dm_3006

dm_3006

Re: dm_3006 Posted by Orpheus on Tue Dec 26th 2006 at 3:09pm
Orpheus
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Posted 2006-12-26 3:09pm
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Finally, I have time for a looksee.

/me will get back to you in a few.

The best things in life, aren't things.
Re: dm_3006 Posted by reaper47 on Tue Dec 26th 2006 at 3:38pm
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Posted 2006-12-26 3:38pm
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One issue is that the HEV machine does not seem to work.
No way! :lol: I'm 99.9% sure it works now. At least in Alpha2a. There's a couple of fixes and additions since Alpha2.

I'm glad you liked it, Jake!
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Re: dm_3006 Posted by Orpheus on Tue Dec 26th 2006 at 5:53pm
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Posted 2006-12-26 5:53pm
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[b]Map 25% complete
[/b] 25 huh? A bit of an oversight on your profile update or do you really think this is only 25? No problem either way cause I can live with both.

My question is, how much are you willing to change in this map? I mean, the map looks great as is, but its still in need of some major alterations. In other words, it can be fine unchanged or it can be fine changed.

I am not willing to invest an entire afternoon and have it blown off like the last critique I did. I realize that that critique was my own fault, but the afternoon was still wasted.

The map looks fantastic as is. The call is yours.

For the record, this is not my ego talking. I can improve this map, or I can like it just the way it is. This maps success is not pivotal on my comments.

I looked at your readme. You already have a fine crew. They have brought you a long way. I'd hit them up once more at least because there are some areas that need attention.

/2cents.

The best things in life, aren't things.
Re: dm_3006 Posted by omegaslayer on Tue Dec 26th 2006 at 6:34pm
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Posted 2006-12-26 6:34pm
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Okay a few things, but lemme first say that the map looks great, you
have some great basic archetecture, and I think you should run with
that. Placing too many detail props (I think anyways...) would draw
away from it's futureistic urban look.

You have a great gameplay overall, verticle gameplay is somethign of a
rareity these days, and it blends well. Id just have to say that maybe
you should unify certain areas with lighting. By that I mean the
certain levels of height the player is at should have a "color" to
their own, so when the player looks around he can say "ohh im on level
x because im in the y color area".

A thing to note is that in the rocket room you can swim under,
chuck a nade up to where the rocket is and have it blown to you, thus
kinda defeating the purpose of having a maze of air vents to crawl
through. Its not really a big deal, but I can tell you that people will
be doing that when they play your map (a func_vclip_physics should solve
this).

While we're on the topic of the rocket, lets just have a quick chat
about the trap. I like it, seldom do I see traps anymore in maps, and
this is a healthy one. The problem is I see is that theres no visual
queue for the person throwing the switch to turn on the electricity.
And with no visual queue how can the switch thrower know if anyones
down there? I mean it takes a split second for you to throw the switch,
which is enough time to take a nade or cross bow bolt to the face. Is
it really worth throwing if you dont know if someones there? You can
solve this one of few ways:

-give the switch thrower a visual queue (this could be glass or a
monitor) for him to make the decision to kill the person getting the
rocket.

-make the switch throwing sequence faster, by that I mean so he can do
it ranged. This can be achieved one of two ways: 1) making a
plug/socket set up like in lockdown or 2) make it so you can shoot a
circuit box to cause a short that would trigger the electrical surge
(func_button that doesnt move, but gets activated when damaged).

/my 2 cents on gameplay

Visually I like the tin roofs, thats a real nice touch. But lets get to
the sky box, now I realize that your not done yet with it, but im just
not getting the sensation that when in looking down im looking at
another part of the city, I can tell its not far away. My suggestion
would be to add in fog, or dust clouds, OR even look into placing a
brush with the scrolling clouds texture over the citys bellow. That I
think would give us a better sense of distance.

/my 2 cents
Posting And You
Re: dm_3006 Posted by Orpheus on Tue Dec 26th 2006 at 8:33pm
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Posted 2006-12-26 8:33pm
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I had noticed while on my exploration that the map is approximately 70% completed. That said, there are a s**tload of finished maps out there that play just fine at that same level of completion.

Anywho's, I was truly impressed with it and would not be ashamed to rate it in the high 7's or low 8's.

I would say this one thing. That little bit of whatever it takes to set any map apart from all the other run of the mill maps is definitely missing.

The best things in life, aren't things.
Re: dm_3006 Posted by reaper47 on Wed Dec 27th 2006 at 11:20pm
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Posted 2006-12-27 11:20pm
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Thanks.

omegaslayer, you have some incredible smart comments here. I'll look into all of them.

Orpheus, the comment about the map status made me think and I tried to find the true reason I chose the low numbers.

It may be true that content-wise it's 75%. Yes. But in terms of work time (which I find much more important) comparing the map at it's current status with the way I intended it to be when I started 75% wouldn't be realistic.

Once again I started a map, trying an experiment for myself (I'm dying to make a non-experimental map sometime :wink: ). I tried to start a huge idea with very, very basic brushwork and then adding to it till it takes the shape I had in mind. I think to some point it worked. Looking at the big blocks'o'concrete I see them at the right place and more structure hidden within them. Like a sculptor sees his statue in a block of rough marble. I like that idea, I never build a map that way. But it's also quite stressful because progress is really slow and especially my custom content creation skills (which I kinda overestimated at first) are too humble to get anything done on the eye-candy side. It's too big.

Basically, I just don't feel like calling it finished. I'm happy with people playing a version with a "_beta" in the filename. Maybe it will never go, who knows. I just like having the opportunity to add to it as long as the difference between my vision and the actual content is as big as it still is.

Nope, none of you have to care and sorry if you read all this expecting a better pay-off but it felt good to verbalize my thoughts. It certainly isn't a textbook ideal way of map building but I enjoy working that way on this very map. While probably building different maps in the meantime. Let's see.

PS: Orpheus, weren't you a DOD:S only player for some time? If I'm not mixing things up... glad to see you back in HL2 :smile:
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Re: dm_3006 Posted by Captain P on Thu Dec 28th 2006 at 12:02am
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It's me, back from a filesystem crash. Hopefully I can recover my latest mudanchee versions... :S

I'd say the grenade toss isn't a problem for the RPG trap: that player will spend even more time in the water than otherwise, so if there's a more obvious sign for other players, the vents are perhaps a more preferred way. Anyway, I like the multiple options you keep open for players. Restricting players to one and only one way has become a designers disease imho. :wink:

A smart player will take yet another approach bytheway, completely circumventing the water. One takes two bricks, puts them at the bottom of the vent, one grabs the RPG and one climbs back into the vent, hops on the bricks to freedom yet again. Voila.

As for adding to the map, you could call it finished and save the future changes as a _v2 or such. :smile:
Create-ivity - a game development blog
Re: dm_3006 Posted by Orpheus on Sat Dec 30th 2006 at 5:56pm
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Posted 2006-12-30 5:56pm
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Nope. not a DOD/s only fan.

In fact, I haven't opened the game since my disastrous critique. I lost all interest in the game.

The best things in life, aren't things.
Re: dm_3006 Posted by reaper47 on Tue Jan 2nd 2007 at 3:26pm
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Oh, must have missed the disastrous critique! :smile:

Anyway, I think I figured out a very final shape for the map. At least layout-wise. The current changes consist mainly of cutting redundant paths (especially the metal walkways behind the garbage container that only lead to a ladder (the ladder is now simply outside). Also the remaining shopping areas are a bit more open for easier movement.

Visually, I had another texturing pass and the results are surprisingly striking for me. I tried to remind myself that the gray concrete texture I used as a filler for the whole map is a dummy texture and therefore replaced it by other textures almost entirely. There are a lot of very nice "metalwall" textures. I'm still experimenting but I think the re-texturing could also solve certain navigation issues by giving parts of the map a clear and recognizable color-scheme. Bye bye, grayness!

Also I'm having a few plans for the RPG-trap.

Really, the last few things I added strengthened my decision to keep the map in a slow but constantly evolving state until it reaches a state where I can't think of any more possible improvements. Things are going much faster now than they did in the beginning and the results are more rewarding.

Hurray for beta1 :biggrin:
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Re: dm_3006 Posted by reaper47 on Mon Jan 8th 2007 at 6:16pm
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A few concept shots of re-texturing. Nothing really changed since my last post, but I made a few screens that I think illustrate the direction I've been going with texturing so far.

Basically, I tried to replace every single use of the default concrete texture (you can see in almost every part of the map) with a different, more interesting texture. A lot more metal textures made it in that way. Probably I got too excited about the corrugated sheet iron textures (they're colorful and fitting so I used them to cover big parts I didn't really know what else to do with yet). What you can see already is that I tried to get in more color through texturing, hopefully landmarking a few places better. There should also be some windows soon to make the large blocks and walls less cold and useless but I haven't added many yet. Also this is almost solely about texturing and basic composition. No huge level of detail updates yet.

So, here you go:

Biggest change so far: The area around the garbage is now green:

User posted image

I'm once again betraying my "futuristic style" promise but I found the classic brick texture to fit in a strange way...

User posted image

Same spot, different POV. Lots of corrugated sheet iron.

User posted image

If you look close you see a yellowish texture in the background, a few darker, more structured concrete textures and a tiny bit of skybox geometry. But yes, not much new here.

User posted image

Hopefully, I'll bring the upper parts too screenshot worthy quality sometime soon. On another note: I added a little "cage" for the RPG now. When you open it a red light flashes near the electro switches. I guess that makes the trap a little more efficient. I always had that in mind but couldn't think of an elegant way of implementing it but now it works nicely.

That's it. Beta1 (yea, beta!) should be out late January or February (in Valve time that means sometime this Summer).
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Re: dm_3006 Posted by reaper47 on Wed Jan 24th 2007 at 11:02pm
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Posted 2007-01-24 11:02pm
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The shopping district was always supposed to be more colorful. I made some (admittedly rough) texture-changes to make the area look less sterile. Still it's miles from the imposing neon-light jungle I always had in mind for this. But Photoshop and Blender don't like me very much lately, so it'll stay like this for the time being:

User posted image

Other things changed:

I added a small, second layer of corrugated sheet iron so you can now jump up to the warehouse here:

User posted image

And another shot of the new upper part:

User posted image

This area has a bit more detail now. I also added much more gravity gun ammo.

User posted image

A few more changes around the garbage container:

User posted image

User posted image

The map's more or less (more less than more) finished for the Beta 1 release that will end the bigger changes regarding layout and visuals. From there on, only absolute necessary fixes or (finally) custom content will be added for future versions. I think I can live with the next release staying the virtually "final version" of this map for some time. It's good enough for a beta release and all the important brushwork is in.

I'd like to start working on something smaller then. I need a break from this project, eventually learning a little more about using Blender and high-res texturing - and then come back to finally turn this prototype in the map I had in mind when I started it.
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Re: dm_3006 Posted by RedWood on Thu Jan 25th 2007 at 1:45am
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Looks grate.
Maybe you could have a difference in elevation between the ground and the diamond plate in your first and third screen.
Is the bsp. up to date? I'd like to walk through it and see the changes.
Re: dm_3006 Posted by Stadric on Thu Jan 25th 2007 at 2:52am
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Might want to put some garbage in that wheelbarrow to remind people that a wheelbarrow can be useful at that altitude.
Also change the texture of the dock. Docks are rarely tile. -Facepunch
As I Lay Dying
Re: dm_3006 Posted by reaper47 on Thu Jan 25th 2007 at 11:47am
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There's an old shoe in the wheelbarrow. I don't know if that counts. :smile:

RedWood, you're right, the transition isn't optimal. I'd rather consider using a different texture, though. The diamond plate has always been a little random as a texture choice... a helpful reminder, actually. You can get blind for little things like this easily. Thanks.
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Re: dm_3006 Posted by Kasperg_JM on Thu Jan 25th 2007 at 2:37pm
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Posted 2007-01-25 2:37pm
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In the shopping district picture, things I would do:

The continuity of the floor is broken by that central pillar. I think
the floor around it needs a metal trim as seen in the edges of the
room. The light effect might even look better that way.

That central pillar, being a shopping district, looks like the perfect
place to put some sort of poster, advertisement or screen of some sort.
I don't know if you are going to put custom shop signs, since it seems
there would be little room for them. Maybe vertical signs or some sort.

About the rest of the screenshots, they look good. The grey corrugated
metal contrasts a lot with the brown textures, and IMO it might break
the massive vertical impression that those walls used to make. They
used to look like concrete cliffs, a very poetic kind of feeling that
worked very well. I'm not sure if you wanted to change that.

Anyway, it might just be the HDR making them look too bright. I know
you altered them for the sake of texture variation, and in that sense,
the map looks much better now overall.
Re: dm_3006 Posted by reaper47 on Thu Jan 25th 2007 at 5:55pm
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Posted 2007-01-25 5:55pm
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I like the term "concrete cliffs" because it's how I always thought of the architecture in this map. Like man-made cliffs. The new textures breaking the vertical impression is an interesting point. I think I don't have a problem with this, especially around the garbage area. There's enough other places for the full, vertical monumentality. It certainly looks a bit more improvised now. Which is something I like about the place and that hasn't really come across with texturing so far. I'll take your view under consideration. It's just one or two simple revisions from the pure concrete-fest it was before. The textures aren't fixed yet.

I think you're perfectly right about the pillar. Shouldn't be too hard to do that also. Thanks.
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Re: dm_3006 Posted by Orpheus on Fri Jan 26th 2007 at 5:14pm
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Fat lotta good. The download link is borked. :sad:

Reaper, get me a functional link please.

The best things in life, aren't things.
Re: dm_3006 Posted by reaper47 on Fri Jan 26th 2007 at 9:38pm
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I changed the host. Hopefully it works now.
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Re: dm_3006 Posted by Orpheus on Fri Jan 26th 2007 at 10:18pm
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That host put me through 9 kinds of hell, then it laughed at me and called me an SOB. :eek:

You don't believe me? Check this out:

User posted image

I'll look over the map soonish, but that host sux.

The best things in life, aren't things.
Re: dm_3006 Posted by reaper47 on Fri Jan 26th 2007 at 10:33pm
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Well, I guess the other host was too good to be true then. :sad:

I thought after finding the old one all my troubles were solved. Didn't you post about a good host a while ago?
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Re: dm_3006 Posted by Orpheus on Fri Jan 26th 2007 at 11:02pm
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Posted 2007-01-26 11:02pm
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I posted a host I never tried before but looked great in "Recently Found"

I have a s**tload of pics to upload. None are complimentary, since you already know the good views. :smile:

Hopefully, they will be helpful.

[EDIT]

http://s24.quicksharing.com/

I dunno nada about this place. BUT it seems fair to me.

The best things in life, aren't things.
Re: dm_3006 Posted by Orpheus on Sat Jan 27th 2007 at 2:34am
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I realized tonight that this is your first critique done by yours truly. You might not be ready for one if, you haven't read very many of my others. They tend to focus on what I think needs changed. I do not waste a lot of time with placating authors for a job well done. I save those for when the map is released and the author needs them. An author needs his trophies more then than during. Anyway, to make a long story short: My critiques are 100% voluntary on my part. Nothing I suggest needs to be used. I donate my time without strings, so that the author has no room to complain if I inadvertently upset them in some way. I have been burned enough times to make that as clear as possible. This is why I no longer do a critique without the written consent of the author. I feel that if they asked, they cannot gripe.

Also, it takes me well over an hour to write a simple critique. One like this, takes much longer. Please remember that when you want to yell at me for anything.
________________________________________________________________

Now, onward:

This map tells me two things.
#1: Its size has gotten away from you and now you're scrambling to connect all the areas with tunnels and vents. Its big. It needs a bit more thought as to its layout. It either needs made smaller, or the connecting paths need more attention.

#2: Because of its size, its going to be hard to fill it with items, without making the items appear haphazardly strewn about. Item placement is going to be a bitch to get right. To little and people will be turned away from playing. To many, and you'll look like a n00b with the piles of them.

I also noticed that none of the doorways have thresholds. The map, just meanders from here to yon. You have distinctive areas, but nothing marking the beginning, or ends.

I liked the sounds, nothing needs done about them, but the sunlight is far to harsh. The sections with light from above is glaring. Toning this down, might be advised.

Anyway here are some pictures that might be of assistance.

User posted image

Now of course I could have missed something so if I did, disregard this. However, as near as I can tell, there is no way to get back out of that nook, without taking damage. You need to either: #1 Put something in there worth hurting for IE the RPG, or #2 Have an alternate way out than simply jumping off.

User posted image
This area. Its so out of theme from the rest of the map. It either needs a reason for all those pillars, or the style of construction needs altered to fit another area. I really don't know what you intended, but its the most out of place area in the whole map. I cannot suggest what to add/remove but its in dire need of something.

User posted image

That fencing. Nice addition to the map as far as creating scope. The field of view beyond make the map seem much bigger, and makes it feel like a city looking out. However, its to neat. Break it. Roll part of it down. Do something to get rid of the "Just installed" look. You could add a gate, one that cannot be opened, and add some platform outside. Perhaps a landing area for a chopper. Whatever you do, mess it up.

User posted imageUser posted image

These two shots. Notice the pillar across the way? It borks out at the base. Also, while I'm in this area, lose the girder crosswalk. You can extend the platform I am currently standing on to the point of a jump distance. The iron walkway doesn't fit. No one would add such a construct in a real world. However, you could add a jury-rigged something in the place of the walkway. Something a bum might use? A board set sideways, or broken a bit? The carpet needs to go as well. It doesn't fit the area.

User posted image

That entire roof of sheet metal is held up by that one pole? Just one? And a chair? What's with the chair?

User posted image

That ramp. Its to neat and tidy. Extend it past the lip at the top. Make it look added, not built as if its supposed to be there. Its to wide and too thick. Its sheet metal, make it look like it.

User posted image

That, it doesn't belong. No where else within this map is there such a pillar. No architecture resembles it.

User posted image

No light source. Also, this area is a bit iffy. Its texture choices put it out of sync with the rest of the map. You have crete and steal, now suddenly, you have?? What is that? Sheetrock? Doesn't matter. Either make it seem like it belongs or, switch textures to fit the rest of the map.

User posted image

Another no light source? Also, assuming you want to keep this section as is and make it fit, alter the upper floor to another texture. One closely resembled, but definitely different than the floor below.

User posted image

I like the blue lights. I do not like them as blobs. Put a lightbar under there perhaps. The intensity is just to bright and focused. Dim it down and spread it out a bit.

User posted image

Another no light source. The trim on the floor looks strange too. Tile with metal. I don't know what to suggest, but one of them needs altered.

User posted image

Increase the depth, and place some sort of a light inside. Dimly lit alcoves add much to the ambiance.

User posted image

Yes, like this one. However, that glaring crack in the back ruins the effect. What is it by the way? My visuals or a defect in the map?

User posted image

This switch, although a wonderful trap, resets itself much to rapidly. Also, how can one enjoy the effect, if its around the corner. Traps are best when they can be seen trapping the prey.

User posted image

Another dark alcove that could benefit from a light.

User posted image

Hallways. Especially ugly ones like this should be no longer than a 3 second run. At least not without cover. The hall needs alcoves or widened so you can add cover of some artificial kind.

User posted image

That hole. It leads to the RPG. It needs more thought. Its just a hole leading to another place. I have no real idea how to alter it, but it needs done.

I hope there is something here of use.

Orph.

The best things in life, aren't things.
Re: dm_3006 Posted by Crono on Sat Jan 27th 2007 at 4:24am
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Orph, those pillars have a small LOD distance. They're not broken by any means. What this does is allow the engine to switch to a lower poly model when outside of your ranges. You can notice it in many maps. I think, generally, people make the distances far too close. If you can notice it changing, it's probably not far enough away and the value should be set to something higher.

The light reflection at the back of the dark area is because of the water shader and probably how the engine renders light. It does it in other HL2 maps, single player and multiplayer (replay the area at the beginning of HL2 right before you get introduced to man hacks, look in the alcoves at the back and you will see the same effect from the water there.) It might be how they designed the displacement map (if they do indeed use displacement maps to do the water effect).
Blame it on Microsoft, God does.
Re: dm_3006 Posted by Orpheus on Sat Jan 27th 2007 at 1:24pm
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Posted 2007-01-27 1:24pm
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So the two things you pointed out about my comments are non-fixable then? I assume the model glitch is something IN the models design, and the water glitch is in the code?

Well, my apologies for pointing out something that wasn't your fault Reaper.

Notice too that the FPS stay relatively high. I am not sure if its my card or your design though as this map is pretty open in spots. You might be creating a high end machine map.

shrugs

You need a low end machine to run it on I guess.

The best things in life, aren't things.
Re: dm_3006 Posted by reaper47 on Sat Jan 27th 2007 at 5:41pm
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Thanks for the critique. I've read a couple of yours before, thus was prepared :wink: Please believe me when I say that I can truly appreciate the effort. The screenshots and the detailed look at the map is a service I don't take for granted. It is one of the reasons I like this place so much.

I haven't read everything thoroughly yet. But I see some interesting points I'll certainly look into.
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Re: dm_3006 Posted by Orpheus on Sat Jan 27th 2007 at 5:54pm
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Posted 2007-01-27 5:54pm
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/me bows

remembers Fisheye's warning about back

/me bows shallowly.

You're very welcome Sir.

The best things in life, aren't things.
Re: dm_3006 Posted by omegaslayer on Tue Jan 30th 2007 at 5:56am
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I like the new texture work. It gives it a more industrial feel to it.
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Re: dm_3006 Posted by Orpheus on Fri Feb 16th 2007 at 7:32pm
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Where's the update on this thing? I am always curious, just how PO'd someone is after one of my critiques. :heee:

The best things in life, aren't things.
Re: dm_3006 Posted by reaper47 on Fri Feb 16th 2007 at 8:53pm
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2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
There are only 2 pipes I want to add for additional connections. Otherwise it's finished for the next release. I fixed up a lot of details you pointed out. Not everything, though, as I want to get the next release finished ASAP. Playing this version after alpha2a feels quite different.

I'm just trying to think of something original for the doors competition right now, which is my current priority. It seems using env_terrainmorph for organical magic-doors isn't as simple as I thought :/

Chances are high for a release next week!
Why snark works.
Re: dm_3006 Posted by Orpheus on Fri Feb 16th 2007 at 9:04pm
Orpheus
13860 posts
Posted 2007-02-16 9:04pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
Door comp. slaps forehead

dangit. :sad:

The best things in life, aren't things.
Re: dm_3006 Posted by reaper47 on Tue Mar 6th 2007 at 5:15pm
reaper47
2827 posts
Posted 2007-03-06 5:15pm
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
So I fixed a few remaining things last night and now Beta 1 is... FINISHED! All it needs is a full compile and the presentation work. Expected release date is tomorrow!

Here's a last pre-release screenshot typical for what I did with the layout:

User posted image
Some might remember that the stairs were on the opposite side of the street here, requiring some jumping and walking up in a curve to pass this spot. Now they're in one line with the usual running direction. Less bumps, a few seconds of obstacle-avoiding saved. I added a few more connections and generally tried to make ways a little easier and clear.
Why snark works.
Re: dm_3006 Posted by reaper47 on Tue Mar 6th 2007 at 10:03pm
reaper47
2827 posts
Posted 2007-03-06 10:03pm
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
Hurray, hurray! Beta 1 is finally finished. :crash:

User posted image

Download here!: mitglied.lycos.de/reaper47/3006.html

I tried to incorporate as much of the Feedback from you guys as I could. I completely redid the texturing and prop-placement for many parts. The layout should flow better now with added connections and a few more redundant paths scrapped.

I'm very happy with this version. I think it wouldn't be healthy to cling to my initial ideas of basing the map completely on custom modeling and texturing because a) the filesize is becoming a real problem with HDR-supporting maps anyway and b) I won't learn how to do proper texturing (high-res, normalmaps) and modeling within any reasonable timeframe anyway. Call it futuristic, call it plain over-sized industrial area DM architecture.

I think it works quite well the way it is. There won't likely be any big changes anymore except for fixes. The only thing on my personal todo list is the blocky skybox and the upper warehouse/elevator area. I needed to finish up the rest of this map to get a clear head first. I find it very difficult to polish these parts.

I'm open to any constructive feedback, of course. Even little things like bad textures, polygon errors, obscure bugs or item placement concerns.

Again, all you people were a big help, thanks. :smile:
Why snark works.
Re: dm_3006 Posted by Kasperg_JM on Fri Mar 9th 2007 at 12:53am
Kasperg_JM
66 posts
Posted 2007-03-09 12:53am
66 posts 1589 snarkmarks Registered: May 20th 2006
I'll take a look as soon as possible.

Two things I can comment on the screenshot

-The piece of pavement that is detatched looks too big and too thin at
the same time. I'm not sure I've seen anything like it before. But it's
a minor thing.

-It's not clear how the trusses are attached to the walls. Maybe plates of rusted metal would look nice in those places.

Edit: download not working!
Re: dm_3006 Posted by Riven on Fri Mar 9th 2007 at 3:21am
Riven
1640 posts
Posted 2007-03-09 3:21am
Riven
Wuch ya look'n at?
super admin
1640 posts 1266 snarkmarks Registered: May 2nd 2005 Occupation: Architect Location: Austin, Texas, USA
Wow, been following this map since alpha 1; I had not said anything cause I thought anything I had to say you probably already knew. The most lovely aspect of the map to me was the lighting, simply superb! Definitely a new classic.

If anything, I think the skybox could look a little more interesting; it doesn't complement the enormous work done within the map, and looks quite dull imo except in the small "market area" as I call it, where the buildings line up with the main map. Cool idea on the theme.

The map is excellent though, cheers!
Blog: www.playingarchitecture.net
LinkedIn: Eric Lancon
Twitter:@Riven202
Re: dm_3006 Posted by Naklajat on Fri Mar 9th 2007 at 6:25am
Naklajat
1137 posts
Posted 2007-03-09 6:25am
Naklajat
member
1137 posts 384 snarkmarks Registered: Nov 15th 2004 Occupation: Baron Location: Austin, Texas
Downloading; will try to pick it apart a little and write something in the next few days.

o

Re: dm_3006 Posted by RedWood on Fri Mar 9th 2007 at 8:45am
RedWood
719 posts
Posted 2007-03-09 8:45am
RedWood
member
719 posts 652 snarkmarks Registered: Sep 13th 2006
Looking grate. Movement around the map has really smoothed out. I got lost a few times but it never seamed to take to long to get any ware.

User posted image
I say this quite a bit. I'm guessing you did this to draw attention to it, but is looks strange. If your going to have a light behind a ladder, maybe you could sink it into the wall or something. I also saw decals directly behind ladders more than one. i can't imagine someone spraying graffiti directly behind a solid object.

User posted image
The metal wall at the top of the shot. I got some strange reflections coming of it. could be a cube map thing?

User posted image
there is nothing supporting thees pipes.

User posted image
both the lights hear are attached to nothing.

User posted image
this light doesn't look like it should be hear. (like this at least)

User posted image
this needs to be retextured.

User posted image
A screen sunk flush to a brick wall? maybe give it a trim or turn it into a external monitor.

User posted image
Nice seen, but when i walk up to look outside the player clip is to fare from the fence and i feel like i'm being blocked. i want to get my head close to the fence so i can look down but i can't. frustrating.

User posted image
IMO the trussing and the decal don't look like they belong.

User posted image
I saw this a lot. i don't think you will ever see a light hanging below the frame of a door. If i were to walk through that door i hit my head on the light. looks off.

User posted image
I was nocliping around and i found this. looks like a big pach of expensive texture that could be nodrawed.

User posted image
a pice of concrete that thick could never be move like that without being broken. make it thicker or break it up into pieces.

User posted image
every time i see this it walk up to it and try to look down it and then i realize it's a sticker. It's irritating and frankly i think it kills the atmosphere of entire area.

User posted image
caught ya.

User posted image
This is cool but i had a hard time figuring out why it was there. maybe you could make it more apparent that those are door on both sides.

User posted image
the yellow light has no source, the red light looks out of place, and i never saw the rl launcher until i accidentally picked it up. I never realized it was a door until i walk up to it.

User posted image
It could be me being picky but i couldn't find a reason for the incline. plus i couldn't tell it the floor was dirt or concrete.

User posted image
the texture on this wall doesn't mach the others.

User posted image
the texture hear doesn't mach the others aound it

User posted image
this ledge could use a light. the buildings in the top center and top right center need textures aligned.

User posted image
light with no source

User posted image
the yellow light i'm pointing at. it seams to be coming from that point but it has no source. i could be be wrong but it couldn't see were it was coming from.

User posted image
there needs to be a dark spot above that lamp.

User posted image
this blue light is to close to that bright yellow one and it looks off.

User posted image
the ledge hanging over the walk way looks weird. maybe ware the walkway is you could continue the pillar until it meats.

User posted image
the light hear seem to have no source. the sun doesn't look it would b hitting it and it looks awkward.

User posted image
did u want the light off center? (yaaa i'm picky)

User posted image
can't imagine the meter man enjoys reading this one. look forced and if you keep it you might want to run some wires or conduit. the ones over the rl launch would go good hear.

User posted image
I couldn't figure out why there was water in hear. it looks more like a suicidal swimming pool. maybe add a broking water pipe or something.

User posted image
blue light with no source

User posted image
blue light with no source

User posted image
needs a wire or some sort of power source.

User posted image
i don't know it was done on intentionally but some of these don't have back plates. and personally i think it would look more realistic if the the back plate was extended a little past the trusses edge so it looks like it was mounted to the wall more realistically.

User posted image
these all look like they don't have much holding them up. it going to look real funny once someone is standing on top of them. maybe add a guid wire or i beam

User posted image
the light looks awkward. needs to be moved. the switches on off positions are reversed. when u through the trap switch it looks like your shuting it off. it could use some sprites also. and i don't know why it's like that in hammer but if you rotated the texture of the fence 45 degrees it will look more like a fence.

hope that helps. I want to play a game on this. Think it will be good fun. i don't think you'll have any problems getting a clan to host this thing. Any guesses on when it will be complete?
Re: dm_3006 Posted by reaper47 on Fri Mar 9th 2007 at 7:23pm
reaper47
2827 posts
Posted 2007-03-09 7:23pm
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
Wow, thanks a lot. You're so fast! :biggrin:

Redwood, how in the world did you find details like this? I must have spent hours searching for things like this and still they pop up everywhere. Very helpful.
Why snark works.
Re: dm_3006 Posted by RedWood on Fri Mar 9th 2007 at 7:40pm
RedWood
719 posts
Posted 2007-03-09 7:40pm
RedWood
member
719 posts 652 snarkmarks Registered: Sep 13th 2006
Eah, i had some spare time. As for that... the reflexion just happened to catch my eye.
Re: dm_3006 Posted by Jacfu on Sun Mar 11th 2007 at 9:28am
Jacfu
38 posts
Posted 2007-03-11 9:28am
Jacfu
member
38 posts 54 snarkmarks Registered: Dec 12th 2006 Occupation: Designer Location: South Africa
Hey Reaper, this map is awesome. Spent quite a bit of time wandering around in it - very impressive!

just love this composition:

User posted image

The breakable vents leading to the elevator on the opposite side is very clever indeed! :

User posted image

Just one question though. HOW do you turn on the electricity to zap players in the water?

User posted image

Maybe it would also be better if this fence/gate brush didn't dissapear into the wall:

User posted image

I cant wait to see the fin product. Great work :cool:
Re: dm_3006 Posted by Naklajat on Sun Mar 11th 2007 at 11:26am
Naklajat
1137 posts
Posted 2007-03-11 11:26am
Naklajat
member
1137 posts 384 snarkmarks Registered: Nov 15th 2004 Occupation: Baron Location: Austin, Texas
This release is very solid, the layout changes I noticed improve the flow. It looks very near to complete from my perspective, already more complete than the majority of custom maps I see in the server browser, good job.

The few problems I noticed:

User posted image
The collision model of these ladder models prevent you from getting on the ladders from this side.

User posted image
However unlikely it is someone would actually stack stuff up to block this lift online, it's possible. You can also stand under it and block it. I think flagging it as 'force closed' would fix it
.
User posted image
View from the blocked lift, crouching.

User posted image

User posted image
Minor texture alignment in the skybox, that's pretty hard to see in this screenshot.

o

Re: dm_3006 Posted by reaper47 on Sun Mar 11th 2007 at 6:24pm
reaper47
2827 posts
Posted 2007-03-11 6:24pm
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
Thanks Jacfu and Baron von Snickers, I really appreciate.

PS: The electric zapper switch is hidden beneath the red stairs. :wink:
Why snark works.
Re: dm_3006 Posted by reaper47 on Sun Mar 11th 2007 at 7:56pm
reaper47
2827 posts
Posted 2007-03-11 7:56pm
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
sigh, I just got to play the map on some french server and thought that most things worked out nicely but there seems to be a problem with tracktrains in general. I only experienced the bug once, thinking it's a problem I'll never see again, but now on this server the elevator was simply... too slow. It was half as slow as it should be, so it didn't reach the endpoint in time, making the machine think it's blocked, thus stopping the elevator in the middle of the ride.

I think this has something to do with default speed values being transfered from one map to the next. If you play one map with a platform before it could be that the next map loaded could have a problem because the values from one platform get overwritten to the next. Or some kind of hidden command that activates.

This is really frustrating. I've tried so many methods to get a simple elevator to work and this ha proven to be quite stable. Now this. Maybe it's only a very special case but still, it's annyoing. :sad:
Why snark works.
Re: dm_3006 Posted by reaper47 on Mon Mar 12th 2007 at 4:31pm
reaper47
2827 posts
Posted 2007-03-12 4:31pm
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
I know a fix that should work. There's a safety feature I added that stops the elevator after 5 seconds if it doesn't reach its destination. By removing this the elevator should reach its targets even though he's slower. This would only be a temporary fix, though but easy enough for a quick update.

I have a more advanced theory I'd like to test, also. If you think you know what could have caused this or you're in the mood of solving a riddle and becoming my personal hero: Take a look at this post in the editing board
Why snark works.
Re: dm_3006 Posted by Orpheus on Thu Mar 15th 2007 at 7:36pm
Orpheus
13860 posts
Posted 2007-03-15 7:36pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
Mien Gawd, even more detailed critiques than mine.

/me feels abashed. :cry:

If there's anything left to comment on when I get home, I'll post something. If you addressed all my previous concerns, I doubt I'll have much to add.

looks at floor

Especially if all these guys found so much after my post and your fixing things.

The best things in life, aren't things.
Re: dm_3006 Posted by Finger on Thu Mar 15th 2007 at 9:50pm
Finger
672 posts
Posted 2007-03-15 9:50pm
Finger
member
672 posts 1460 snarkmarks Registered: Oct 13th 2001
The truly gifted critics are the ones who realize that they are not one step from the top, but in reality, one step above the bottom.

:dorky: :dorky:
Re: dm_3006 Posted by Orpheus on Thu Mar 15th 2007 at 10:28pm
Orpheus
13860 posts
Posted 2007-03-15 10:28pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
blushes

Whether you meant it as such or not, I take that as a compliment Master Finger.

So many here show so much more ability than myself that its a joy to share their company.

The best things in life, aren't things.
Re: dm_3006 Posted by skyjack on Sat Mar 17th 2007 at 1:55am
skyjack
1 post
Posted 2007-03-17 1:55am
skyjack
member
1 post 0 snarkmarks Registered: Mar 17th 2007 Location: USA
I'll run this on my Ratz HL2dm server and see how it plays. Please keep updated with the final version.
Re: dm_3006 Posted by reaper47 on Sat Mar 17th 2007 at 10:48am
reaper47
2827 posts
Posted 2007-03-17 10:48am
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
Great, skyjack, this is as helpful as it can get, thanks. Do you have the IP address?
Why snark works.
Re: dm_3006 Posted by reaper47 on Mon Mar 19th 2007 at 12:02pm
reaper47
2827 posts
Posted 2007-03-19 12:02pm
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
I got to play the map on a few servers now an none had the elevator bug. Fortunately it seems to be a very specific bug that only happens from running a few more exotic mapcycles or settings.

So server-admins, don't be scared, it runs fine :wink:
Why snark works.
Re: dm_3006 Posted by Junkyard God on Mon Mar 19th 2007 at 10:37pm
Junkyard God
654 posts
Posted 2007-03-19 10:37pm
654 posts 81 snarkmarks Registered: Oct 27th 2004 Occupation: Stoner/mucisian/level design Location: The Nether Regions
This map looks pretty nice, but indeed it seems to be verry well lit 'naturally' for such a city.

Maybe a simple solution would be to make the sunlight less bright ,and to add more man made lights.
Hell, is an half-filled auditorium