dm_insurrection

dm_insurrection

Re: dm_insurrection Posted by mike-o on Sat Jan 15th 2005 at 11:57pm
mike-o
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Posted 2005-01-15 11:57pm
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Lookin very good.
Re: dm_insurrection Posted by zeekmond on Sun Jan 16th 2005 at 12:04am
zeekmond
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Posted 2005-01-16 12:04am
zeekmond
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Hi all

I've gotten a lot of help from this community on this project, (although i've never posted, search is my friend :biggrin: ) so i thought i'd see what you all thought. Also, can someone point me to a download site that doesnt make you register to download one file? I'm not sure how reliable my isp webspace is.

Thanks a lot,

-Zeek
Re: dm_insurrection Posted by rs6 on Sun Jan 16th 2005 at 12:07am
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Posted 2005-01-16 12:07am
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VERY nicelly looking.
Re: dm_insurrection Posted by FathomX on Sun Jan 16th 2005 at 1:11am
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Posted 2005-01-16 1:11am
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Damn, you've succeeded where i have failed. I've been trying to make something like that for the past 2 months and have failed miserably.
Re: dm_insurrection Posted by DrGlass on Sun Jan 16th 2005 at 6:32am
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Posted 2005-01-16 6:32am
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looks nice, I'd like to see how it works in game. gameplay isn't verywell shown in screenshots.
Re: dm_insurrection Posted by Cassius on Sun Jan 16th 2005 at 6:50am
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Posted 2005-01-16 6:50am
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I'm unsure of what to say. It looks open and empty in places, but the design certainly isn't sloppy. It could use more interesting lighting (really shouldn't be that white without fog) and more objects on the street level. Is that broken church all brushwork?
Re: dm_insurrection Posted by zeekmond on Sun Jan 16th 2005 at 7:13pm
zeekmond
7 posts
Posted 2005-01-16 7:13pm
zeekmond
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Thanks for the replies. Yeah, i see what you mean about the whiteness. I could probably play with the ambient light color a little bit. And i was a little afraid of jazzing it up and making it look unrealistic or cluttered, so it ended up looking a little boring. I like to call it minimalism :dodgy: ... yeah thats it. Oh, and the church is all brushwork, with the exception of the cross on top of course.

I'll probably wait a little while before releasing another version though, just so i can make as many fixes as possible, and that will give me time to think of a better name.

-Zeek
Re: dm_insurrection Posted by Inflatable on Mon Jan 17th 2005 at 3:51pm
Inflatable
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Posted 2005-01-17 3:51pm
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There's 3 textures errors in the room with the car and truck..
Re: dm_insurrection Posted by zeekmond on Wed Jan 19th 2005 at 2:39am
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Posted 2005-01-19 2:39am
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Other people have reported that to me as well, i'm not quite sure why it occurs, they do not show up on my computer.

edit: woops, i just figured it out... very embarassing
Re: dm_insurrection Posted by Mikee on Wed Jan 19th 2005 at 7:13pm
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39 posts
Posted 2005-01-19 7:13pm
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Zeek, I'm running this map on my 16 person server [K-9] Kibbles and Bits! (64.156.56.122:27015), and people love it.

I have a couple suggestions which would be easy for you to fix. Add a XBow in the office building accross from the tower, and another over by the cut out roof area. Also put another .357 on the other side of the map. A shotty down by the truck garage gives better fighting gameplay. You can see these minor changes on my server.

If you want to mess with it, maybe make one more inside area in the building where you put the .357, so it would give a 4 points set of inside buildings. Trying to get that .357 with the RPG, and shots from xbow is nearly suicide.

Otherwise, this map is a real winner, and people love it. Here is my mapcycle if you want to wait for it to see:
  • dm_lostvillage
  • dm_lockdown
  • dm_crossfire2_b2
  • dm_morbid
  • dm_frenzy
  • dm_insurrection
  • ctf_export_final
Re: dm_insurrection Posted by zeekmond on Fri Jan 21st 2005 at 1:52am
zeekmond
7 posts
Posted 2005-01-21 1:52am
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I'm glad people like it. I made some changes based on your suggestions, so you probably want to replace the bsp on your server.

Thanks

-Zeek
Re: dm_insurrection Posted by Mikee on Fri Jan 21st 2005 at 6:05am
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Posted 2005-01-21 6:05am
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Cool....where is the new one? (I'm assuming the link above...which I'm downloading now.)
Re: dm_insurrection Posted by Leperous on Fri Jan 21st 2005 at 10:58am
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Posted 2005-01-21 10:58am
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I'm downloading it now and will let you know what I think later :smile:

Mikee, being a server kinda guy, are players right now loving the outdoor-map-banter? All the maps I've seen here with the most positive comments and server action seem to be set outside...
Re: dm_insurrection Posted by Orpheus on Fri Jan 21st 2005 at 11:09am
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Posted 2005-01-21 11:09am
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if i had to hazard a guess, i would say "outside=longer throwing distances"

it will be nice when this trend has run its course, and the novelty of tossing junk as ended.

personally, i am ready for some nice small HQ DM maps, these monstrosities have lost my interest ATM.

funny though, before the release of HL2, i would have guessed driving maps would have dominated, not large maps with a bunch of tossing junk :/
Re: dm_insurrection Posted by DrGlass on Fri Jan 21st 2005 at 2:10pm
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Posted 2005-01-21 2:10pm
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if i had to hazard a guess, i would say "outside=longer throwing distances"

it will be nice when this trend has run its course, and the novelty of tossing junk as ended.

personally, i am ready for some nice small HQ DM maps, these monstrosities have lost my interest ATM.

funny though, before the release of HL2, i would have guessed
driving maps would have dominated, not large maps with a bunch of
tossing junk :/
I dissagree, tossable objects are a fundimental part of any level
becuase the gravity gun needs ammo. I find maps that dont have a
lot of physic objects are far less fun becuase with out them you only
have the weak AR1 and the pistole.

I agree that a map full of junk isn't the best way to introduce ojbects
to the player. There are so many props that can be used rather
than barrels and radiators.
Re: dm_insurrection Posted by ReNo on Fri Jan 21st 2005 at 2:22pm
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Posted 2005-01-21 2:22pm
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...with out them you only
have the weak AR1 and the pistole
Plus all the guns the level designer SHOULD have scattered around the
map DrGlass :smile: I took part in an alpha playtest of a level some time
ago and it had only a small handful of physics props in place, and we
had a great game playing with effectively only the other weapons. Its
all about striking a nice balance between encouraging the use of
physics, but not the overuse.
Re: dm_insurrection Posted by Orpheus on Fri Jan 21st 2005 at 2:33pm
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Posted 2005-01-21 2:33pm
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<DIV class=quote>
<DIV class=quotetitle>? quoting DrGlass</DIV>
<DIV class=quotetext>

I dissagree, tossable objects are a fundimental part of any level becuase the gravity gun needs ammo. I find maps that dont have a lot of physic objects are far less fun becuase with out them you only have the weak AR1 and the pistole.

I agree that a map full of junk isn't the best way to introduce ojbects to the player. There are so many props that can be used rather than barrels and radiators.
</DIV></DIV>

what exactly are you disagreeing with? my post was just a collection of loosely related concepts.
i think a map is more than its sum throwable parts. :rolleyes:
Re: dm_insurrection Posted by zeekmond on Fri Jan 21st 2005 at 5:09pm
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Posted 2005-01-21 5:09pm
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My first thought with the outdoor maps was that while hl was mostly indoor, and closed in, hl2 was more of an outdoor game, with vast sceneries and pretty stuff. So it would make sense to see more outdoor mp maps out there. And on this particular map, it seems to turn more into crossbow/rocket-fests than prop shooting-fests, especially on a team server where teams clump in the attic/office/tower. Probably more of a step sideways than anything else.

On the other hand, you could say they are popular for the same reason those killbox maps are so popular, big and open... in which case ill probably cry :biggrin: .

-Zeek
Re: dm_insurrection Posted by Leperous on Fri Jan 21st 2005 at 5:27pm
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Posted 2005-01-21 5:27pm
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I thought it was a bit too 'unfocused'- there's too much empty space (yes I know it's an outdoor map, but you've got, for example, that town hall building with nothing going on and strange looking doors/windows, and that pointless garage?), and the interiors are strangely connected- more interconnected rooms, rather than single-corridor-or-ladder combo leading to small interiors would have been nicer!

So basically, construction was great, good attention to detail and whatnot, but I think the general layout should be better and not be about having a single room in a building that you can enter! (like in SP maps)
Re: dm_insurrection Posted by zeekmond on Fri Jan 21st 2005 at 5:52pm
zeekmond
7 posts
Posted 2005-01-21 5:52pm
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<DIV class=quote>
<DIV class=quotetitle>? quoting Leperous</DIV>
<DIV class=quotetext>I thought it was a bit too 'unfocused'- there's too much empty space (yes I know it's an outdoor map, but you've got, for example, that town hall building with nothing going on and strange looking doors/windows, and that pointless garage?), and the interiors are strangely connected- more interconnected rooms, rather than single-corridor-or-ladder combo leading to small interiors would have been nicer!

So basically, construction was great, good attention to detail and whatnot, but I think the general layout should be better and not be about having a single room in a building that you can enter! (like in SP maps)

</DIV></DIV>
That's good advice. I was definitely rushed making it, so i shied away from making rooms with 1 way in, no way out. I'm not sure if that statement makes sense. Eh well. I will definitely put more thought into the layout of any future maps i make.