dm_rebar

dm_rebar

Re: dm_rebar Posted by Ferret on Tue Dec 14th 2004 at 9:45am
Ferret
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Posted 2004-12-14 9:45am
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Some images in this post have been automatically down-sized, click on them to view the full sized versions:

User posted image

User posted imageUser posted imageUser posted imageUser posted imageUser posted imageUser posted imageUser posted imageUser posted imageUser posted imageUser posted imageUser posted image
Re: dm_rebar Posted by Yak_Fighter on Tue Dec 14th 2004 at 9:52am
Yak_Fighter
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Posted 2004-12-14 9:52am
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This looks beautiful... where's the f'ing download?
Re: dm_rebar Posted by Tarky on Tue Dec 14th 2004 at 11:01am
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As said on mapcore, very sexy mr ferret. How many players max you want it to have?
Re: dm_rebar Posted by Spartan on Tue Dec 14th 2004 at 11:04am
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Jesus dude you think you could f**k up the boards anymore. Fix this s**t, its not even viewable.
Re: dm_rebar Posted by Yak_Fighter on Tue Dec 14th 2004 at 11:53am
Yak_Fighter
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Posted 2004-12-14 11:53am
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This is the second time somebody's done this, it may be a forums problem...

Anyways, this looks really cool, and I'd love to see it ingame. My only suggestion is to add more phys objects as it looks a little sparse from those screens.
Re: dm_rebar Posted by scary_jeff on Tue Dec 14th 2004 at 12:02pm
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Posted 2004-12-14 12:02pm
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I agree with Yak, looks great but needs a few more objects in there :razz:
Re: dm_rebar Posted by Ferret on Tue Dec 14th 2004 at 12:22pm
Ferret
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Posted 2004-12-14 12:22pm
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there are a ton already, though they are in an orderly position at the
moment. I'm not goint to spam the map with hundreds of physics objects.
They lag servers, hinder player movement, and every noob on the planet
will be doing that.
Re: dm_rebar Posted by scary_jeff on Tue Dec 14th 2004 at 12:56pm
scary_jeff
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Posted 2004-12-14 12:56pm
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I didn't mean to spam the level with objects, but as it is, I can only see 3 barrels and 6 exploding barrels. There is some ground between ruling the gravgun out as a weapon, and filling the level with so many objects the players can't even move!
Re: dm_rebar Posted by Captain P on Tue Dec 14th 2004 at 1:02pm
Captain P
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Posted 2004-12-14 1:02pm
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Uhm, indeed, you may want to edit that post to get it right...

Well, so far this thingie looks nice, promising. Though I think I'd like it more when it was brighter. But perhaps that isn't a problem when seen in-game.
I also think you could do more with height in this map. It kindof reminds me of an old DOS game called Bleus Brothers, the 5th level featured some heigh buildings and cranes. Could be nice to balance over small ridges and jump over swinging I-bars and such to get to a high-powered weapon. Adding some worker elevators and the like... yeah, I think you could use height to great advantage here... so far it looks like you have only 2 floors available.

As for phycics objects... I think there are too few of them. Don't spam it, but don't forget about it too, you know... Nevertheless looks like it'll become a good map. Keep it up!
Re: dm_rebar Posted by Ferret on Tue Dec 14th 2004 at 1:40pm
Ferret
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Posted 2004-12-14 1:40pm
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Some images in this post have been automatically down-sized, click on them to view the full sized versions:

sonic and i had some fun tonight. We decided to prove to you all there
ARE physics objects EVERYWHERE and gathered some and put them in the
cart. However the car proved to be too small so we moved to the truck.
Even the truck couldn't handle the portion of objects we gathered. SO
THERE.

User posted imageUser posted image

and thats about maybe 1/3 or half?
Re: dm_rebar Posted by Yak_Fighter on Tue Dec 14th 2004 at 1:43pm
Yak_Fighter
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Posted 2004-12-14 1:43pm
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Wow, that many? Boy it looks like a lot, I think you may have gone overboard. Think of all the physics spam you can do with 10 barrels and a bunch of breakable skids :razz:
Re: dm_rebar Posted by Captain P on Tue Dec 14th 2004 at 1:54pm
Captain P
1370 posts
Posted 2004-12-14 1:54pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
Ah, that wasn't really visible from the first shots, but hey, I think it's a good amount now. Well spread arount the map then, isn't it? Oh well, playtesting still has some function... :razz:
Re: dm_rebar Posted by Forceflow on Tue Dec 14th 2004 at 3:36pm
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Posted 2004-12-14 3:36pm
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Holy sh*t, that looks great. Just enter the compo with it ...
Re: dm_rebar Posted by MOliver on Tue Dec 14th 2004 at 3:57pm
MOliver
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Posted 2004-12-14 3:57pm
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Yah, this looks pretty good, especially for something like a construction site. I'd like to DL it and give a real critique.
Re: dm_rebar Posted by SWATSiLeNt on Tue Dec 14th 2004 at 5:39pm
SWATSiLeNt
141 posts
Posted 2004-12-14 5:39pm
141 posts 34 snarkmarks Registered: Nov 8th 2003 Location: Missouri
Well i have to admit....you have a good chance of a win if you add more things in to spice it up even more. like in one of the screens, there are pillars with metal rods rusted and such. If you were to turn those a bit and not make it look so repetative that would be great. Good work!
Re: dm_rebar Posted by DudeTor on Tue Dec 14th 2004 at 6:27pm
DudeTor
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Posted 2004-12-14 6:27pm
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Very nice Fettar! I bow to your talent =D
Re: dm_rebar Posted by mike-o on Tue Dec 14th 2004 at 10:12pm
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Posted 2004-12-14 10:12pm
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Ferret! i cant wait to play this thing.
Re: dm_rebar Posted by G.Ballblue on Tue Dec 14th 2004 at 10:48pm
G.Ballblue
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Posted 2004-12-14 10:48pm
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Absouletely l33t looking. :smile:

Not to much to comment on really -- it's all looking real good.

If you can pull through with an easy to memorize, yet unique level structure

(not saying you can't!!) this will be a great map. :smile:

Also, I love the prop stuff in the truck :biggrin:
Re: dm_rebar Posted by DrGlass on Tue Dec 14th 2004 at 11:27pm
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Posted 2004-12-14 11:27pm
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map looks great no problem there.

but about the physic objects, look at it this way. the gravgun is
a wepon like any other, are you sure that no matter where in the map
some one is they will be able to use that wepon? In the picture I
see barrals and wood... you can put ALOT more/diffrent objects in
there. Try adding some pipes or small I-beams. dont forget
that you can turn your brush work into func_physbox and add objects
that way. You dont need to just put random crap every where, but
do go check out a build site, I see them all the time and there is
random crap left everywhere. Wood, bricks, rocks, tools, extra
tires, paint cans, garbage... etc etc.

also dont think you have to limit yourself, read the included info
about hammer. it tells you the suggested max number of all prop
types.
Re: dm_rebar Posted by Ferret on Tue Dec 14th 2004 at 11:38pm
Ferret
427 posts
Posted 2004-12-14 11:38pm
Ferret
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427 posts 478 snarkmarks Registered: Jan 28th 2002 Occupation: Student
I understand the suggested max number of prop types. But
when you play a map and you are getting spammed with objects flying
everywhere it is not fun. I have just the right ammount of well placed
physics objects. And the only way you will not find one easily is if
someone makes it apoint in the game to grab all the objects and hide
them in some corner. The map has already gone through extensive
playtesting and I've found that the number of physics objects is just
right.
Re: dm_rebar Posted by lirbig on Wed Dec 15th 2004 at 12:43am
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Posted 2004-12-15 12:43am
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This map looks great :smile:

I hope most of players will soon forget the damn s**tty mappack released so far.
Re: dm_rebar Posted by Ferret on Wed Dec 15th 2004 at 2:41am
Ferret
427 posts
Posted 2004-12-15 2:41am
Ferret
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DM_Rebar Beta 5 Release
Known issues:
  • Displacement near truck needs sewing
  • Curved stairs texturing is ugly
  • Barrels had been planned to stay stuck on the platform for the RPG
trap, however in the next version you'll be able to pick them up
normaly.
  • Some places need new cubemaps
  • Clipping on the truck needs to be enhanced
  • Sprinting up stairwells causes a bump
  • Crane is slightly off
Download:
http://ferret.hl-nightwatch.net/dm_rebar_b5.zip
Special Thanks to:
Wacko

KidDynamite

SonicDm
Re: dm_rebar Posted by Mor7y on Wed Dec 15th 2004 at 5:50am
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Posted 2004-12-15 5:50am
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Ferret, enter the competition, that was nice :D
Re: dm_rebar Posted by Ferret on Wed Dec 15th 2004 at 9:36am
Ferret
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Posted 2004-12-15 9:36am
Ferret
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Servers cycling the level so far.

24.235.192.28:27015

24.252.41.72:27015
Re: dm_rebar Posted by alba on Wed Dec 15th 2004 at 3:42pm
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Posted 2004-12-15 3:42pm
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Really nice Ferret!

Just this if you haven't noticed it already

http://wampa.tngamer.com/~alba/tmp/dm_rebar_b50000.jpg
Re: dm_rebar Posted by Rosie on Wed Dec 15th 2004 at 4:52pm
Rosie
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Posted 2004-12-15 4:52pm
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Beautiful map.

SunLit Games has 2 custom map HL2DM servers

SunLit Source of Horrors (HL2DM) 67.18.13.94:27115

SunLit Source of Madness (HL2:TeamDM) 67.18.13.94:27125

We would be very happy to add dm_rebar.

The map's readme txt states "not for distribution" but we have autodownload enabled.

Do we need permission your permission to run it? And if so ... may we?
Re: dm_rebar Posted by Cassius on Wed Dec 15th 2004 at 5:28pm
Cassius
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Posted 2004-12-15 5:28pm
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You know why I like this map? It's the first HL2 level I've yet seen that isn't wholly dependant upon props. What's more, it looks awesome. GG Valve map contest.
Re: dm_rebar Posted by Ferret on Wed Dec 15th 2004 at 6:25pm
Ferret
427 posts
Posted 2004-12-15 6:25pm
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Go ahead Rosie, you may put it on. Thanks cassius, finaly someone who see's it my way.
Re: dm_rebar Posted by 7dk2h4md720ih on Wed Dec 15th 2004 at 6:41pm
7dk2h4md720ih
1976 posts
Posted 2004-12-15 6:41pm
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I just had a run around it, and found it exceedingly good. :smile: Are you
going to be putting any ambient sounds in? It's deathly quiet at the
moment. I noticed that a good few of the pipe props are a considerable
distance away from the walls they're supposed to be connected to. Good
luck in the competition. :smile:
Re: dm_rebar Posted by Yak_Fighter on Wed Dec 15th 2004 at 7:13pm
Yak_Fighter
1832 posts
Posted 2004-12-15 7:13pm
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I ran through it yesterday

GOOD:
-Excellent 3d skybox
-Architecture looks good
-Layout is sweet
-It looks very nice

BAD:
-I know it may be hard, but there's got to be some way to add any texture variation
-Some of the ground looks really angular and unnatural. This is mainly around the edges. Not because of sewing but becuase of a lack of smoothness.
-There are not enough throwable props, period. There's like 5 barrels, 6 explosive barrels, a gas tank, a stack of skids, and two paint cans. This level is way too big for that few, and this essentially removes the grav gun as a weapon. If that is your intent then I'm fairly certain you're also intending to not come close to winning the contest.
-I thought you had all the tables with crap spawning on them as static, but I found one or two that were throwable
Re: dm_rebar Posted by Ferret on Wed Dec 15th 2004 at 11:19pm
Ferret
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Posted 2004-12-15 11:19pm
Ferret
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hl2dm.badassgeeks.com:27015

playing there too

Re: dm_rebar Posted by MOliver on Thu Dec 16th 2004 at 6:28am
MOliver
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Posted 2004-12-16 6:28am
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Just a few things I noticed after playing this. The doors feel like they're of an improper size to accomodate the HL2 perspective. They feel too wide and too low for some reason. Also, in the back of the truck outside. You might want to put some clip brushes in the truck bed, so that players don't get stuck. I notice if you get in the corner, you can't jump and you move kind of slow. Some clipping brushes might keep this from happening. The map has a nice feel overall though and looks the best out of all of the maps I've seen released for both DM and CS, so I can't wait to see the final.
Re: dm_rebar Posted by Orpheus on Sat Dec 18th 2004 at 4:41am
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Posted 2004-12-18 4:41am
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master ferret, please put a space between each image code.. the screens are all running together..

i won't even mention that they are a bit large.. just this once.. :heee: but 132k is a touch OTT.

i also must say, you have not lost your touch.. very nice map.
Re: dm_rebar Posted by ReNo on Sat Dec 18th 2004 at 12:24pm
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Firefox shows them all vertically aligned :razz:
Re: dm_rebar Posted by Orpheus on Sat Dec 18th 2004 at 12:27pm
Orpheus
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Posted 2004-12-18 12:27pm
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<DIV class=quote>
<DIV class=quotetitle>? quoting ReNo</DIV>
<DIV class=quotetext>Firefox shows them all vertically aligned :razz:
</DIV></DIV>

so, what you are saying is, putting a space between each code link will not harm your view of the pages..

thanx for pointing that out Duncan.
now, can you please put spaces in the links master ferret?
Re: dm_rebar Posted by habboi on Sat Dec 18th 2004 at 2:30pm
habboi
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Posted 2004-12-18 2:30pm
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The 2 ips do not work for me as they dont seem to appear on the screen once i add them (are you sure there right?)
Re: dm_rebar Posted by haikeebah on Thu Jan 6th 2005 at 8:45am
haikeebah
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Posted 2005-01-06 8:45am
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From the pics, this map looks niiice. download link is "not found" for me tho! I'd realy like to check it out! 8/
Re: dm_rebar Posted by Kasperg on Sun Jan 9th 2005 at 11:18pm
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Posted 2005-01-09 11:18pm
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The map is very good until you check performance with +showbudget or mat_wireframe. I think some computers today arent yet ready to handle so much nice architecture and props...
This is the only downpoint I see, but it might be important if we take a look at the tools VALVe has given us to control polygon visibility (occluders, area_portals, hint brushes...) Otherwise great map!

This is the kind of map I'd like to see winning the comp (after my own submission, of course :wink: )
Re: dm_rebar Posted by Ferret on Mon Jan 10th 2005 at 5:18am
Ferret
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Posted 2005-01-10 5:18am
Ferret
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Beta6 is released @ www.thevon.net There will probably not be another
release of the level unless valve doesn't choose it. Than I'll go
through and add prop_statics for a lot of stuff I couldn't do before.
Re: dm_rebar Posted by Ferret on Mon Jan 10th 2005 at 5:19am
Ferret
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Posted 2005-01-10 5:19am
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If you have any suggestions on where to place occluders, areaportals,
ect be my guest. I've tried it all to no good effect. The map simply is
too open.
Re: dm_rebar Posted by Yak_Fighter on Mon Jan 10th 2005 at 6:42am
Yak_Fighter
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Posted 2005-01-10 6:42am
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Hello Mr. Ferret, this is a very nice map you have here!
Re: dm_rebar Posted by Campaignjunkie on Mon Jan 10th 2005 at 10:15pm
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Looks good Ferret, good luck in the competition! :smile:
Re: dm_rebar Posted by Myrk- on Mon Jan 10th 2005 at 11:44pm
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Jeeze yak, whats with you and sewing? Were you accidently sewn to a wall as a child or something?
Re: dm_rebar Posted by Yak_Fighter on Tue Jan 11th 2005 at 12:01am
Yak_Fighter
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:confused: huh?
Re: dm_rebar Posted by MJ on Wed Jan 12th 2005 at 2:30am
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fix the links
Re: dm_rebar Posted by Crono on Wed Jan 12th 2005 at 2:33am
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Posted 2005-01-12 2:33am
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Go to the "Beta 6" chapter of the thread, you know the place everyone should be posting now ...
Re: dm_rebar Posted by Yak_Fighter on Tue Jan 18th 2005 at 9:46pm
Yak_Fighter
1832 posts
Posted 2005-01-18 9:46pm
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I just got done playing beta6 on a server with 8 people, and let me tell you this is easily the best custom HL2DM map out there right now. It looks great and plays great, and is essentially the map dm_overwatch should have been. I really don't know why you're holding off its release.
Re: dm_rebar Posted by Ferret on Wed Jan 19th 2005 at 3:08am
Ferret
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Posted 2005-01-19 3:08am
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Waiting for results on the contest.
Re: dm_rebar Posted by satchmo on Wed Jan 26th 2005 at 4:11pm
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The website could not be found. I cannot download the map from that link.
Re: dm_rebar Posted by RumaNoV on Tue Mar 8th 2005 at 10:51pm
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Posted 2005-03-08 10:51pm
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Is there going to come a final version of Rebar?

Grtz