Re: dm_rebar
Posted by Yak_Fighter on
Tue Dec 14th 2004 at 9:52am
1832 posts
742 snarkmarks
Registered:
Dec 30th 2001
Occupation: College Student/Slacker
Location: Indianapolis, IN
This looks beautiful... where's the f'ing download?
Re: dm_rebar
Posted by Tarky on
Tue Dec 14th 2004 at 11:01am
Posted
2004-12-14 11:01am
12 posts
11 snarkmarks
Registered:
Dec 10th 2004
Location: Australia
As said on mapcore, very sexy mr ferret. How many players max you want it to have?
Re: dm_rebar
Posted by Spartan on
Tue Dec 14th 2004 at 11:04am
Posted
2004-12-14 11:04am
Spartan
member
1204 posts
409 snarkmarks
Registered:
Apr 28th 2004
Jesus dude you think you could f**k up the boards anymore. Fix this s**t, its not even viewable.
Re: dm_rebar
Posted by Yak_Fighter on
Tue Dec 14th 2004 at 11:53am
Posted
2004-12-14 11:53am
1832 posts
742 snarkmarks
Registered:
Dec 30th 2001
Occupation: College Student/Slacker
Location: Indianapolis, IN
This is the second time somebody's done this, it may be a forums problem...
Anyways, this looks really cool, and I'd love to see it ingame. My only suggestion is to add more phys objects as it looks a little sparse from those screens.
Re: dm_rebar
Posted by scary_jeff on
Tue Dec 14th 2004 at 12:02pm
Posted
2004-12-14 12:02pm
1614 posts
191 snarkmarks
Registered:
Aug 22nd 2001
I agree with Yak, looks great but needs a few more objects in there :razz:
Re: dm_rebar
Posted by Ferret on
Tue Dec 14th 2004 at 12:22pm
Posted
2004-12-14 12:22pm
Ferret
member
427 posts
478 snarkmarks
Registered:
Jan 28th 2002
Occupation: Student
there are a ton already, though they are in an orderly position at the
moment. I'm not goint to spam the map with hundreds of physics objects.
They lag servers, hinder player movement, and every noob on the planet
will be doing that.
Re: dm_rebar
Posted by scary_jeff on
Tue Dec 14th 2004 at 12:56pm
Posted
2004-12-14 12:56pm
1614 posts
191 snarkmarks
Registered:
Aug 22nd 2001
I didn't mean to spam the level with objects, but as it is, I can only see 3 barrels and 6 exploding barrels. There is some ground between ruling the gravgun out as a weapon, and filling the level with so many objects the players can't even move!
Re: dm_rebar
Posted by Captain P on
Tue Dec 14th 2004 at 1:02pm
1370 posts
1995 snarkmarks
Registered:
Nov 6th 2003
Occupation: Game-programmer
Location: Netherlands
Uhm, indeed, you may want to edit that post to get it right...
Well, so far this thingie looks nice, promising. Though I think I'd like it more when it was brighter. But perhaps that isn't a problem when seen in-game.
I also think you could do more with height in this map. It kindof reminds me of an old DOS game called Bleus Brothers, the 5th level featured some heigh buildings and cranes. Could be nice to balance over small ridges and jump over swinging I-bars and such to get to a high-powered weapon. Adding some worker elevators and the like... yeah, I think you could use height to great advantage here... so far it looks like you have only 2 floors available.
As for phycics objects... I think there are too few of them. Don't spam it, but don't forget about it too, you know... Nevertheless looks like it'll become a good map. Keep it up!
Re: dm_rebar
Posted by Yak_Fighter on
Tue Dec 14th 2004 at 1:43pm
1832 posts
742 snarkmarks
Registered:
Dec 30th 2001
Occupation: College Student/Slacker
Location: Indianapolis, IN
Wow, that many? Boy it looks like a lot, I think you may have gone overboard. Think of all the physics spam you can do with 10 barrels and a bunch of breakable skids :razz:
Re: dm_rebar
Posted by Captain P on
Tue Dec 14th 2004 at 1:54pm
1370 posts
1995 snarkmarks
Registered:
Nov 6th 2003
Occupation: Game-programmer
Location: Netherlands
Ah, that wasn't really visible from the first shots, but hey, I think it's a good amount now. Well spread arount the map then, isn't it? Oh well, playtesting still has some function... :razz:
Re: dm_rebar
Posted by Forceflow on
Tue Dec 14th 2004 at 3:36pm
2420 posts
451 snarkmarks
Registered:
Nov 6th 2003
Occupation: Engineering Student (CS)
Location: Belgium
Holy sh*t, that looks great. Just enter the compo with it ...
Re: dm_rebar
Posted by MOliver on
Tue Dec 14th 2004 at 3:57pm
3 posts
0 snarkmarks
Registered:
Dec 6th 2004
Yah, this looks pretty good, especially for something like a construction site. I'd like to DL it and give a real critique.
Re: dm_rebar
Posted by SWATSiLeNt on
Tue Dec 14th 2004 at 5:39pm
141 posts
34 snarkmarks
Registered:
Nov 8th 2003
Location: Missouri
Well i have to admit....you have a good chance of a win if you add more things in to spice it up even more. like in one of the screens, there are pillars with metal rods rusted and such. If you were to turn those a bit and not make it look so repetative that would be great. Good work!
Re: dm_rebar
Posted by DudeTor on
Tue Dec 14th 2004 at 6:27pm
DudeTor
member
38 posts
114 snarkmarks
Registered:
Oct 4th 2003
Occupation: Student
Location: Norway
Very nice Fettar! I bow to your talent =D
Re: dm_rebar
Posted by mike-o on
Tue Dec 14th 2004 at 10:12pm
Posted
2004-12-14 10:12pm
60 posts
6 snarkmarks
Registered:
Oct 18th 2004
Ferret! i cant wait to play this thing.
Re: dm_rebar
Posted by G.Ballblue on
Tue Dec 14th 2004 at 10:48pm
Posted
2004-12-14 10:48pm
1511 posts
211 snarkmarks
Registered:
May 16th 2004
Occupation: Student
Location: A secret Nuclear Bunker on Mars
Absouletely l33t looking. :smile:
Not to much to comment on really -- it's all looking real good.
If you can pull through with an easy to memorize, yet unique level structure
(not saying you can't!!) this will be a great map. :smile:
Also, I love the prop stuff in the truck :biggrin:
Re: dm_rebar
Posted by DrGlass on
Tue Dec 14th 2004 at 11:27pm
Posted
2004-12-14 11:27pm
DrGlass
member
1825 posts
632 snarkmarks
Registered:
Dec 12th 2004
Occupation: 2D/3D digital artist
Location: USA
map looks great no problem there.
but about the physic objects, look at it this way. the gravgun is
a wepon like any other, are you sure that no matter where in the map
some one is they will be able to use that wepon? In the picture I
see barrals and wood... you can put ALOT more/diffrent objects in
there. Try adding some pipes or small I-beams. dont forget
that you can turn your brush work into func_physbox and add objects
that way. You dont need to just put random crap every where, but
do go check out a build site, I see them all the time and there is
random crap left everywhere. Wood, bricks, rocks, tools, extra
tires, paint cans, garbage... etc etc.
also dont think you have to limit yourself, read the included info
about hammer. it tells you the suggested max number of all prop
types.
Re: dm_rebar
Posted by Ferret on
Tue Dec 14th 2004 at 11:38pm
Posted
2004-12-14 11:38pm
Ferret
member
427 posts
478 snarkmarks
Registered:
Jan 28th 2002
Occupation: Student
I understand the suggested max number of prop types. But
when you play a map and you are getting spammed with objects flying
everywhere it is not fun. I have just the right ammount of well placed
physics objects. And the only way you will not find one easily is if
someone makes it apoint in the game to grab all the objects and hide
them in some corner. The map has already gone through extensive
playtesting and I've found that the number of physics objects is just
right.
Re: dm_rebar
Posted by lirbig on
Wed Dec 15th 2004 at 12:43am
Posted
2004-12-15 12:43am
3 posts
0 snarkmarks
Registered:
Dec 12th 2004
This map looks great :smile:
I hope most of players will soon forget the damn s**tty mappack released so far.
Re: dm_rebar
Posted by Ferret on
Wed Dec 15th 2004 at 9:36am
Ferret
member
427 posts
478 snarkmarks
Registered:
Jan 28th 2002
Occupation: Student
Servers cycling the level so far.
24.235.192.28:27015
24.252.41.72:27015
Re: dm_rebar
Posted by Cassius on
Wed Dec 15th 2004 at 5:28pm
Cassius
member
1989 posts
238 snarkmarks
Registered:
Aug 24th 2001
You know why I like this map? It's the first HL2 level I've yet seen that isn't wholly dependant upon props. What's more, it looks awesome. GG Valve map contest.
Re: dm_rebar
Posted by Ferret on
Wed Dec 15th 2004 at 6:25pm
Ferret
member
427 posts
478 snarkmarks
Registered:
Jan 28th 2002
Occupation: Student
Go ahead Rosie, you may put it on. Thanks cassius, finaly someone who see's it my way.
Re: dm_rebar
Posted by 7dk2h4md720ih on
Wed Dec 15th 2004 at 6:41pm
1976 posts
198 snarkmarks
Registered:
Oct 9th 2001
I just had a run around it, and found it exceedingly good. :smile: Are you
going to be putting any ambient sounds in? It's deathly quiet at the
moment. I noticed that a good few of the pipe props are a considerable
distance away from the walls they're supposed to be connected to. Good
luck in the competition. :smile:
Re: dm_rebar
Posted by Yak_Fighter on
Wed Dec 15th 2004 at 7:13pm
1832 posts
742 snarkmarks
Registered:
Dec 30th 2001
Occupation: College Student/Slacker
Location: Indianapolis, IN
I ran through it yesterday
GOOD:
-Excellent 3d skybox
-Architecture looks good
-Layout is sweet
-It looks very nice
BAD:
-I know it may be hard, but there's got to be some way to add any texture variation
-Some of the ground looks really angular and unnatural. This is mainly around the edges. Not because of sewing but becuase of a lack of smoothness.
-There are not enough throwable props, period. There's like 5 barrels, 6 explosive barrels, a gas tank, a stack of skids, and two paint cans. This level is way too big for that few, and this essentially removes the grav gun as a weapon. If that is your intent then I'm fairly certain you're also intending to not come close to winning the contest.
-I thought you had all the tables with crap spawning on them as static, but I found one or two that were throwable
Re: dm_rebar
Posted by Ferret on
Wed Dec 15th 2004 at 11:19pm
Posted
2004-12-15 11:19pm
Ferret
member
427 posts
478 snarkmarks
Registered:
Jan 28th 2002
Occupation: Student
hl2dm.badassgeeks.com:27015
playing there too
Re: dm_rebar
Posted by MOliver on
Thu Dec 16th 2004 at 6:28am
3 posts
0 snarkmarks
Registered:
Dec 6th 2004
Just a few things I noticed after playing this. The doors feel like they're of an improper size to accomodate the HL2 perspective. They feel too wide and too low for some reason. Also, in the back of the truck outside. You might want to put some clip brushes in the truck bed, so that players don't get stuck. I notice if you get in the corner, you can't jump and you move kind of slow. Some clipping brushes might keep this from happening. The map has a nice feel overall though and looks the best out of all of the maps I've seen released for both DM and CS, so I can't wait to see the final.
Re: dm_rebar
Posted by Orpheus on
Sat Dec 18th 2004 at 4:41am
Orpheus
member
13860 posts
2024 snarkmarks
Registered:
Aug 26th 2001
Occupation: Long Haul Trucking
Location: Long Oklahoma - USA
master ferret, please put a space between each image code.. the screens are all running together..
i won't even mention that they are a bit large.. just this once.. :heee: but 132k is a touch OTT.
i also must say, you have not lost your touch.. very nice map.
Re: dm_rebar
Posted by ReNo on
Sat Dec 18th 2004 at 12:24pm
Posted
2004-12-18 12:24pm
ReNo
member
5457 posts
1991 snarkmarks
Registered:
Aug 22nd 2001
Occupation: Level Designer
Location: Scotland
Firefox shows them all vertically aligned :razz:
Re: dm_rebar
Posted by habboi on
Sat Dec 18th 2004 at 2:30pm
habboi
The Spammer of Snarkpit
member
782 posts
178 snarkmarks
Registered:
Dec 11th 2004
Location: United Kingdom
The 2 ips do not work for me as they dont seem to appear on the screen once i add them (are you sure there right?)
Re: dm_rebar
Posted by haikeebah on
Thu Jan 6th 2005 at 8:45am
12 posts
11 snarkmarks
Registered:
Jan 1st 2005
Location: USA
From the pics, this map looks niiice. download link is "not found" for me tho! I'd realy like to check it out! 8/
Re: dm_rebar
Posted by Kasperg on
Sun Jan 9th 2005 at 11:18pm
Posted
2005-01-09 11:18pm
1 post
0 snarkmarks
Registered:
Jan 9th 2005
Occupation: architect
Location: Spain
The map is very good until you check performance with +showbudget or mat_wireframe. I think some computers today arent yet ready to handle so much nice architecture and props...
This is the only downpoint I see, but it might be important if we take a look at the tools VALVe has given us to control polygon visibility (occluders, area_portals, hint brushes...) Otherwise great map!
This is the kind of map I'd like to see winning the comp (after my own submission, of course :wink: )
Re: dm_rebar
Posted by Ferret on
Mon Jan 10th 2005 at 5:19am
Ferret
member
427 posts
478 snarkmarks
Registered:
Jan 28th 2002
Occupation: Student
If you have any suggestions on where to place occluders, areaportals,
ect be my guest. I've tried it all to no good effect. The map simply is
too open.
Re: dm_rebar
Posted by Yak_Fighter on
Mon Jan 10th 2005 at 6:42am
1832 posts
742 snarkmarks
Registered:
Dec 30th 2001
Occupation: College Student/Slacker
Location: Indianapolis, IN
Hello Mr. Ferret, this is a very nice map you have here!
Posted
2005-01-10 10:15pm
1309 posts
329 snarkmarks
Registered:
Feb 12th 2002
Occupation: Student
Location: West Coast, USA
Looks good Ferret, good luck in the competition! :smile:
Re: dm_rebar
Posted by Myrk- on
Mon Jan 10th 2005 at 11:44pm
Posted
2005-01-10 11:44pm
Myrk-
member
2299 posts
604 snarkmarks
Registered:
Feb 12th 2002
Occupation: CAD & Graphics Technician
Location: Plymouth, UK
Jeeze yak, whats with you and sewing? Were you accidently sewn to a wall as a child or something?
Re: dm_rebar
Posted by Crono on
Wed Jan 12th 2005 at 2:33am
Crono
super admin
6628 posts
700 snarkmarks
Registered:
Dec 19th 2003
Location: Oregon, USA
Go to the "Beta 6" chapter of the thread, you know the place everyone should be posting now ...
Re: dm_rebar
Posted by Yak_Fighter on
Tue Jan 18th 2005 at 9:46pm
1832 posts
742 snarkmarks
Registered:
Dec 30th 2001
Occupation: College Student/Slacker
Location: Indianapolis, IN
I just got done playing beta6 on a server with 8 people, and let me tell you this is easily the best custom HL2DM map out there right now. It looks great and plays great, and is essentially the map dm_overwatch should have been. I really don't know why you're holding off its release.
Re: dm_rebar
Posted by Ferret on
Wed Jan 19th 2005 at 3:08am
Ferret
member
427 posts
478 snarkmarks
Registered:
Jan 28th 2002
Occupation: Student
Waiting for results on the contest.
Re: dm_rebar
Posted by satchmo on
Wed Jan 26th 2005 at 4:11pm
satchmo
member
2077 posts
1809 snarkmarks
Registered:
Nov 24th 2004
Occupation: pediatrician
Location: Los Angeles, U.S.
The website could not be found. I cannot download the map from that link.
Re: dm_rebar
Posted by RumaNoV on
Tue Mar 8th 2005 at 10:51pm
Posted
2005-03-08 10:51pm
4 posts
0 snarkmarks
Registered:
Feb 22nd 2005
Is there going to come a final version of Rebar?
Grtz