dm_Intense

dm_Intense

Re: dm_Intense Posted by BlisTer on Wed Aug 10th 2005 at 5:43am
BlisTer
801 posts
Posted 2005-08-10 5:43am
BlisTer
member
801 posts 1304 snarkmarks Registered: Jun 10th 2004 Location: Belgium
Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Some images in this post have been automatically down-sized, click on them to view the full sized versions:

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Map profile gives a description. Here are the screenshots (+additional screenshots).

I would very much appreciate suggestions and if possible a playtest (by
friday). If one of the server admins has time, then we can set
something up. Maybe for all the comp maps at the same time? i'll try to
be in irc as much as possible too. the beta can be downloaded in the map profile.

<a href="http://users.pandora.be/storage_dv/intense3.jpg" target="_blank">User posted image</a>

<a href="http://users.pandora.be/storage_dv/intense4.jpg" target="_blank">User posted image</a>

<a href="http://users.pandora.be/storage_dv/intense1.jpg" target="_blank">User posted image</a>

<a href="http://users.pandora.be/storage_dv/intense2.jpg" target="_blank">User posted image</a>

<a href="http://users.pandora.be/storage_dv/intense5.jpg" target="_blank">User posted image</a>

<a href="http://users.pandora.be/storage_dv/intense6.jpg" target="_blank">User posted image</a>

<a href="http://users.pandora.be/storage_dv/intense7.jpg" target="_blank">User posted image</a>

thx in advance
These words are my diaries screaming out loud
Re: dm_Intense Posted by Windows 98 on Wed Aug 10th 2005 at 6:54am
Windows 98
757 posts
Posted 2005-08-10 6:54am
757 posts 86 snarkmarks Registered: Apr 25th 2005 Occupation: Student Location: USA
VERY NICELY DONE! I love your architecture
http://img362.imageshack.us/img362/8521/windows981dk.jpg

Nickelplate is my dad
Re: dm_Intense Posted by Oski on Wed Aug 10th 2005 at 10:53am
Oski
75 posts
Posted 2005-08-10 10:53am
Oski
member
75 posts 28 snarkmarks Registered: Dec 6th 2004 Occupation: Studying Location: Sweden
Interesting design. I think you are overusing the point_spotlights though. The lighting is somewhat bland overall. Otherwise, great job.
I know you like good music. Go to http://peak.sorkmos.com/PEAK/ and start DL. now.
Re: dm_Intense Posted by Juim on Wed Aug 10th 2005 at 11:27am
Juim
726 posts
Posted 2005-08-10 11:27am
Juim
member
726 posts 386 snarkmarks Registered: Feb 14th 2003 Occupation: Motion Picture Grip Location: Los Angeles
Some great ideas in there. The pulsating texture is great with thwe custom sound loop. Is that a standard HL2 texture? if not where can I get it?
Re: dm_Intense Posted by BlisTer on Thu Aug 11th 2005 at 1:55am
BlisTer
801 posts
Posted 2005-08-11 1:55am
BlisTer
member
801 posts 1304 snarkmarks Registered: Jun 10th 2004 Location: Belgium
thx. it's not standard, i drew it and fiddled around with the refract shader.

other suggestions apart from lighting?
These words are my diaries screaming out loud
Re: dm_Intense Posted by Crono on Thu Aug 11th 2005 at 2:02am
Crono
6628 posts
Posted 2005-08-11 2:02am
Crono
super admin
6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
It's be very cool if there was a way to make the player stick to a platform, so those loops that go up to the ceiling could become pathways.

That'd make it that much more disorienting.
Blame it on Microsoft, God does.
Re: dm_Intense Posted by Agent Smith on Thu Aug 11th 2005 at 6:48am
Agent Smith
803 posts
Posted 2005-08-11 6:48am
803 posts 449 snarkmarks Registered: Aug 30th 2003 Occupation: Uni Student Location: NSW, Australia
Gotta say I love the map, or at least parts of it. The shots 1, 4, 5, 6
and 7 are great, I love the architecture and style. The sound really
sets the mood, and I think this map would be exceptionally suspenseful,
particularly if playing with a small amount of players. These sections
I've pointed out are damned near perfect, absolutely great, and would
be perfect for an alien style ship or something.

That being said these area's are let down by the larger areas, which
are generally very low on detail and lack the kind of mood seen in the
tunnels. There is also another tunnel, a very square one, which lack a
lot of the style seen in the others. The ladder also seems out of
place, something like a lift or anti grav tube would be much more
appropriate for the type of map.

The large central area with the big orb is probably the weakest area in
the map. The orange reflective surface is over used here, I'd recommend
keepings it useage down so it acts to highlight features like in the
tunnel. This area could also do with a lot of detail to make it more
interesting, and I'd probably vary the walkways some more so they
aren't all on the same levels, maybe even make them solid/thicker
rather than that see-through grate.

Apart from that its very cool. The layout isn't too bad, could do with
some work though. The tunnels really set a great theme/style for the
map, and are by far the strongest parts. More detail and attention paid
to main large areas also. Nice work :smile: .
Ham and Jam Contributor
http://www.hamandjam.org

'Get your stinking paws off me, you damned dirty ape!'
Re: dm_Intense Posted by BlisTer on Thu Aug 11th 2005 at 1:57pm
BlisTer
801 posts
Posted 2005-08-11 1:57pm
BlisTer
member
801 posts 1304 snarkmarks Registered: Jun 10th 2004 Location: Belgium
Crono: making the loops pathways isn't really what i'm going for, cause
i want it to be an "untouchable presence" in a way. i would also have
to alter those "pillars" so that you can get to them :s

Smith: i agree that a few rooms can be made more atmospheric, but the
main reason for not doing so is the deathmatch aspect. i heard a lot of
people say that it gets frustrating if you cant see your opponents
clearly in the whole map. I can see your points though, i'm an
atmosphere man myself, thats why i used to make sp / coop maps.

I have another opinion about the ladder; lifts generaly break
fastpacedness and ladders work both ways compared to an anti-grav tube.

About the larger areas; since i'm a preformance junkie i couldn't
afford to go ultra high detail there, instead i opted to make them
interesting by the general architecture and lighting, and another
reason why they're there: gameplay. the room where the RPG is provides
good gameplay with it's strategic position and 5 entrances. The room
with the orb is for the long-range-weapon-lovers and provides vertical
gameplay. i made the platforms grates for extra vertical visibility.
The reason why the pulsating texture is very present in that room
compared to the others because i wanted to make some sort of heart /
core room there.

I'll try to darken that corridor and see what else i can do in one day.

thx for the input
These words are my diaries screaming out loud
Re: dm_Intense Posted by Dark_Kilauea on Thu Aug 11th 2005 at 3:29pm
Dark_Kilauea
629 posts
Posted 2005-08-11 3:29pm
629 posts 123 snarkmarks Registered: Apr 15th 2005 Occupation: Fast Food Location: USA
Well, i must say, well done. Your beginning to match the quality I expect from the Myst series.

Until Later...
Dark_Kilauea
DVS Administration
http://www.dvstudio-production.com/
Re: dm_Intense Posted by ReNo on Thu Aug 11th 2005 at 4:07pm
ReNo
5457 posts
Posted 2005-08-11 4:07pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
Errrr, eh? Whats myst got to do with an FPS level? Strange comparison
:biggrin: Map looks pretty crazy, which is good given the competition theme :smile:
In the screenshots the mad highly reflective looking orange material
seems to be used in some odd places (as a trim on pillars?) but maybe
it looks more natural in game. Does it move like water? Looks like it
should for some reason. I think you went a little overboard with
point_spotlights, which are fast becoming the most overused thing since
func_illusionary light fades :wink: Anyways, good to see an entry, I'm
thinking you
will be one of the few :sad:
[img]http://card.mygamercard.net/sig/Default/reno84.png[/img]
Designer @ Haiku Interactive | ReNo-vation.net
Re: dm_Intense Posted by Dark_Kilauea on Thu Aug 11th 2005 at 8:11pm
Dark_Kilauea
629 posts
Posted 2005-08-11 8:11pm
629 posts 123 snarkmarks Registered: Apr 15th 2005 Occupation: Fast Food Location: USA
cough UrU cough

Until Later...
Dark_Kilauea
DVS Administration
http://www.dvstudio-production.com/
Re: dm_Intense Posted by BlisTer on Thu Aug 11th 2005 at 11:20pm
BlisTer
801 posts
Posted 2005-08-11 11:20pm
BlisTer
member
801 posts 1304 snarkmarks Registered: Jun 10th 2004 Location: Belgium
In the screenshots the mad highly reflective looking orange material
seems to be used in some odd places (as a trim on pillars?) but maybe
it looks more natural in game. Does it move like water? Looks like it
should for some reason. I think you went a little overboard with
point_spotlights, which are fast becoming the most overused thing since
func_illusionary light fades :wink:
the golden refract texture shouldn't be seen as water, but more as
"tentacles" of this surreal presence. thats why they appear on edges
etc. and indeed it moves and changes refract intensity.

about the point_spotlights, well, they shouldn't have made them this
pretty then :razz: Nah, i used most of them by the ground to create a
ground-fog effect feeling. When it comes to using a spot light and you
want to create a foggy atmosphere, nothing beats them in this, so i
dont see why not use them then.

And when i count it out i have more lights that dont use them than
lights that do use them. for my large ceiling lights i use the good old
env_sprite :smile:

im currently compiling a new version, with less point_spotlights,
harder shadows in that one corridor, more concentrated walkways in the
orb room, and added detail in the RPG room.

i'll release it somewhere tomorrow if all goes well ...
These words are my diaries screaming out loud
Re: dm_Intense Posted by BlisTer on Fri Aug 12th 2005 at 8:21pm
BlisTer
801 posts
Posted 2005-08-12 8:21pm
BlisTer
member
801 posts 1304 snarkmarks Registered: Jun 10th 2004 Location: Belgium
ok i changed a few things. the orb room walkways are more concentrated.
the atmosphere and detail is a bit increased in the areas Smith
mentioned, as you can best see ingame, here is a screenshot of the RPG
room

User posted image

if you read this , dm_intense is released, check map profile
These words are my diaries screaming out loud
Re: dm_Intense Posted by Myrk- on Sat Aug 13th 2005 at 2:15pm
Myrk-
2299 posts
Posted 2005-08-13 2:15pm
Myrk-
member
2299 posts 604 snarkmarks Registered: Feb 12th 2002 Occupation: CAD & Graphics Technician Location: Plymouth, UK
Some of it looks too big and open. Reminds me of the film "Sphere". What texture is that too? (The crazy golden liquid one).

Had a run through, I have to say the same as Ferret. I'd consider it more of an extended experiment with nice lighting etc. What you need to do (if you have time) is trim it down and make it more coherent.
Re: dm_Intense Posted by Hugh on Sat Aug 13th 2005 at 6:15pm
Hugh
900 posts
Posted 2005-08-13 6:15pm
Hugh
member
900 posts 207 snarkmarks Registered: Oct 25th 2003 Occupation: College Student Location: Amerika
I like the first two shots a lot, the third one seems rather drab, especially in comparison. I'd play it if I had HL2, at least.
Re: dm_Intense Posted by satchmo on Sat Aug 13th 2005 at 11:58pm
satchmo
2077 posts
Posted 2005-08-13 11:58pm
satchmo
member
2077 posts 1809 snarkmarks Registered: Nov 24th 2004 Occupation: pediatrician Location: Los Angeles, U.S.
Looks great, but I have to say it's not the most original. The theme reminds me of "Doom" or "Quake", which are both fabulous games.
Good mapping, needless to say, but it's not going to be the most unique map in the comp.
Re: dm_Intense Posted by Ferret on Mon Aug 15th 2005 at 2:38am
Ferret
427 posts
Posted 2005-08-15 2:38am
Ferret
member
427 posts 478 snarkmarks Registered: Jan 28th 2002 Occupation: Student
Your level has a lot of potential but I'm afraid it fell short in a lot of aspects. For instance your theme. I couldn't find a great consistent theme asside from the golden texture you made. But thats too weak to hold a whole level together. If you had merged the golden texture with the circular tube lights you had you could've pushed it a little farther. You have some nice architecture but you can't make a level simply on architecture when they dont match. For instance some rooms have some interesting arch work, than other rooms are simply cut out blocks. Removes the player from any sense of atmosphere. ALso you need to refine your lighting in areas. Some areas have consistent themed lightings, other are just a bland red. The last thing I'd mention is landmarks. ALl of your items,weapons, and so forth need to have a land mark marking the place they spawn as "special" so players can have a mental picture. I'd say "unfinish" this map and refine it for another release.
Re: dm_Intense Posted by BlisTer on Tue Aug 16th 2005 at 7:51pm
BlisTer
801 posts
Posted 2005-08-16 7:51pm
BlisTer
member
801 posts 1304 snarkmarks Registered: Jun 10th 2004 Location: Belgium
Heh you guys are sparse on saying something positive :) i wonder how you feel on 95% of the maps that get produced here. Obviously everyone has his own opinion, others say that the golden liquid is the theme and holds it together, in some rooms appearing as a subtle presence - as i intended. i feel 5/10 is a bit harsh compared to ratings on other maps, but oh well

[edit]
Myrk: i made that texture
Satchmo: feel free to point me to maps that are the same
Re: dm_Intense Posted by DocRock on Wed Aug 17th 2005 at 2:04am
DocRock
367 posts
Posted 2005-08-17 2:04am
DocRock
member
367 posts 929 snarkmarks Registered: Mar 24th 2002 Location: U S of A
I think this map has alot of great potential. It looks and feels real good, and runs nicely. I like the layout a whole lot, and the shiny textures really look good. I think it's a very nice map and has captured the contest theme well. As far as landmarks for weapon placement -- thats for the map author to decide and is not something neccessary in any map. BlisTer: well done man!! congrats on a well built, solid, unique map ^^
Re: dm_Intense Posted by warlord on Wed Aug 17th 2005 at 1:14pm
warlord
166 posts
Posted 2005-08-17 1:14pm
warlord
member
166 posts 247 snarkmarks Registered: Sep 11th 2003 Occupation: ill show ye Location: americas
Those hallways are incredible
Re: dm_Intense Posted by SHeeP on Sat Aug 20th 2005 at 7:53pm
SHeeP
118 posts
Posted 2005-08-20 7:53pm
SHeeP
member
118 posts 52 snarkmarks Registered: Jan 4th 2004 Occupation: bum Location: uk, england
^yep^

the 3rd shot falls short not in any way because its bad but the first 2 just raised the expectations too high :)
Re: dm_Intense Posted by Dark Tree on Wed Aug 24th 2005 at 10:14am
Dark Tree
646 posts
Posted 2005-08-24 10:14am
646 posts 264 snarkmarks Registered: Apr 30th 2004 Occupation: DigiPen student Location: USA
Christ you guys! This map is kickin'. You say it has no "consistant theme"....however, it is supposed to be, SURREAL...hence....not supposed to really be anything.

Pros:
The texturing is really nice, the bump maps work great. the music is perfect. the large orb is completely kickass. There is even a poison pit. Hallways are cool. Great architecture.

Cons:
Too little amount of weapons. A couple of deadend areas. No secrets or traps (personal preference.)

Bottom Line: Great architecture and supreme atmospheric feel make for a great map, aside from some nitpicks.

10
-.5 for sparse weapons
-1 for some bad flow (deadends)
-.5 for no special interactivity (secrets/traps)
___
8

PS: this map doesn't really remind me of Quake or Doom....however....it kinda reminds me of dm_pinnacles ( http://www.snarkpit.net/maps.php?map=1781 ) although I'm not sure why.....