Re: HL2DM debate time!
Posted by Guessmyname on
Tue Jan 18th 2005 at 9:43pm
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The problem with HL2DM is that it only came with two maps. Valve were
really leaning on the modding community for this. The problem is that
half (or more) of the modding community are - for lack of a better
phase - so bad they make me want to cheesegrater my eyes so I don't
have to see the damn piss-poor quality of most of them. That said, some
good ones are probably floating around. Can anyone recommend any good ones?
Re: HL2DM debate time!
Posted by Crono on
Tue Jan 18th 2005 at 9:57pm
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Just wait until the competition is over. It's basically a way for Valve
to pad their roster. All the competition maps will be available for a
final version download.
Re: HL2DM debate time!
Posted by DrGlass on
Wed Jan 19th 2005 at 12:14am
Posted
2005-01-19 12:14am
DrGlass
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I'm insulted when I see 10 servers playing maps that are
fullbright/have no cubemaps/use over scaled textures/use crappy
background models for buildings or any mixture of them all. Its
like a slap in the face.
"your map looks and plays great, but this map came out a week before your's did and its a small download."
It burns me even more when the map makers have the prickness to plaster their name all over the map.
Re: HL2DM debate time!
Posted by Foxpup on
Wed Jan 19th 2005 at 3:15am
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This is why I don't play CSS. When I last checked, every single server was running a freaking KILLBOX!!!
Re: HL2DM debate time!
Posted by Foxpup on
Wed Jan 19th 2005 at 3:39am
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What I meant was every server which had a ping of less than 300. I'm not going to check the other few thousand servers out there. The ones I checked were all running killboxes, that's why I joined a HL2DM server.
Re: HL2DM debate time!
Posted by ReNo on
Wed Jan 19th 2005 at 3:40am
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All the servers I see with decent pings tend to run the standard maps - perhaps the UK is blessed by server admins with sense.
Re: HL2DM debate time!
Posted by omegaslayer on
Wed Jan 19th 2005 at 5:07am
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I actually have two quality maps worth playing that I and someone else made, just cant find a server to host them right now...
Re: HL2DM debate time!
Posted by Nickelplate on
Wed Jan 19th 2005 at 5:22am
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Maybe the sucky-map-makers are making them s**tty on purpose just for the low ping. No... they're just dumbasses.
Re: HL2DM debate time!
Posted by Guessmyname on
Wed Jan 19th 2005 at 4:47pm
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Don't expect good DM maps from me. They will probably look good but as
I have only recently (approx time of joining Snarkpit) got Broadband
I've never played online before. I'm all for SP maps me. They're all
I've ever done!
Re: HL2DM debate time!
Posted by DocBadwrench on
Wed Jan 19th 2005 at 6:12pm
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I'm primarily a CS:S player and am happy that most servers I encounter
(with low ping) are running the standard set of maps. My buds and
I have rented a server so that we can test our own creations as well as
(hopefully) host some of the better competition maps.
Unfortunately for CS:S players, most map makers are interested in
mapping for DM games. :smile: While I'm not much of a deathmatcher (much
prefer the objective based fights of CS:S), I have to say that HL2DM is
the most entertaining DM game I've ever played.... you might chalk that
up to the gravity gun, which is just TOO entertaining for words.
I'm eager to see what the competition reveals. Sounds like a win-win for Valve. :smile:
Re: HL2DM debate time!
Posted by RaPtoR on
Wed Jan 19th 2005 at 7:32pm
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I agree with most of you. The avedrage gamer is stupid and have no idea
of good mapping. When they can choose between a good looking map that
takes 10 minutes to download or a crappy killbox that takes 10 sec they
most commonly choose the killbox. I find theese map disgusting, they
make me want to puke.
The map are 1/2 of the game, the rest is the fighting and close combat.
Killboxes wastes the soul, idea and gamplay of a mod. When youv'e grown
tired of the infintitive confrontations in a killbox, youv'e grown
tired of 1/2 the game.
AND ITS A WASTE OF THE SOURCE ENGINE PLAYING THEM!!!!!!
Re: HL2DM debate time!
Posted by Guessmyname on
Wed Jan 19th 2005 at 7:55pm
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I'm definately sticking to SP. Though I had an CS:S idea that involved
the terrorists holding a museum and threating to destroy valuable works
of art
Re: HL2DM debate time!
Posted by Yak_Fighter on
Wed Jan 19th 2005 at 8:11pm
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So you were going to make de_piranesi then?
There's a few good HL2DM maps out there, you just have to look for them. I can tell you that dm_rebar and dm_island17 are awesome to play and are usually only on good servers that play other decent maps, so seek those out and you'll be pretty set.
Re: HL2DM debate time!
Posted by Guessmyname on
Wed Jan 19th 2005 at 8:23pm
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I've never played (or heard of) de_piranesi I'm afraid! But what about
a bank - with hostages and a bomb site - to blow out the vault!
Re: HL2DM debate time!
Posted by Cash Car Star on
Wed Jan 19th 2005 at 9:07pm
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De_piranesi was official even. And then wasn't there a de_museum with giant dinosaur skeletons. Incredible visuals for the poly's, but the connectivity just wasn't there. Sm0lders (de_rotterdam) had a terrific bank map called cs_robbery that started repeatedly getting the shaft from cliffe around when CS went retail.
And don't ever call cs_siege an example of good gameplay. That thing chokes worse than Greg Norman. There's a download of it in the entry for "grandfather clause" in Encarta. It would never ever ever have stood a chance of becoming official if it were new in even the beta 5's of CS.
Re: HL2DM debate time!
Posted by diablo on
Thu Jan 20th 2005 at 3:51pm
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The 2 maps released so far haven't appealed to me, HOPEFULLY future releases will be better. HL2DM is deffinetly lacking something at the moment.
Re: HL2DM debate time!
Posted by Atrocity on
Thu Jan 20th 2005 at 3:54pm
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Occupation: Level Designer/Student
Location: Toronto Ohio
SnarkPit maps, ya know all of sexyness that comes from here.
Re: HL2DM debate time!
Posted by haikeebah on
Thu Jan 20th 2005 at 4:30pm
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I found there to be a serious lack of information in the SDK docs, and
no solid answers for some of my questions. I mean there was PLENTY to
get anyone started, but not enough an intermediate-level mapper to get
their head around, y'know? I totally appreciate what WAS there though -
but some more documentation on cubemaps would have saved me from having
to pay to overnight a fixed version of my map to Valve - which they may
or may not disregard :sad:
I didnt know that if you compiled a map, with one name, and then loaded
it and built the cubemaps, changing the filename would BREAK
EVERYTHING. cubemap locations in the .BSP are referred to with a line
of text that contains the maps name at the time of compiling! so you
need to name your map the final name, before your final compile and
final cubemap build, or it just breaks. I worked my butt off to debug
my cubemaps, w/out the debugging tool Valve talks about in the SDK - eh
wheres that weapon model of the sphere they mentioned? never loaded or
worked for me... and even after days of tweaking and cubemap
re-building, I still get messages about missing cubemaps or problems!
For the most part, my map has glaring technical issues I just could not
find workarounds for, in time for the contest. that bummed me out - I
want to release a V 2.0 when some friggen clues are found as to how
things work. I got error messages up the wazzoo when my map
loads. using func_detail versus brush forms didnt seem to equal ANY
optimization of geometry - they still cut my structural brushes (Ive
read some other forum posts about this too) the docs on using sound are
a joke, the specs as to what models and entities and what kind of
entity-to-entity I/O would work when in MP, vs. SP, were nonexistent.
WTF my fire sprites work like a charm on my PC when i load my map into
HL2DM, but when hosted they are effing STATIONARY! O_o
I feel for less experienced mappers, I guess is what I mean. i have
experience, and I had LOTS of time to work on my map, and it still was"meh".
Re: HL2DM debate time!
Posted by Atrocity on
Thu Jan 20th 2005 at 5:34pm
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Location: Toronto Ohio
I've seen some nice maps already I can't wait until we start digging into the engine.