dm_viocrow_beta1

dm_viocrow_beta1

Re: dm_viocrow_beta1 Posted by Vio on Mon Mar 7th 2005 at 2:29am
Vio
9 posts
Posted 2005-03-07 2:29am
Vio
member
9 posts 21 snarkmarks Registered: Mar 7th 2005 Occupation: code monkey Location: UK
hi all,

As an intro to the HL2 mapping scene, here's a small fun DM map using
just the new melee weapons (crowbar/stunstick) + SLAMs. Supports team
DM mode with separate spawn areas for rebels & combine.
Architecture is basic for now, would please like some feedback on
whether the concept works or not first :smile: Uses a trigger_weapon_strip /
game_player_equip to equip the player and get rid of the smg etc.
Re: dm_viocrow_beta1 Posted by French Toast on Mon Mar 7th 2005 at 3:00am
French Toast
3043 posts
Posted 2005-03-07 3:00am
3043 posts 304 snarkmarks Registered: Jan 16th 2005 Occupation: Kicking Ass Location: Canada
I have no experience evaluating maps, but from the screenshots the basic archtecture looks good. However, it looks like the textures are stretched in some places, and some of the textures just don't fit. I don't know, wait for someone else. I don't play DM escept on the s-pit server.

Clean it up a little and it would be good.
Re: dm_viocrow_beta1 Posted by rs6 on Mon Mar 7th 2005 at 3:12am
rs6
640 posts
Posted 2005-03-07 3:12am
rs6
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640 posts 94 snarkmarks Registered: Dec 31st 2004 Occupation: koledge Location: New Jersey, USA
lighting????

Try an env_light with the settings for color "230 230 200" and the brightness you can play aroudn with, not too bright though. Also compiling VIS and RAD are needed.

Overall nice work besides the lighting, most people have trouble with lighting at first so don't be discouraged.
Re: dm_viocrow_beta1 Posted by satchmo on Mon Mar 7th 2005 at 4:08am
satchmo
2077 posts
Posted 2005-03-07 4:08am
satchmo
member
2077 posts 1809 snarkmarks Registered: Nov 24th 2004 Occupation: pediatrician Location: Los Angeles, U.S.
I believe he did compile with VIS and RAD, except that
light_environment is so bright that I could've sworn I was looking at a
full-bright map from the first screenshot. Set the brightness
between 150 and 200 to start with, and adjust as necessary.
Re: dm_viocrow_beta1 Posted by Dan on Mon Mar 7th 2005 at 6:26am
Dan
17 posts
Posted 2005-03-07 6:26am
Dan
member
17 posts 262 snarkmarks Registered: Jan 16th 2005
Oh what happened to your light? It's all white.

:shocked:
Re: dm_viocrow_beta1 Posted by Trapt on Mon Mar 7th 2005 at 6:42am
Trapt
99 posts
Posted 2005-03-07 6:42am
Trapt
member
99 posts 300 snarkmarks Registered: Oct 15th 2004 Location: Melbourne, Australia
Yeah, very unnatural lighting. Try a more yellowy/orangy colour. ATM it's just making everything look really bland.
Re: dm_viocrow_beta1 Posted by Varsity on Mon Mar 7th 2005 at 9:07am
Varsity
46 posts
Posted 2005-03-07 9:07am
Varsity
member
46 posts 15 snarkmarks Registered: Mar 1st 2005 Location: England
The concept is bad. There isn't much fun to be had with just the three
weapons past the novelty value. The map itslef is also understandably
poor, but you use good techniques (nodrawing surfaces) and have started
to get some details into the brushes. I think you are on the right
track. :smile:
Re: dm_viocrow_beta1 Posted by Trapt on Tue Mar 8th 2005 at 4:58am
Trapt
99 posts
Posted 2005-03-08 4:58am
Trapt
member
99 posts 300 snarkmarks Registered: Oct 15th 2004 Location: Melbourne, Australia
I wouldn't go so far to call it a bad map: I'd really like to see what it looks like with a nicely coloured environment.
Re: dm_viocrow_beta1 Posted by Vio on Tue Mar 8th 2005 at 8:48am
Vio
9 posts
Posted 2005-03-08 8:48am
Vio
member
9 posts 21 snarkmarks Registered: Mar 7th 2005 Occupation: code monkey Location: UK
Thanks for the comments peeps. Yeah, not done much with the lighting. I
am using a light_env but its on 255 at the moment :smile: I've just done a
compile with an orangy colour to suit the rustiness of the map and
dropped it down to about 20 to let me put some lighting in to more suit
the dusk skybox I've used. I will upload a new version after work 2nite
:smile:
Re: dm_viocrow_beta1 Posted by Trapt on Tue Mar 8th 2005 at 9:35am
Trapt
99 posts
Posted 2005-03-08 9:35am
Trapt
member
99 posts 300 snarkmarks Registered: Oct 15th 2004 Location: Melbourne, Australia
Good to see you taking our comments on board. :smile:

I look forward to the new version.
Re: dm_viocrow_beta1 Posted by Vio on Wed Mar 9th 2005 at 1:39am
Vio
9 posts
Posted 2005-03-09 1:39am
Vio
member
9 posts 21 snarkmarks Registered: Mar 7th 2005 Occupation: code monkey Location: UK
OK we are on to beta2 :smile: The white-on-white should be a thing of the
past, I've removed the startup SLAMs (I can see the chaos this would
cause on hindsight) + added some more light sources and decals etc. to
tart it up a bit.

I'd like to add more 'Z' but the weapon spawn trigger is making it tricky :sad:
Re: dm_viocrow_beta1 Posted by satchmo on Wed Mar 9th 2005 at 3:11am
satchmo
2077 posts
Posted 2005-03-09 3:11am
satchmo
member
2077 posts 1809 snarkmarks Registered: Nov 24th 2004 Occupation: pediatrician Location: Los Angeles, U.S.
The lighting has undergone such a dramatic improvement that I almost didn't recognize it's the same map after the first few screenshots. You are a fast learner and a gracious one at that.

This map is looking tremendously better. There are still some room for improvement, but I like the direction it's going.
Re: dm_viocrow_beta1 Posted by Trapt on Wed Mar 9th 2005 at 4:59am
Trapt
99 posts
Posted 2005-03-09 4:59am
Trapt
member
99 posts 300 snarkmarks Registered: Oct 15th 2004 Location: Melbourne, Australia
I really commend you for taking our critisism on board, and implementing it into your map - very, very well I must add.

It looks SO much better, man. Really nice job fixing this thing up. :smile:
Re: dm_viocrow_beta1 Posted by Vio on Sat Mar 12th 2005 at 5:12pm
Vio
9 posts
Posted 2005-03-12 5:12pm
Vio
member
9 posts 21 snarkmarks Registered: Mar 7th 2005 Occupation: code monkey Location: UK
OK I'm pretty well done with this map so here's beta3. Added a teaser
museum bit with a pistol(!), some sound and a few props. If there's
nothing bad about it I will make it a final.
Re: dm_viocrow_beta1 Posted by habboi on Sat Mar 12th 2005 at 7:20pm
habboi
782 posts
Posted 2005-03-12 7:20pm
habboi
The Spammer of Snarkpit
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782 posts 178 snarkmarks Registered: Dec 11th 2004 Location: United Kingdom
Hows gameplay?

Looks like a simple yet nice looking map :biggrin:
Re: dm_viocrow_beta1 Posted by satchmo on Sat Mar 12th 2005 at 7:39pm
satchmo
2077 posts
Posted 2005-03-12 7:39pm
satchmo
member
2077 posts 1809 snarkmarks Registered: Nov 24th 2004 Occupation: pediatrician Location: Los Angeles, U.S.
Gameplay? I guess you'll have to test it out in person then.
Re: dm_viocrow_beta1 Posted by Vio on Sun Mar 13th 2005 at 5:06pm
Vio
9 posts
Posted 2005-03-13 5:06pm
Vio
member
9 posts 21 snarkmarks Registered: Mar 7th 2005 Occupation: code monkey Location: UK
Here's the final version - optimised with some more hints, added
fadedist to props and removed dynamic lighting which was killing fps.
Fixed dodgy radiator knocking sound.