Re: dm_np_refinery_b4
Posted by omegaslayer on
Fri Jan 21st 2005 at 9:25pm
2481 posts
595 snarkmarks
Registered:
Jan 16th 2004
Occupation: Sr. DevOPS Engineer
Location: Seattle, WA
Looks good, but I dont know why we would want to see the beta 4 at all, why didnt you just wait and release the final version.
Re: dm_np_refinery_b4
Posted by Leperous on
Sat Jan 22nd 2005 at 12:27am
Posted
2005-01-22 12:27am
Leperous
Creator of SnarkPit!
member
3382 posts
1635 snarkmarks
Registered:
Aug 21st 2001
Occupation: Lazy student
Location: UK
I like this level, good job! :smile: My only criticisms are that the rocks that border the map look too flat (and with noclip, it appears that they are), so fix that, and maaaybbbeee there are some layout problems- your interiors would be great to fight in, but I'm worries that they won't see much action in an actual game...
Re: dm_np_refinery_b4
Posted by Guerilla on
Sat Jan 22nd 2005 at 3:57am
9 posts
31 snarkmarks
Registered:
Jan 14th 2005
Occupation: none
Location: USA
Hard to suggest anything, the map is perfect heh good job man
Re: dm_np_refinery_b4
Posted by keved on
Sat Jan 22nd 2005 at 11:10am
Posted
2005-01-22 11:10am
252 posts
515 snarkmarks
Registered:
Jan 21st 2005
Occupation: Games designer, Rockstar Leeds
Location: Leeds, UK
Thanks.
Actually, you're right in thinking the interiors wouldn't get as much action as they could. I've had comments to this effect and will be removing a battery & health pack from the yards, adding some to the interiors, and also adding slam & stunsticks to the interiors when Valve make them available.
About the displacements in the 3D skybox, yeah I know what you mean. I think it's more to do with the strength of my sun - it's washing out a number of textures which are light in tone. I'll look into compiling with a number of different sun colours.
Re: dm_np_refinery_b4
Posted by dabait on
Sun Jan 23rd 2005 at 5:33am
15 posts
2 snarkmarks
Registered:
Dec 28th 2004
Very nicely done, and I agree with your remarks as to how the towers really dominate the map. Moving the crossbow off will help considerably.
It got very positive remarks when I ran it on my server (5-player limit). It felt well constructed, movement was natural, and it makes good use of vertical.
There were a few dead-ends, but they weren't far off the path... it didn't really detract from the gameplay, especially once you've become familiar with it. If possible, I'd really like to see the outdoor area expanded, especially since the players almost always gravitate there.
Very nice!
Re: dm_np_refinery_b4
Posted by Yak_Fighter on
Sun Jan 23rd 2005 at 7:45pm
1832 posts
742 snarkmarks
Registered:
Dec 30th 2001
Occupation: College Student/Slacker
Location: Indianapolis, IN
I just played this map last night, and I thought it was pretty good. I really liked the outside sections, but I felt the interior was a little too maze-like and some of the halls were really plain. It was pretty fun to play though.
I was going to make a comment about how the outside looks suspiciously like Leadworks, but then I found out you're Gustavo... :razz:
Re: dm_np_refinery_b4
Posted by keved on
Sun Jan 23rd 2005 at 9:05pm
252 posts
515 snarkmarks
Registered:
Jan 21st 2005
Occupation: Games designer, Rockstar Leeds
Location: Leeds, UK
Re: the interiors - yep totally fair point. When Valve contact the 'potential winners' on Jan 30th and I'm not among them I'll do something about that. Making the interiors (mainly the corridors) more interesting should help make it seem less maze-like. With being in the UK I posted it to Valve at New Year to make sure it got there, and because I only actually bought HL2 in the second week in December, it was created in 3 weeks.
Re: the sun, yeah it is currently very strong and as I said earlier on in the thread is washing out the textures which have a light tone. I'm toying with a few different values atm.
Second highest snarkmark eh? I finished second in the egg n spoon race eons ago at my school, second in the HL1 Valve/PHL contest...Always a bridesmaid.
Orph, getting running, I'll give you a headstart, old timer. :smile:
Re: dm_np_refinery_b4
Posted by Myrk- on
Mon Jan 24th 2005 at 1:41am
Myrk-
member
2299 posts
604 snarkmarks
Registered:
Feb 12th 2002
Occupation: CAD & Graphics Technician
Location: Plymouth, UK
As much as I liked the interiors, I think the map would do better with 2 exteriors connected via 1 interior between... It was a bit big for DM play tbh.
Re: dm_np_refinery_b4
Posted by ReNo on
Mon Jan 24th 2005 at 9:53pm
ReNo
member
5457 posts
1991 snarkmarks
Registered:
Aug 22nd 2001
Occupation: Level Designer
Location: Scotland
Certainly one of the best maps I've come across in HL2DM so far, but I
do think there is room for improvement. For example, there are a few
places that connectivity could be improved - some of the lower floors
in the interior sections for example have only one main exit and a
ladder, which to me doesn't feel like enough. Its also a little simple
in places architecurally, but on the whole the map looks enough nice
despite this and, as it means it runs very nicely, I think its
acceptable. The opened doors you have dotted around do add to the
visuals but in places I felt they were a bit too closed and meant the
gap to go through was a bit too tight, so I'd recommend widening a few
of them up to stop players getting snagged.
All in all great job though, hope you do well in the contest as this is
one of the maps that seems like it should play really well. If not,
well then it could play even better with a little more work :smile:
Re: dm_np_refinery_b4
Posted by bruce campbell on
Tue Jan 25th 2005 at 7:55pm
1 post
0 snarkmarks
Registered:
Jan 25th 2005
Occupation: sales manager
Location: uk
Hey gustavo! god man i remember you, you are an old wireplay hack arent you? nice to see your still around - look out for me on the friends of wireplay server. peace dude and your map is awesome really well done
thanks
Re: dm_np_refinery_b4
Posted by viper5k on
Mon Jan 31st 2005 at 10:28am
Posted
2005-01-31 10:28am
29 posts
3 snarkmarks
Registered:
Jan 17th 2005
3rd picture best good job
Re: dm_np_refinery_b4
Posted by Orpheus on
Thu Feb 24th 2005 at 3:43pm
Orpheus
member
13860 posts
2024 snarkmarks
Registered:
Aug 26th 2001
Occupation: Long Haul Trucking
Location: Long Oklahoma - USA
Son and I just fragged this thing.. I love it. I think this one beats the Riot map hands down, but could only be because its true HLDM..
my only complaint. i snagged/clipped on so many places it was annoying in its frequency.
the suit chargers were in narrow places and upon turning i snagged. also a few hall/doorways.
overall, i loved it and kept enjoying it cause with each minute i found a place i had yet unseen.. this map is vast.
nice one bud.
Re: dm_np_refinery_b4
Posted by keved on
Thu Feb 24th 2005 at 4:05pm
252 posts
515 snarkmarks
Registered:
Jan 21st 2005
Occupation: Games designer, Rockstar Leeds
Location: Leeds, UK
Thanks, glad you like it. I'll add some more player clips - there are some areas I've been meaning to add player clips to but just haven't got around to it.
Re: dm_np_refinery_b4
Posted by Varsity on
Wed Mar 2nd 2005 at 4:59pm
Varsity
member
46 posts
15 snarkmarks
Registered:
Mar 1st 2005
Location: England
I think this is a great map, but you already know that. :razz: Just hurry up and release final!
Re: dm_np_refinery_b4
Posted by keved on
Sat Mar 5th 2005 at 8:16pm
252 posts
515 snarkmarks
Registered:
Jan 21st 2005
Occupation: Games designer, Rockstar Leeds
Location: Leeds, UK
Final version is now available. I've updated the download link to the final dm_np_refinery.zip file.
Re: dm_np_refinery_b4
Posted by onniguru on
Sun Mar 6th 2005 at 10:09pm
Posted
2005-03-06 10:09pm
43 posts
4 snarkmarks
Registered:
Jan 13th 2005
Occupation: I double as pavement
Location: United States
I like the lighting in these shots. I seem to be lighting challenged, myself :/
I'll put up an actual rating once I've run through it a few times...
Re: dm_np_refinery_b4
Posted by Akooma on
Tue Mar 8th 2005 at 6:32pm
1 post
0 snarkmarks
Registered:
Mar 8th 2005
Occupation: Robotics Developer
Location: United States
I love what you've done with the weapons on the sky bridge. That was my only beef with B4. For some reason it broke up game play being at the ends.
The map was polished gfx wise in B4. Now they look unbelievable. I'm going to add it to the rotation.
Thanks,
Akooma
Re: dm_np_refinery_b4
Posted by rustbucket on
Thu Mar 10th 2005 at 7:16pm
6 posts
21 snarkmarks
Registered:
Mar 6th 2005
Occupation: web developer
Location: usa
This is a lovely map. Great lighting, nice colors that don't clash. Big rooms with plenty of room to circle strafe and of course, those towers. It's just human nature to want to get up there and shoot people. (map makers take note of that fact)
Right now it's my fav 3rd party map.
7 posts
1 snarkmarks
Registered:
Mar 10th 2005
Occupation: ?-=crazy_student=-?
Location: South africa
This is a amazing map, ill never get bored, its colourful, the lighting is awesome. keep making cool maps like this. NP Refinery. EYE pleasing. ehehheeheheheheh