dm_derelict_twilight_pre_final

dm_derelict_twilight_pre_final

Re: dm_derelict_twilight_pre_final Posted by Highlander on Sun Apr 17th 2005 at 4:36pm
Highlander
8 posts
Posted 2005-04-17 4:36pm
8 posts 21 snarkmarks Registered: Jan 23rd 2005 Occupation: retired Location: USA
Map Name: DM_Derelict_Twilight

Author: Highlander

Release Date: Pre-Final: May 6, 2005

Number of Spawn Points: 9

Download Link #1: http://highlander.ziest.com/files/d...t_pre_final.rar

Download Link #2: http://moodleweb.nuclearfallout.net...t_pre_final.rar

Screenshots:

http://moodleweb.nuclearfallout.net...e_final0000.jpg

http://moodleweb.nuclearfallout.net...e_final0001.jpg

http://moodleweb.nuclearfallout.net...e_final0003.jpg

http://moodleweb.nuclearfallout.net...e_final0002.jpg

Details:

For this second-to-last edit, I concentrated on structural
changes, plus placement of weapons, ammo and power-ups. A number of
changes have been made to drastically speed-up gameplay and make the
best use of the space in the map. Also raised the light levels so it isnt as dark as it was.

Framerates have been optimized as much as possible, and are probably the best that they will ever be for this map.

Some areas are a little bare ..as far as the map is
concerned it's done, it just needs that final dust and polish" I will add the visual decor in the final release.

Re: dm_derelict_twilight_pre_final Posted by mike-o on Sun Apr 17th 2005 at 4:39pm
mike-o
60 posts
Posted 2005-04-17 4:39pm
mike-o
member
60 posts 6 snarkmarks Registered: Oct 18th 2004
screenshots would be nice.
Re: dm_derelict_twilight_pre_final Posted by Highlander on Sun Apr 17th 2005 at 4:42pm
Highlander
8 posts
Posted 2005-04-17 4:42pm
8 posts 21 snarkmarks Registered: Jan 23rd 2005 Occupation: retired Location: USA
Oops i forgot those....see edit above
Re: dm_derelict_twilight_pre_final Posted by habboi on Sun Apr 17th 2005 at 4:50pm
habboi
782 posts
Posted 2005-04-17 4:50pm
habboi
The Spammer of Snarkpit
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782 posts 178 snarkmarks Registered: Dec 11th 2004 Location: United Kingdom
Very sexy and this seems to be the best of the twilight maps...

My only suggestion is to make those windows more 3D rather than having that crappy templete sticking out like a sore thumb.
In case you don't understand I mean picture no.2 on the top right.

They were made as templates and should have proper glass and a frame.
Re: dm_derelict_twilight_pre_final Posted by Juim on Sun Apr 17th 2005 at 6:09pm
Juim
726 posts
Posted 2005-04-17 6:09pm
Juim
member
726 posts 386 snarkmarks Registered: Feb 14th 2003 Occupation: Motion Picture Grip Location: Los Angeles
Looked at the map. Very nice as it is. I do think it is too dark. I had to run around with my flashlight most of the time. I really liked that the power lines zapped you and threw you off. Nice touch.

A few suggestions,

The doors on the inside of the buildings. Lose them. They are never popular in a dm match, as it takes away from the flow of a good firefight when you have to actuate them, or wait for them to open. Leave them there, just in the open positions, or even let them swing freely so you can blast them open with the grav gun, thats always fun.

The truss holding up the tanks(?) outside. They dont look right, as they only have skinned textures on the outer brush, so when you circle them the opposite sides just seem to dissappear. They also have no dimension, and look flat which is bad for a tubular design like truss.

The elevator makes no noise, which is odd, and it does'nt sit quite right with the building. Thats just some fine tuning there.

I like the upper room with the crates, just make a few of them throwable or destructable, as It does'nt seem right that you can hide from bullets and rockets behind wooden crates.

The windows upstairs. I love the fact that you can open them, I wish they opened wider though so you can crawl out of them.

The rooms. There are too many pointless rooms, where you can get in and theres nothing in them and no other way out. This makes for bad DM . Try to interconnect all of them with doorways, or ventilation shafts. They also seem kind of sparsely furnished, which IMO just looks empty.

FPS, and this is a big one. Hit the low 30's in a few spots on the ground, need to work on that a bit.

All these things are minor though, and can be easily remedied in the next beta.

Nice job so far
Re: dm_derelict_twilight_pre_final Posted by infamy on Sun Apr 17th 2005 at 6:36pm
infamy
1 post
Posted 2005-04-17 6:36pm
infamy
member
1 post 0 snarkmarks Registered: Apr 17th 2005
<DIV class=quote>
<DIV class=quotetitle>? quoting Juim</DIV>
<DIV class=quotetext>
The doors on the inside of the buildings. Lose them. They are never popular in a dm match, as it takes away from the flow of a good firefight when you have to actuate them, or wait for them to open. Leave them there, just in the open positions, or even let them swing freely so you can blast them open with the grav gun, thats always fun.

</DIV></DIV>

I LOVE this idea! The freely-swinging door idea.

P.S. - The map is running over at moodle.nuclearfallout.net:27015 so stop by and see how it plays with 8 if you like.

K.
Re: dm_derelict_twilight_pre_final Posted by Highlander on Sat May 7th 2005 at 1:16pm
Highlander
8 posts
Posted 2005-05-07 1:16pm
8 posts 21 snarkmarks Registered: Jan 23rd 2005 Occupation: retired Location: USA
I am bumping this so people can see the ABOVE EDIT and download the pre final release.
Re: dm_derelict_twilight_pre_final Posted by keved on Sat May 7th 2005 at 6:33pm
keved
252 posts
Posted 2005-05-07 6:33pm
keved
member
252 posts 515 snarkmarks Registered: Jan 21st 2005 Occupation: Games designer, Rockstar Leeds Location: Leeds, UK
Juim said:
The doors on the inside of the buildings. Lose them. They are never popular in a dm match, as it takes away from the flow of a good firefight when you have to actuate them, or wait for them to open. Leave them there, just in the open positions, or even let them swing freely so you can blast them open with the grav gun, thats always fun.
Stay away from working physics-enabled doors in multiplayer! When the map editing tools were first released I tried this out - I had doors with hinges stuck onto door frames in the first release of my level dm_np_refinery. They worked fine offline, but online it was a totally different story; there were a real hinderance to getting through doorways and I removed them immediately.

I agree though, that the working doors should be changed. Since the level is supposed to be a derelict building perhaps instead just have the doors totally off their hinges - basically just prop_physics_multiplayer entities that players can throw around.

On a different note, add some columns in the larger rooms such as the storage room with all the crates in pic dm_derelict_twilight_pre_final0002.jpg. Visually they will help break up the space. Also add columns jutting out of walls to help break up the long plain brick walls.
Re: dm_derelict_twilight_pre_final Posted by Highlander on Sun May 8th 2005 at 12:22pm
Highlander
8 posts
Posted 2005-05-08 12:22pm
8 posts 21 snarkmarks Registered: Jan 23rd 2005 Occupation: retired Location: USA
Thanx keved for the suggestions, the columns idea is great and I will definately use them.

As for the doors, the ones that remain are tied to func_areaportals. I
used them to help increase frame rate issues. I wish I could have left
them open or like you said create them so players could throw them.

I know that after removing the doors on the lower level of the building
and removing the windows on the lower floor, it increased the traffic
flows and the game play speed increased dramaticaly.

It is fast becoming one of the popular maps on Moodle and anything I
can do to make it better for the final release I certainly will.

This was my first HL2DM map (I had been mapping for Quake for far too
long) and it was a learning experience. I learned that large open area
maps with this amount of useable structures and details can be a PITA.
Re: dm_derelict_twilight_pre_final Posted by Highlander on Sat May 14th 2005 at 2:50am
Highlander
8 posts
Posted 2005-05-14 2:50am
8 posts 21 snarkmarks Registered: Jan 23rd 2005 Occupation: retired Location: USA
Re: dm_derelict_twilight_pre_final Posted by Pureferret on Fri May 27th 2005 at 12:20pm
Pureferret
27 posts
Posted 2005-05-27 12:20pm
27 posts 13 snarkmarks Registered: May 3rd 2005
Played the map. Really good.

Took me a while to get around everywhere (finding the snipe spots) but
it was worth it. Fist time I played I got to close to the Electrics and
flew off the building :smile: I can't seem to get out of there though....

Excellent map though!