints and not enough free time with school. Glad to see
someone do the theme justice.
Re: DM_Hydro Posted by Agent Smith on Mon Jan 10th 2005 at 8:46am
Agent Smith
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Posted 2005-01-10 8:46am
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Thanks for the compliments guys, I was getting a bit worried there for
a while but the map ended up turning out better than expected. Mind you
its not quite finished, as I need to do further debugging and
optimizing. I also need to get some people to test it over a lan or
something to see how well it plays. It really sucked that Valve didn't
allow for time, as there was a lot of testing I would have liked to
have done.
Re: DM_Hydro Posted by Captain P on Mon Jan 10th 2005 at 9:44am
Captain P
1370 posts
Posted 2005-01-10 9:44am
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This one definitely looks awesome. Also fits with the HL2 environment very well. A map that would make me buy another router (so I can play through Steam). :wink:

Only thing I didn't like was that arch in the 25b screenie. Looked too blocky. I don't know if that's on purpose but I think it's better to make it a smoothed arch.
Re: DM_Hydro Posted by Loco on Mon Jan 10th 2005 at 2:20pm
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I'm really looking forward to the release of this map - great work! Third screenshot looks a little grim/grey, but otherwise, fantastic map.
Re: DM_Hydro Posted by The_6th_monkey on Mon Jan 10th 2005 at 4:07pm
The_6th_monkey
73 posts
Posted 2005-01-10 4:07pm
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Omg from the new pics I gotta wonder what u did to the lighting... it looks to dark but also it looks like the sun has exploded on ther but with very little light but a big yellow mess :P

I hope u improve the lighting lol
Re: DM_Hydro Posted by Forceflow on Mon Jan 10th 2005 at 8:30pm
Forceflow
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Posted 2005-01-10 8:30pm
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This looks really great.
Re: DM_Hydro Posted by Agent Smith on Mon Jan 10th 2005 at 11:44pm
Agent Smith
803 posts
Posted 2005-01-10 11:44pm
803 posts 449 snarkmarks Registered: Aug 30th 2003 Occupation: Uni Student Location: NSW, Australia
It's called sunset monkey. You know, that time when the sun is large but it's angle means that it isn't as bright and its getting dark.

Also the sun is just below the edge of the lower dam, so most of its light is cut off. You can really only see it here, about the highest place in the map, and in a few other high places.
Re: DM_Hydro Posted by ReNo on Wed Jan 12th 2005 at 8:39pm
ReNo
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Posted 2005-01-12 8:39pm
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Ok here is what I noticed in my run through...

User posted image

In two places you have paired up your chargers - personally I think it might be better to have spread them around a little.

User posted image

Flickering texture here, looks like you have some overlapping going on.

User posted image

No texture on these - is that a bug or just how they are?

User posted image

For some reason I was getting pink shadows on all the props in the
level - not sure if you did this on purpose or not, but it looks wierd.

User posted image

This section of pipe in particular is vastly too long, and its not as
if there is a great reward for such a slow and perilous journey either.
I disliked all of these pipes to be hoenst, but this one really has to
be changes in some way IMO.

User posted image

Coming all the way to the top of the map, to find....a shotgun?
Considering it is probably the weakest non-standard issue firearm in
HL2DM, I think its a bit of a slap in the face to get this for working
your way up. Perhaps a super suit charger or something woulda been
better, at the expense of removing one of each of the other chargers?

User posted image

I loved the collapsed road tunnel, very nicely done. These wires looked
a bit odd to me though - a bit too thick perhaps? Also, the wire
connecting the two light fixtures together seems pointless to me since
they are already connected to the conduit thing along the ceiling.

User posted image

I couldn't see any way in there, yet it seems there is a stash of
pickups. Am I missing something or was it just a little oversight?

All in all the map is nice. Visually its great, and it has some
sections that should be fun to play. I think the connectivity is
somewhat flawed, particularly forcing the player to do so much tedious
jumping up huge stair type things. Also, the water section of the map
felt very redundant to me, with the focus of the level very much being
on the structural part as opposed to the really empty and open lake
part. Still a very nice level though, great way to introduce yourself
to the new engine :smile:

EDIT: Come to think of it, it seemed a bit devoid of life. Did you use any sound effects at all? I can't remember noticing them.
Re: DM_Hydro Posted by Orpheus on Wed Jan 12th 2005 at 8:55pm
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Posted 2005-01-12 8:55pm
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This is one of those rare occasions where i am genuinely impressed enough that "Oh my f**king God" doesn't quite seem a strong enough phrase to convey my thoughts about a creation done on a user level. I looked this map over, I saw nothing blatantly screaming "FIX ME". Most of the things I noticed were either small texture misalignments (which were quite numerous) or just plain old opinions. I will post both for illustration purposes, but only as such since its not a real gripe.

So without further delay:

User posted image

I received this error message. I have little clue exactly what it is, but felt i should post it just in case it was overlooked in the creation process. It could very well be only my substandard hardware causing this. I will allow the author to determine exactly what it is, without speculating further.

User posted image

Over-stretched textures bother me almost as much as mis-alignments, so I just had to mention it at least once :biggrin:

User posted image

The vistas and long sight lines of this map had me drooling, and a trifle upset. All they did was drive home just how inadequate my hardware is. In this shot, the use of terrain elevation was used to good effect. It really made it feel complete.

User posted image

The connectivity the pipes added, brought it all together IMO. however I felt that the rewards for descending into them were not in proportion to how hard it was to get back out. I saw nothing in the holes, that couldn't have been obtained easier, elsewhere.

User posted image

The squat-jump of that step area, was IMO not a fair egress option for the holes i mentioned earlier.

User posted image

8 freaking damned frames per second. It seems to drive it home, I really need a bigger machine. :cry:

User posted image

That RPG was the only real reward i saw, I admit I could have missed any others since i was noclipping around at this point.

User posted image

Certain textures just wont align well no matter what you do :sad:

User posted image
User posted image

Vista's galore.. Man did it look nice.

User posted image

So far, this has been the best water texture i have seen used. My biggest complaint about HL2 maps so far has been the jiggly waters. They move with no outward reason why. Water doesn't just move.

User posted image

The crane looked out of place, and not at the same time. Like the auto's, I kept asking, "Why are these here? What purpose did they serve when they functioned?"

User posted image

The auto's, not one of them was up-side-down. How can the be so disabled and be all right side up :smile:

User posted image
User posted image
User posted image
User posted image

All these shots are strictly for vista purposes.. I couldn't get enough of them.

I also noticed sounds used to good effect. IMO, this is the best user made map I have seen thus far, At least of the ones that were this close to complete.

Very nice map. :clap:
Re: DM_Hydro Posted by Agent Smith on Thu Jan 13th 2005 at 12:49am
Agent Smith
803 posts
Posted 2005-01-13 12:49am
803 posts 449 snarkmarks Registered: Aug 30th 2003 Occupation: Uni Student Location: NSW, Australia
Thanks heaps guys. It's funny, most of the problems you pointed out I
myself noticed, but just didn't have time to fix before the deadline.
  • I don't know what the hell the pink shadows were doing, I couldn't seem to get rid of them.
  • The pipes definately need some more work I agree, and the squat jump
bits, on second thought, were not perhaps the best idea, but they can
be fixed with more so they become thin stairs.
  • I don't why the sound didn't work for you Reno, I attempted to use
the new soundscapes in combination with standard ambient generics.
Ideally I would have liked to make custom soundscapes so they blended
better between the areas, but that was about the best I could do with
theirs. They did work on my PC however.
  • There is actually a doorway in the fence near the gas pumps and tank, just left of where you took the screen Reno.
  • The cables just use the standard thickness, and they aren't actully
hooked into the pipes above, they've been hung over the top so as not
to get in the way. Might need a bit of work to more clearly represent
that.
  • There are a number of small texture misalignments I'll admit. With a
map of that size and the limited timespan I couldn't check it quite as
throughly as I would have liked.
  • The weapons were placed in about an hour, and needed a bit more
consideration. I think the idea at the time was to place the weapons in
areas where they are not immediately useful, so once you find a
crossbow in a lower area, you have to get higher up to use it
effectively. I probably placed a few too many bigger weapons (combine
rifle), but I thought it was needed to off set something that is
primarily a long range map.
  • The rock textures pissed me off no end Orph because they looked
stretched. It's my fault really for not doing the rock work as
correctly as it should have been, but again, time constraints.
  • That problem with the brambles prop I also recieved Orph. It seemed
that it was a static prop that had no physics model or collision hull,
which upset the engine a bit. Didn't seem to have a negative effect
though.

Ultimately I think I should have started with a smaller project, but
dammit I've been waiting to large open maps since I first started
mapping. Thanks for the comments guys, I'll do some fixes to the map
before its publicly released.
Re: DM_Hydro Posted by ReNo on Thu Jan 13th 2005 at 1:23am
ReNo
5457 posts
Posted 2005-01-13 1:23am
ReNo
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The sound probably did work, I just didn't remember noticing it at all.
Thats probably a good thing - sounds should really be subtle for the
most part. For the last point, you should just set the prop in
question's collision type to "no collisions" rather than "use
v_physics". Its not a critical error, so its not a big issue, I guess.
Re: DM_Hydro Posted by Orpheus on Thu Jan 13th 2005 at 2:11am
Orpheus
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Posted 2005-01-13 2:11am
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you are quite welcome.. it was a joy to behold.

be good.
Re: DM_Hydro Posted by G.Ballblue on Thu Jan 13th 2005 at 2:19am
G.Ballblue
1511 posts
Posted 2005-01-13 2:19am
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Quite impressive from those screens :smile:

Just something I noticed in Orph's critique though, (I ask due to a lack of any major HL2 mapping) but are model renderings supposed to go that high? (Static prop rendering and Other model rendering) :eek:
Re: DM_Hydro Posted by MJ on Thu Jan 13th 2005 at 2:31am
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one of the better map entrys imho..

good luck!
Re: DM_Hydro Posted by Mouse on Thu Jan 13th 2005 at 3:30am
Mouse
117 posts
Posted 2005-01-13 3:30am
Mouse
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I'll be putting up a download link after the deadline. It's not that I
don't trust the people here at the Snarkpit, but it could be possible
for someone to rip off my work or trying and pass it off as their own.
It is merely a precaution... and it also serves well to build suspense
:biggrin: .
I was thinking about that possibility, so I threw the VMF file on the
CD, also. Map looks real nice, can't wait to download. All
these quality maps that have been released or announced in the last
week are really a step up from some of the earlier maps. The
Valve contest is a great way to step up the quality level.

And yet killbox is still on 20 different servers.
Re: DM_Hydro Posted by Yak_Fighter on Thu Jan 13th 2005 at 4:43am
Yak_Fighter
1832 posts
Posted 2005-01-13 4:43am
1832 posts 742 snarkmarks Registered: Dec 30th 2001 Occupation: College Student/Slacker Location: Indianapolis, IN
I am astounded at how well this map runs. Granted I can get FPS lows of 35 in a couple of areas, but for the sheer size, openness, and detail of the map this is just something else.

I agree with much of what Reno and Orph have said, but I would add that I think there may be too little cover in the waterway area, especially when compared to the ground level of the under-construction area. Although perhaps diversity is a good thing. All the duck jumping and crawling gets very annoying, and really isn't conducive to good DM flow. There were too many long pipes to crawl through in my opinion, especially for the RPG (given that there's one in the waterway in the cargo container that's easily gotten). They are deathtraps, and in a game with more players they will probably be completely avoided, which could hurt the connectivity you're going for. I would try to make the pipes big enough to walk through (except for the RPG one, where it makes sense to have something that dissuades players from constantly going after it). The connectivity is both strong and weak. It's easy enough to get to most areas of the map, but then there are sections like the piping and the topside of the construction area that can become chores to move through. If I were playing in a game I would deliberately want to avoid using certain passages because I would know I would die without any real chance of returning fire. That may be what you're going for though, so its up to you.

I would say this map has sections of utter brilliance (the ground level close to the cliffside), some decent areas (waterway), and some really annoying areas (the whole pipe section). The map is really let down by these weaker sections, but it's impossible to ignore the awesome sections and the gameplay potential they provide.
Re: DM_Hydro Posted by Gorbachev on Thu Jan 13th 2005 at 6:13am
Gorbachev
1569 posts
Posted 2005-01-13 6:13am
1569 posts 264 snarkmarks Registered: Dec 1st 2002 Location: Vancouver, BC, Canada
I got the map to crash. :razz:
I threw a grenade at the pair of barrels near the gas pump, one blew up
towards the water...the other rolled down the hill into a pipe and
didn't explode, it finally went in the tube and the game crashed.

[edit] I'll throw in a few things I found.

For the record, this is my system:<br style="color: gold;">
-Barton 2500+ at 3200+ speeds<br style="color: gold;">
-1GB RAM<br style="color: gold;">
-128MB 9800 Pro<br style="color: gold;">
<br style="color: gold;">
Video Settings in-game:

User posted image

Only this area and angle did this...water's okay here...

User posted image

Step forward a touch, and it fogs up and gets almost flickery.

User posted image

<br style="color: gold;">
Lowest fps I could get in the corner was 36fps. Could be worse, could be better.

User posted image

The cement brush is overlapping a few feet above the pipe there.

User posted image

Perhaps use the bent piece of fence model on the left there to add a bit more connectivity?

User posted image

The decal is getting cut-off here, maybe switch it with a thin one somewhere else, a trade-up.

User posted image

This problem is evident in most places...the
stairs are all repeating the same texture and alignment, mix it up with
slight variations to make it look natural.

User posted image
Re: DM_Hydro Posted by Agent Smith on Thu Jan 13th 2005 at 8:38am
Agent Smith
803 posts
Posted 2005-01-13 8:38am
803 posts 449 snarkmarks Registered: Aug 30th 2003 Occupation: Uni Student Location: NSW, Australia
Thanks guys. Well the good news is that most of those dodgy bits, like
the pipes and things, are easily fixed, so they'll be done for the
public release, along with the fixed up weapon placement to correspond
with the changes. Hopefully that'll make the entire map the same high
standard.

I don't know what was going on with the water Grobachev, but I noticed
it too. It only does it from a few places and only on that water. I'll
look into it, along with the poofy pink shadows :razz: .

Thanks for the helpful comments, with them it shouldn't take too long
to get the map ship shape. If any of you have maps you want me to check
out I'd be more than happy to return the favour.
Re: DM_Hydro Posted by Tracer Bullet on Fri Jan 14th 2005 at 3:28am
Tracer Bullet
2271 posts
Posted 2005-01-14 3:28am
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
Nothing big here since I think everyone has already done a pretty through job.

User posted image

I bet you never though your map could be this ugly! Welcome to my computer.

User posted image

Besides being slow, this is way too long of a sight line for the confined space. I think that even if you make the pipes big enough to run through, you still ought to put an occluding model or something to make these places less exposed.

User posted image

Brush overlap.

I agree with everyone else's assessment. All that duck-jumping and stuff got very annoying. the pink shadows were weird, but I honestly might not have noticed if it hadn't already been pointed out. There really isn't much left to be said.

Good Job!
Re: DM_Hydro Posted by Inflatable on Mon Jan 17th 2005 at 3:54pm
Inflatable
11 posts
Posted 2005-01-17 3:54pm
11 posts 1 snarkmarks Registered: Dec 18th 2004 Location: Netherlands
Map looks awesome.. But I hope the fps-performance is ok aswell..

ETA on release?
Re: DM_Hydro Posted by Inflatable on Mon Jan 17th 2005 at 7:25pm
Inflatable
11 posts
Posted 2005-01-17 7:25pm
11 posts 1 snarkmarks Registered: Dec 18th 2004 Location: Netherlands
Is there a ETA yet for the release of this map?
Re: DM_Hydro Posted by Orpheus on Mon Jan 17th 2005 at 7:32pm
Orpheus
13860 posts
Posted 2005-01-17 7:32pm
Orpheus
member
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<DIV class=quote>
<DIV class=quotetitle>? quoting Inflatable</DIV>
<DIV class=quotetext>Is there a ETA yet for the release of this map?</DIV></DIV>

sometime after valve is done perhaps?
Re: DM_Hydro Posted by Anthony on Tue Jan 18th 2005 at 7:43am
Anthony
37 posts
Posted 2005-01-18 7:43am
Anthony
member
37 posts 4 snarkmarks Registered: Nov 13th 2004 Occupation: Student/Level Designer Location: Australia
Looks VERY nice. Looking forward to the release.
Re: DM_Hydro Posted by Inflatable on Tue Jan 18th 2005 at 6:26pm
Inflatable
11 posts
Posted 2005-01-18 6:26pm
11 posts 1 snarkmarks Registered: Dec 18th 2004 Location: Netherlands
<DIV class=quote>
<DIV class=quotetitle>? quoting Orpheus</DIV>
<DIV class=quotetext>
<DIV class=quote>
<DIV class=quotetitle>? quoting Inflatable</DIV>
<DIV class=quotetext>Is there a ETA yet for the release of this map?</DIV></DIV>

sometime after valve is done perhaps?

</DIV></DIV>
Valve is done with what? What does Valve have to do with this? The contest entry has ended, there is no reason to not release (contest) maps.. Or do we really want to wait another 6 weeks? Because that's the time when Valve announces the winners etc..
Re: DM_Hydro Posted by Nickelplate on Tue Jan 18th 2005 at 9:38pm
Nickelplate
2770 posts
Posted 2005-01-18 9:38pm
2770 posts 346 snarkmarks Registered: Nov 23rd 2004 Occupation: Prince of Pleasure Location: US
THIS map should be named "DM_Splooge" gaahhhhhh... drools
Re: DM_Hydro Posted by Agent Smith on Wed Jan 19th 2005 at 1:30am
Agent Smith
803 posts
Posted 2005-01-19 1:30am
803 posts 449 snarkmarks Registered: Aug 30th 2003 Occupation: Uni Student Location: NSW, Australia
I'm currently in the process of updating and fixing the map for the
beta 2 release. It should be done before the competition results are
announced on the 30th January (less than two weeks from now), but if
it's not you will just have to be patient.

I'm talking to YOU Inflatable.
Re: DM_Hydro Posted by rs6 on Wed Jan 19th 2005 at 2:22am
rs6
640 posts
Posted 2005-01-19 2:22am
rs6
member
640 posts 94 snarkmarks Registered: Dec 31st 2004 Occupation: koledge Location: New Jersey, USA
Have my babies.
no have mine. :lol:

Wow that map looks good.
Re: DM_Hydro Posted by Mikee on Wed Jan 19th 2005 at 7:03pm
Mikee
39 posts
Posted 2005-01-19 7:03pm
Mikee
member
39 posts 4 snarkmarks Registered: Sep 12th 2003
Hey mouse, quit Bogartin' the map download file....LOL!

The deadline was Jan 15th....so it is fine to release maps now. You don't have to wait until Jan 30th. See the rules.

Seriously, I'd love to look at this from a gameplay perspective. How large is the file now which is a factor running it on my larger server? I hate that issue, but for large maps you need to run them on large servers, and if the bsp is too big, the server empties out.

In any case, I can't wait to see this.
Re: DM_Hydro Posted by Mouse on Wed Jan 19th 2005 at 9:51pm
Mouse
117 posts
Posted 2005-01-19 9:51pm
Mouse
member
117 posts 32 snarkmarks Registered: Dec 17th 2004 Occupation: Punk Location: USA
Bogarting? Here's looking at you, kid.

Smith, from the SS's it looks like a few of your graffiti decals are
reversed. Not a huge thing but pretty easily fixable. The
Radius one in particular is something I noticed. Some of them
come out backwards when used as Overlays for whatever reason.
Re: DM_Hydro Posted by Atrocity on Thu Jan 20th 2005 at 1:24pm
Atrocity
221 posts
Posted 2005-01-20 1:24pm
Atrocity
member
221 posts 152 snarkmarks Registered: Sep 1st 2003 Occupation: Level Designer/Student Location: Toronto Ohio
Reminds me a lot of my map dm_powersurge
Re: DM_Hydro Posted by Andrei on Fri Jan 21st 2005 at 8:37am
Andrei
2455 posts
Posted 2005-01-21 8:37am
Andrei
member
2455 posts 1248 snarkmarks Registered: Sep 15th 2003 Location: Bucharest, Romania
One thing is kinda bothering me, though it could be my insanity acting up again; i feel the map is slightly overloaded. Don't know exactly how to say it...oh, that's it: not too many large and open spaces at ground/play level. But this could be a matter of personal tastes...
Re: DM_Hydro Posted by Agent Smith on Fri Jan 21st 2005 at 8:45am
Agent Smith
803 posts
Posted 2005-01-21 8:45am
803 posts 449 snarkmarks Registered: Aug 30th 2003 Occupation: Uni Student Location: NSW, Australia
Wait till you play it andrei before making that comment, you'll be surprised at how much open space there is, and also the actual scale of the map. I'm actually reducing some of the open space as there's too much!