Re: dm_district 33
Posted by Dark|Killer on
Sun Jan 16th 2005 at 8:20am
758 posts
225 snarkmarks
Registered:
Dec 22nd 2004
Occupation: Student
Location: Dubai (Middle East)
Not bad, i really like it from the images lol, i will be able to play it after i get back home, becuase im in a net cafe..and cant play it there :heee:
Cya, and good luck :smile:
Re: dm_district 33
Posted by Gorbachev on
Sun Jan 16th 2005 at 10:29am
Posted
2005-01-16 10:29am
1569 posts
264 snarkmarks
Registered:
Dec 1st 2002
Location: Vancouver, BC, Canada
While the camera angles ham it up a bit, it looks very populated and
real. For the most part it doesn't look like a bunch of props placed
for the sake of it. I'll have to check this out.
Re: dm_district 33
Posted by Junkyard God on
Sun Jan 16th 2005 at 10:39am
Posted
2005-01-16 10:39am
654 posts
81 snarkmarks
Registered:
Oct 27th 2004
Occupation: Stoner/mucisian/level design
Location: The Nether Regions
Wow that looks class, it's a shame you can't submit to the contest anymore , you would have had a good chance i think :), it beats the crap outa all the other maps i've seen (avalon etc.)
Re: dm_district 33
Posted by JacK on
Sun Jan 16th 2005 at 12:02pm
Posted
2005-01-16 12:02pm
6 posts
1 snarkmarks
Registered:
Dec 5th 2004
Location: Norway
Best custommap I've EVER seen in HL2!
Re: dm_district 33
Posted by Myrk- on
Sun Jan 16th 2005 at 12:17pm
Posted
2005-01-16 12:17pm
Myrk-
member
2299 posts
604 snarkmarks
Registered:
Feb 12th 2002
Occupation: CAD & Graphics Technician
Location: Plymouth, UK
If I ever get the Steam ports unblocked then I'll play this straight away! Looks fantastic- though the insides look quite a lot less detailed, especially you're sewer- could do with some nice sprites on the lights or some grates in the road letting light in.
Re: dm_district 33
Posted by Inflatable on
Sun Jan 16th 2005 at 1:37pm
11 posts
1 snarkmarks
Registered:
Dec 18th 2004
Location: Netherlands
Looks awesome!!!
Need fps optimasations though.. My fps drops below 25 in some area's walking arround on my own..
Re: dm_district 33
Posted by habboi on
Sun Jan 16th 2005 at 2:15pm
habboi
The Spammer of Snarkpit
member
782 posts
178 snarkmarks
Registered:
Dec 11th 2004
Location: United Kingdom
It looks great and if i was in an experiment then i could'nt tell the difference between a real city and a game city!
Re: dm_district 33
Posted by ultranew_b on
Sun Jan 16th 2005 at 2:16pm
9 posts
11 snarkmarks
Registered:
Jan 16th 2005
Location: Canada
FPS is not as good as I would like it to be unfortunatly. I did utilize occluders, hint brushes,model fade and detail brushes. This is my first map with hammer, so it was a learning experience. So if anyone has some suggestions to seriously boost performance, I'm all ears. :smile:
Re: dm_district 33
Posted by ReNo on
Sun Jan 16th 2005 at 3:52pm
ReNo
member
5457 posts
1991 snarkmarks
Registered:
Aug 22nd 2001
Occupation: Level Designer
Location: Scotland
Looks awesome judging by the screenshots, and for your first map with
hammer this is an exceptional piece of work. What other editors are you
experienced in, out of curiousity?
Re: dm_district 33
Posted by ultranew_b on
Sun Jan 16th 2005 at 4:04pm
9 posts
11 snarkmarks
Registered:
Jan 16th 2005
Location: Canada
I mapped with the Unreal engine extensively. I have made maps for Strike Force 2004 and UnWheel (a driving mod for UT2004). So the transition to hammer was very easy for me. I really enjoy working with hammer, cause the lighting is so superior to Unreal, imo, but I still think Unreal Ed 3 is the most superior editor. RT lighting being the biggest perk. :smile:
Re: dm_district 33
Posted by ReNo on
Sun Jan 16th 2005 at 4:06pm
ReNo
member
5457 posts
1991 snarkmarks
Registered:
Aug 22nd 2001
Occupation: Level Designer
Location: Scotland
Everyone seems to like their first / main editor the best - you won't
find too many UnrealEd fans around these parts :smile: I didn't notice any
mention of this being for the contest - did you enter it?
Re: dm_district 33
Posted by DrGlass on
Sun Jan 16th 2005 at 5:57pm
DrGlass
member
1825 posts
632 snarkmarks
Registered:
Dec 12th 2004
Occupation: 2D/3D digital artist
Location: USA
looks good, I'm going to fire it up now and take a look.
[edit] d/l dosnt' seem to be working for me.
Re: dm_district 33
Posted by ReNo on
Sun Jan 16th 2005 at 6:15pm
ReNo
member
5457 posts
1991 snarkmarks
Registered:
Aug 22nd 2001
Occupation: Level Designer
Location: Scotland
Likewise, but I'm not sure if thats a surprise which such an extraordinarily long URL :razz:
Re: dm_district 33
Posted by Cassius on
Sun Jan 16th 2005 at 6:59pm
Cassius
member
1989 posts
238 snarkmarks
Registered:
Aug 24th 2001
This map owns. I also like your screenshot style, it kinds of adds to the theme in a way.
Re: dm_district 33
Posted by G.Ballblue on
Sun Jan 16th 2005 at 10:09pm
Posted
2005-01-16 10:09pm
1511 posts
211 snarkmarks
Registered:
May 16th 2004
Occupation: Student
Location: A secret Nuclear Bunker on Mars
G'ah! The city quality of this belongs in a swat game, like Rainbow Six 3 or something!
It looks spectacular for a city map :smile:
Re: dm_district 33
Posted by hambeater on
Mon Jan 17th 2005 at 10:45am
Posted
2005-01-17 10:45am
2 posts
0 snarkmarks
Registered:
Jan 6th 2005
First thing, if the Source engine were just designed for artistic creation, your map would be one of the best works of art I've ever seen. It is really quite well done. The thing is, HL2DM maps are for deathmatch, and your map has no guns! Just like a lot of other maps released on this site, if people played your map it would just turn into a SMG and gravgun brawl which gets old fast. A more signifigant error in your map, however, and I believe you must already know this, is the fact that you only have one spawn point. I did this too in my map I submitted to the contest because I put down info_player_start where I needed info_player_deathmatch, maybe that was your mistake too? Anyway if you fix the spawn problem and put in some more guns, your map would really kick ass. Good job.
Re: dm_district 33
Posted by hambeater on
Mon Jan 17th 2005 at 10:48am
Posted
2005-01-17 10:48am
2 posts
0 snarkmarks
Registered:
Jan 6th 2005
Have you tried to actually test it with people yet? I think you only
have one spawn point, which needless to say is a problem. Oh and
ReNo, have you ever actually used UnrealEd? It rocks Hammer into
the stone age, which is about when Hammer was developed...
Re: dm_district 33
Posted by viper5k on
Mon Jan 17th 2005 at 10:18pm
Posted
2005-01-17 10:18pm
29 posts
3 snarkmarks
Registered:
Jan 17th 2005
Damn dude good job.Lol for a second i thought it wasnt a game cause it looked so good Very nice job
Re: dm_district 33
Posted by Yak_Fighter on
Tue Jan 18th 2005 at 3:39am
1832 posts
742 snarkmarks
Registered:
Dec 30th 2001
Occupation: College Student/Slacker
Location: Indianapolis, IN
Ignoring the low FPS, the single DM spawnpoint, and the (seemingly) nonexistent weapon placement, you've still got a bunch of connectivity and layout problems. It looks really cool, but as a DM map it really doesn't work. You've got a bunch of wide open streets with little to no cover, a bunch of dead ends on the roofs (unless you just swan dive off the top), and a ton of ladders everywhere. The map is too expansive and open for a good game, especially given the slow movement speeds and ease of death in HL2DM.
You've got the right ideas (multiple levels, a combination of close combat and open areas) and the obvious ability to make complex and sweet looking areas, so I'm certain you're next maps will be knockouts. Until then...
As an aside, I am stunned by the number of really good looking contest maps that have little-to-zero gameplay. Each contest map I've downloaded except island17 and rebar has failed the most important aspect of mapping, and it's rather stunning that people would put so much effort into creating an architecturally beautiful map with all the bells and whistles when the basic layout would never work as a good map.
Re: dm_district 33
Posted by ultranew_b on
Tue Jan 18th 2005 at 4:37am
9 posts
11 snarkmarks
Registered:
Jan 16th 2005
Location: Canada
This is a classic case of lack of beta testing. All these problems you mentioned can be fixed. Unfortunatly, I had no way to test this level due to time constraints. This is literally (beta 1) your playing. :smile: I hate when ppl label maps with b1...b2, etc. When i update the level, all you have to do is simply overwrite the old level.
:smile:
Re: dm_district 33
Posted by Dred_furst on
Wed Mar 9th 2005 at 6:26pm
455 posts
135 snarkmarks
Registered:
Sep 3rd 2003
Location: UK
Just like to add, this map managed to get in the UK's top5 PC gamer
maps and was included on the march 2005 DVD edition, nice work man! i
gotta play this yet though!
Re: dm_district 33
Posted by LilTortillaBoy on
Sat Mar 12th 2005 at 2:24am
15 posts
12 snarkmarks
Registered:
Feb 14th 2005
Location: USA
Awesome map man, very pretty! The only thing that I saw that looked
very strange is the buildings in the background of pic 1. If you go up
to the fence and look at the buildings they look very strange. This is
probably because these were not meant to be seen up close and meant to
be used as filler for scenery. OH and one more thing, when you are
using grav gun you can pull street sign polls out of the ground but the
sign itself will be left floating in the air. You should change the
cars in here to prop_physics_multiplayer so you can shoot em around,
and maybe take out that car that you can pick up and throw with the
grav gun. Not sure about that though, its kinda cool to be able to just
whip a car around like that :smile: I pray to see this on some god damn
servers soon. What kinda world do we live in where killbox is on more
then 10 servers. That gay map shouldnt even be on 1 server. Keep up the
great work man!