[map] Dm_Sadists_Pit

[map] Dm_Sadists_Pit

Re: [map] Dm_Sadists_Pit Posted by Sadist on Mon Sep 15th 2008 at 11:17am
Sadist
28 posts
Posted 2008-09-15 11:17am
Sadist
member
28 posts 1162 snarkmarks Registered: Jan 4th 2006 Location: United Kingdom
This is a a discussion topic for the map "Dm_Sadists_Pit" by Sadist which can be found here

Map description:

Hi, this map is now released as rc1 version.

The build has taken influence from the Alien films, the abyss, total recall and the game Doom 3. It is based on the map dm_areolite which is a deathmatch classic game still available on deathmatch classic servers, although built from scratch and extensively modified beyond similarity except in map layout. The map is centred around a 'pit', with 3 interlocking floors, and features teleports, stairwell lighting, manual closing doors, ventilation ducts, working elevator (american english) and switchable lights. The pit features an expanse of water that forms an abyss.

The map also includes increased lightmaps, which means that shadows appear more striking and less diffused. New textures courtesy of catalyst source studios - http://www.fpsbanana.com/textures/98 And a custom made skybox with martian sky and mountains.

The switchable lights are a main feature of the map, and affect the soundscape, making the map very quiet while also darker, which brings in a new form of gameplay for dm.

Map screenshots:
Loading embedded content: Map #3162
Re: [map] Dm_Sadists_Pit Posted by haymaker on Tue Sep 16th 2008 at 11:20pm
haymaker
439 posts
Posted 2008-09-16 11:20pm
haymaker
member
439 posts 921 snarkmarks Registered: Apr 1st 2007 Location: CAN
Very nicely done! Love the atmosphere, a nice break from hl2 indeed. 3dskybox among the best Ive ever seen for enhancing the setting. Love that globe hologram too. Great use of those textures.

Performance seems great, even though you have func_breakable and water in the same map, this can be a server-side issue sometimes.

As for gameplay I have to say I don't like dark or light-dynamic maps myself, too many unneccessary mistakes can be made; for instance there is a ladder that I can see being a life-saver almost in total darkness, rendering a player open to a frustrating smg death when he could escape. I also try and avoid doors but I can see what you're thinking here. The teleports are fun, you can mess with them by dumping props at the destination, but doesn't matter. One last niggle, seems there's one too many hallways ( but the flow is good overall ).

Still, this is a treat for the audio-visual senses! Looking forward to a few rounds on this. Great job!
Re: [map] Dm_Sadists_Pit Posted by Gwil on Wed Sep 17th 2008 at 2:25pm
Gwil
2864 posts
Posted 2008-09-17 2:25pm
Gwil
super admin
2864 posts 315 snarkmarks Registered: Oct 13th 2001 Occupation: Student Location: Derbyshire, UK
Unusual texturing - makes it stand out from the crowd of greys/industrial or C17 style levels which have gone before it. The variations in brush work (angles, curves) and incorporating those into vertical play is a plus point. I make these comments based on the screenshots as I haven't downloaded the full map - i'll make a point to though.
Re: [map] Dm_Sadists_Pit Posted by Riven on Fri Sep 19th 2008 at 1:59am
Riven
1640 posts
Posted 2008-09-19 1:59am
Riven
Wuch ya look'n at?
super admin
1640 posts 1266 snarkmarks Registered: May 2nd 2005 Occupation: Architect Location: Austin, Texas, USA
I'll have to say, this is a mighty fine looking map you have here. The sharp lighting makes it though. -That is, this map looks as good as it does mainly because of that. The architecture is unique too. The slanted walls and curved stairs make it fun to run about the level. The teleporters are fun too.

I can see the abyss influence showing through with the water pit in the center of the floor. Also, the Total Recall Martian surface outside adds a nice touch too!. The new textures help make this map seem fresh. I honestly didn't find anything really bad enough to speak about. -The water pit may be a little too deep (I understand it needs to appear bottomless, but still...).

-I'll have to admit, I didn't notice the sound-light sync. That-is, if it was working, it didn't affect the atmosphere or mood of the setting at all. Perhaps it needs to be more sharp sounds, or just something more noticeable to make it seem like a changeable effort.

Really good, well-made map!
Blog: www.playingarchitecture.net
LinkedIn: Eric Lancon
Twitter:@Riven202
Re: [map] Dm_Sadists_Pit Posted by Sadist on Sat Sep 20th 2008 at 12:26pm
Sadist
28 posts
Posted 2008-09-20 12:26pm
Sadist
member
28 posts 1162 snarkmarks Registered: Jan 4th 2006 Location: United Kingdom
Hi, thanks for the comments, I was hoping the sharp lighting would make it different, so pleased with the response! As for the lighting change upon pushing the light switch, many people who helped to test found the map either too dark, or too bright, or just right, some didnt notice a change, some did. I would put this down to gamma or monitor brightness, and would suggest playing around with graphics to appreciate it fully. That said, the change is subtle, as there were some complaints about it being too dark during 'lights out' in the beta version, also some lights remain 'on', some turn off and some flicker during the 'lights out'.

Thanks for the comments, Sadist.