Re: dm_park
Posted by Vassago5kft on
Thu Jan 13th 2005 at 4:56am
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Looks a lot better than most of the DM maps on here.
Keep it up!
Re: dm_park
Posted by satchmo on
Thu Jan 13th 2005 at 5:41am
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One of the best use of displacement surface in the sewage drain canal, making the serpentine watery path.
The parking garage looks interesting too. But are there multiple points of connection between the different levels?
Re: dm_park
Posted by DrGlass on
Thu Jan 13th 2005 at 7:20am
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I'll post this after I send it in to Valve and work out some performance issues. not in that order I hope.
The problem is the map is rendering areas that the player cant
see. working on hint brush but they dont seem to be working so
well... I havn't gotten the hang of the new engine.
Re: dm_park
Posted by Crono on
Thu Jan 13th 2005 at 7:41am
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Just thought you might like a real comment:
... it looks pretty, but it also looks like it has God awful connectivity.
Re: dm_park
Posted by Crono on
Thu Jan 13th 2005 at 7:44am
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I said it as a comment on the map, but I'll say it here too.
It appears that your connectivity is suffering (badly). It looks pretty though.
Re: dm_park
Posted by Orpheus on
Thu Jan 13th 2005 at 10:51am
Posted
2005-01-13 10:51am
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LOL @Crono.
I have noticed as well my friend, that there is a definite line between the "Be's" and the "Wannabes" ROFL
as for the map? the screens are to big, i cannot see them. :/
Re: dm_park
Posted by Static88 on
Thu Jan 13th 2005 at 6:43pm
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Looks pretty cool. Can't wait to try it out. Maybe put a low fence on the sidewalk portion of the park itself, so the little ones don't fall off into the canal. j/k. In picture #2, it looks like the city ends kind of abruptly. Maybe add a few more buildings in your 3D skybox, a little farther in the distance to give your playable area a more central feel. Just a thought. Good job on the map. I like the lighting. Good luck on the contest, too.
Re: dm_park
Posted by ReNo on
Thu Jan 13th 2005 at 8:07pm
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The spiral stair case doesn't look very convincing to be honest - could
really use a trim at least, or some handrails. In the first shot you
have a building on the left of the road bridge that looks
unrealistically thin as well.
Re: dm_park
Posted by DrGlass on
Thu Jan 13th 2005 at 8:26pm
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Once I find a host I'll give you all a download. I fixed most of
the building and skybox problems. As for the stair case, I wanted
it to look half built and quite frankly I didn't want to add more
models to the map becuase I was already haveing a hard time with frame
rate.
Re: dm_park
Posted by DrGlass on
Mon Jan 17th 2005 at 2:23am
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I wish I could have done some play tests. Oh well, I'd still love some feed back.
Re: dm_park
Posted by ReNo on
Mon Jan 17th 2005 at 2:24am
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Its not too late you know - if you dont place in the contest, then there is no reason why this needs to be the final version.
Re: dm_park
Posted by BlisTer on
Mon Jan 17th 2005 at 4:00am
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i dont really like the yellow-ish houses and the hugeness of the building in the second shot. but i do like the lighting, and i just love the dried-out dock/sewer
Re: dm_park
Posted by Tactii on
Mon Jan 17th 2005 at 10:55pm
Posted
2005-01-17 10:55pm
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I run this map between 10 and 40 fps, closer to 10 in all the busiest
areas where frames are needed most. Looking at wireframe, you were
obviously careful about unnecessary BSP splits, but I think the layout
you've selected is un-optimizable, or you seriously need to hint brush
the hell out of it. I wireframe the parking garage and all I see is
pink.
You've created a nice looking environment, but it seems like DM flow
was an afterthought. The one-way flow into the pipe/tunnel/corridor
side of the street will not produce enriching combat. There's a ton of
HEV armor; you can reach 100 in no time. If you can stay alive long
enough at 10 fps to collect it.
There is a low spot in the displacement canal floor where I got stuck.
You added multiple dynamic lights, even some outside the play area.
These are hell for slower CPUs and don't scale with the DX level like
other visuals.
I think you would do better with another map layout. You've got a ton
of detail here in a tight space with no opportunity for vis blocking, a
recipe for disaster.
Re: dm_park
Posted by DrGlass on
Mon Jan 17th 2005 at 11:49pm
Posted
2005-01-17 11:49pm
DrGlass
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I agree, I wish I could show how hard I tryed to use hint brushes and
VIS blocking. Nothing seemed to work. Bah... I'll see if I
can do a remake and fix those problems.
Re: dm_park
Posted by Mantra on
Tue Jan 18th 2005 at 12:29am
Posted
2005-01-18 12:29am
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I think uve done a moderate job with realism and spent a decent amount of time on geometry. I think the 3-d skybox could be used more effectively by adding many more building to make u feel like ur surrounded by a city, other than that good job.
Re: dm_park
Posted by Leperous on
Thu Jan 27th 2005 at 12:39pm
Posted
2005-01-27 12:39pm
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I see several stretched textures in the 2nd picture, fix it! Also, if those cars are burnt out and abandoned, then try rotating them a bit so they don't look like someone parked them there yesterday.
Re: dm_park
Posted by mike-o on
Thu Jan 27th 2005 at 11:57pm
Posted
2005-01-27 11:57pm
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Skybox has obvious brush meet lines.
Re: dm_park
Posted by DrGlass on
Wed Mar 9th 2005 at 10:49pm
Posted
2005-03-09 10:49pm
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ok, I've fixed alot of the performace issues. I've been talking to Lep and we will try and playtest it soon.
Re: dm_park
Posted by Orpheus on
Thu Mar 10th 2005 at 9:13pm
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Son and i playtested this map.. it needs a lot of tweaks. i suggest you acquire a HQ critique before releasing.
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I agree with Orph; a lot of reworking is in order! :smile:
The layout is very impractical and needs LOTS of optimization. I was
averaging 20-30 FPS in the main canal area (and I have a pretty
high-end machine); common areas like these should have the highest
framerate and less detail, because they will be the most traveled
areas. Way too much to render all at once.
Source can handle very open expansive environments, but you still have
to stay practical. Building a whole cityscape, canals, sewers, and
parking structure along with water (which reflects everything and
practically halves framerate!) is pushing it to the absolute limit, I'm
afraid. I see some promise in some of the setpieces, so I think you
just need more experience with layouts in general.
I suggest looking at some other maps (dm_torque or dm_np_refinery come
to mind) to see how they keep flow efficient and consistent. Don't give
up! :smile:
Re: dm_park
Posted by Orpheus on
Fri Mar 11th 2005 at 8:58am
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WOW, i think I'm feeling faint.. CJ agreed with me twice in as many minutes..
/me goes and lays down..
Re: dm_park
Posted by DrGlass on
Fri Mar 11th 2005 at 4:28pm
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thanks guys, I think your right. I bit off more than I or the
engin could really chew. It would be more work to re-do and
re-fix the map than it would be to start over and make one that wasn't
a rush job.
Re: dm_park
Posted by Orpheus on
Fri Mar 11th 2005 at 5:29pm
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i haven't looked at the last release, but the issue as i saw it was.. you broke the most basic fundamental rule in mapping.
"you can see almost everywhere, from anywhere."
IMO, this map was not much better than a killbox, albeit, with much more inside the box.
this map would have played alright with everything on one side or the other of the canal removed.
Re: dm_park
Posted by DrGlass on
Fri Mar 11th 2005 at 8:34pm
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I agree, I made this back when I didn't yet understand the limits of
hl2. I wanted an open, multi level fight. On to more and i
can only hope better mapping.
Re: dm_park
Posted by 417 on
Sat May 7th 2005 at 7:38am
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I like the gameplay on this map and it's original design. Most gamers don't run well enough systems to handle it's detail though so it had issues with a lot of players on it. Thus we had to pull it from our rotation.
Re: dm_park
Posted by DrGlass on
Sat May 7th 2005 at 1:00pm
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Wish I had known it was on rotation, performance was pretty bad and I dont plan on trying to fix it.
Re: dm_park
Posted by DrGlass on
Fri Dec 28th 2007 at 6:40am
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It very well may be lost forever