dm_np_refinery_b4

dm_np_refinery_b4

Re: dm_np_refinery_b4 Posted by keved on Fri Jan 21st 2005 at 7:27pm
keved
252 posts
Posted 2005-01-21 7:27pm
keved
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252 posts 515 snarkmarks Registered: Jan 21st 2005 Occupation: Games designer, Rockstar Leeds Location: Leeds, UK
Hi guys, here is my entry for the Valve HL2DM competition, NP Refinery.

http://www.snarkpit.com/maps.php?map=1654

Pics here (different from the 3 pics I've uploaded to Snark Pit for the level):

http://www.keved.com/dm_np_refinery_04.jpg

http://www.keved.com/dm_np_refinery_05.jpg

http://www.keved.com/dm_np_refinery_06.jpg

Comments and suggestions are welcome. Thanks.
Re: dm_np_refinery_b4 Posted by omegaslayer on Fri Jan 21st 2005 at 9:25pm
omegaslayer
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Posted 2005-01-21 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
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Posted 2005-01-22 12:27am
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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
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Posted 2005-01-22 3:57am
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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
keved
252 posts
Posted 2005-01-22 11:10am
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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
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Posted 2005-01-23 5:33am
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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
Yak_Fighter
1832 posts
Posted 2005-01-23 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 Cassius on Sun Jan 23rd 2005 at 8:04pm
Cassius
1989 posts
Posted 2005-01-23 8:04pm
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Gustavo?! Heh, you registered two days ago and have 8000 Snarkmarks already :lol:

/me bows

I agree with Yak and Lep - the interior does look a little plain in terms of structure: the walls are a perfect box. Also, the pinkness of the sun is a bit over the top.
Re: dm_np_refinery_b4 Posted by Orpheus on Sun Jan 23rd 2005 at 8:13pm
Orpheus
13860 posts
Posted 2005-01-23 8:13pm
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
<DIV class=quote>
<DIV class=quotetitle>? quoting Cassius</DIV>
<DIV class=quotetext>Gustavo?!

/me bows

</DIV></DIV>

here 2 days, has the second highest snarkmark score.. :eek:

looked at your credits lists..you mis-spelled my name in a few of them :razz:
/runs
Re: dm_np_refinery_b4 Posted by keved on Sun Jan 23rd 2005 at 9:05pm
keved
252 posts
Posted 2005-01-23 9:05pm
keved
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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 Orpheus on Sun Jan 23rd 2005 at 9:12pm
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Posted 2005-01-23 9:12pm
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
<DIV class=quote>
<DIV class=quotetitle>? quoting keved</DIV>
<DIV class=quotetext>
Orph, getting running, I'll give you a headstart, old timer. :smile:

</DIV></DIV>

LOL, its so nice to see a familiar face. have i mentioned that i am glad you are here?

we, are going to have such fun.

runs away giggling like a school girl

trips like a girl
looks around to see if anyone noticed like a boy
Re: dm_np_refinery_b4 Posted by Myrk- on Mon Jan 24th 2005 at 1:41am
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Posted 2005-01-24 1:41am
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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 Dietz on Mon Jan 24th 2005 at 6:05pm
Dietz
101 posts
Posted 2005-01-24 6:05pm
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Wow, Gustavo returns! I haven't heard from you in a very long time, Kevin. Hit me up sometime on my new email if you need any help with anything :smile: clintdietz@txstate.edu
Re: dm_np_refinery_b4 Posted by ReNo on Mon Jan 24th 2005 at 9:53pm
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Posted 2005-01-24 9:53pm
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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 keved on Tue Jan 25th 2005 at 10:12am
keved
252 posts
Posted 2005-01-25 10:12am
keved
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252 posts 515 snarkmarks Registered: Jan 21st 2005 Occupation: Games designer, Rockstar Leeds Location: Leeds, UK
Thanks for the input guys. I've now got this list of issues of my next hit-list...
  • Change light_env values.
  • Make the corridors more visually interesting.
  • Open all the doors a bit more.
  • Add another route to the bottom of each of the two main interior rooms.
Re: dm_np_refinery_b4 Posted by bruce campbell on Tue Jan 25th 2005 at 7:55pm
Posted 2005-01-25 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
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Posted 2005-01-31 10:28am
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3rd picture best good job
Re: dm_np_refinery_b4 Posted by Orpheus on Thu Feb 24th 2005 at 3:43pm
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Posted 2005-02-24 3:43pm
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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
keved
252 posts
Posted 2005-02-24 4:05pm
keved
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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
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Posted 2005-03-02 4:59pm
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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 10:04am
keved
252 posts
Posted 2005-03-05 10:04am
keved
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252 posts 515 snarkmarks Registered: Jan 21st 2005 Occupation: Games designer, Rockstar Leeds Location: Leeds, UK
<DIV class=quote>
<DIV class=quotetitle>? quoting Varsity</DIV>
<DIV class=quotetext>Just hurry up and release final!
</DIV></DIV>
I've done the final compile, but my website ftp space (or email for that matter) is no longer available. The company I pay to host my website etc have decided to bill me the yearly subscription but not actually continued my website and email! I'm waiting to hear of their response.
Re: dm_np_refinery_b4 Posted by keved on Sat Mar 5th 2005 at 8:16pm
keved
252 posts
Posted 2005-03-05 8:16pm
keved
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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
onniguru
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Posted 2005-03-06 10:09pm
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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
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Posted 2005-03-08 6:32pm
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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
rustbucket
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Posted 2005-03-10 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.
Re: dm_np_refinery_b4 Posted by the 1 the only 2 on Fri Mar 11th 2005 at 6:42pm
Posted 2005-03-11 6:42pm
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