[map] DM Neon

[map] DM Neon

Re: [map] DM Neon Posted by IZaNaGI on Fri Oct 28th 2005 at 11:46pm
IZaNaGI
3 posts
Posted 2005-10-28 11:46pm
IZaNaGI
member
3 posts 20 snarkmarks Registered: Jul 16th 2005 Occupation: Slacker Location: Yorkshire, England.
This is a a discussion topic for the map "DM Neon" by IZaNaGI which can be found here

Map description:

This is the final version of my latest map DM Neon. Set in the distant future this is an urban map set around several floors of an entertainment district. The map encourages both large and short scale intense weapon based deathmatch depending where you are in the map, as well as giving grav gun fans the chance to throw some stuff at each other on street level. Almsot the entire map is accesible including the roof area via jump pads.

The texture set is 99% custom and there a few custom physics objects (physbox) thrown in as well. Info nodes have been placed so there is a limited bot capability in mods such as GMOD. The map will also (with any luck) be converted to Dystopia in the coming months, seeing as the general themes are so similar (not intentionaly though!!).

The map supports 12 man DM and TDM and is fully BSPZIP'd.

Map screenshots:
Loading embedded content: Map #2309
Re: [map] DM Neon Posted by Belgarion on Fri Oct 28th 2005 at 11:46pm
Belgarion
108 posts
Posted 2005-10-28 11:46pm
108 posts 41 snarkmarks Registered: Jun 27th 2005 Occupation: unoccupied Location: USA
Let's get straight to it. This map looks great. Nails the Star Wars Couruscant theme smack in the face with style. I was very glad to see all the custom textures though. Very well done with theme and coloring in mind. There is a great deal of custom content in this map, and it all looks great.

But equally as great is the lack of performance. It looks as if IZaNaGI used entirely world brushes to construct the map. There are a great many repeating world objects in the map that could easily have been prop models, and more than likely no one would notice (at least visually). No doubt that would have helped performance a great deal. I'm using a 6800, 768 ram, and a 2400 and it just crawls when I look at the center of the map, which is basically what this is. A large, multi-layered arena. I'd hate to see what this is like on a machine with less power than mine.

Sadly, I was only able to test this with 3 other people, so I cannot very accurately guage the gameplay, but it seemed thought out well enough in terms of item placement. Finding a gun when spawning was not difficult, and there are some fun toys to pick up here and there (like energy balls.. yum). The crossbow was set high atop the map, which at first you would say is very annoying, as you tend to sit there and pick people off from afar, but seems to be ok as you can't see most of the map from that point. Shotguns and magnums are around, along with smg grenades, ammo of various types, and plenty of health/energy pickups strewn here and there among the corridors. The RPG also makes an appearance on the walkway surrounding the very cool rotating center-peice, which sports some really sweet advertising shaders. It's not easy to get to, and usually incures a 10hp hit because of the distance you drop. To get the RPG is not without consequences, and you're extremely open when you get it. It's good to see a bit of danger involved with a power weapon.

Accessability was also well addressed. Vents here and there in more open areas allow access to the higher parts of the map, with some that actually move you latterally (if you are careful to follow the path). They're a little tricky, but they get the job done.

Performance aside, this is a great map. But, unfortunately, performance is really something we can't ignor this time around, and brings down an otherwise fun experience. Because of this I give it a seven(7). Fix the performance problems and it would have been a 9.

Verdict

Pretty and fun, if you have a mega-powa rig.
Re: [map] DM Neon Posted by Belgarion on Fri Oct 28th 2005 at 11:46pm
Belgarion
108 posts
Posted 2005-10-28 11:46pm
108 posts 41 snarkmarks Registered: Jun 27th 2005 Occupation: unoccupied Location: USA
Let's get straight to it. This map looks great. Nails the Star Wars Couruscant theme smack in the face with style. I was very glad to see all the custom textures though. Very well done with theme and coloring in mind. There is a great deal of custom content in this map, and it all looks great.

But equally as great is the lack of performance. It looks as if IZaNaGI used entirely world brushes to construct the map. There are a great many repeating world objects in the map that could easily have been prop models, and more than likely no one would notice (at least visually). No doubt that would have helped performance a great deal. I'm using a 6800, 768 ram, and a 2400 and it just crawls when I look at the center of the map, which is basically what this is. A large, multi-layered arena. I'd hate to see what this is like on a machine with less power than mine.

Sadly, I was only able to test this with 3 other people, so I cannot very accurately guage the gameplay, but it seemed thought out well enough in terms of item placement. Finding a gun when spawning was not difficult, and there are some fun toys to pick up here and there (like energy balls.. yum). The crossbow was set high atop the map, which at first you would say is very annoying, as you tend to sit there and pick people off from afar, but seems to be ok as you can't see most of the map from that point. Shotguns and magnums are around, along with smg grenades, ammo of various types, and plenty of health/energy pickups strewn here and there among the corridors. The RPG also makes an appearance on the walkway surrounding the very cool rotating center-peice, which sports some really sweet advertising shaders. It's not easy to get to, and usually incures a 10hp hit because of the distance you drop. To get the RPG is not without consequences, and you're extremely open when you get it. It's good to see a bit of danger involved with a power weapon.

Accessability was also well addressed. Vents here and there in more open areas allow access to the higher parts of the map, with some that actually move you latterally (if you are careful to follow the path). They're a little tricky, but they get the job done.

Performance aside, this is a great map. But, unfortunately, performance is really something we can't ignor this time around, and brings down an otherwise fun experience. Because of this I give it a seven(7). Fix the performance problems and it would have been a 9.

Design

Gameplay

Verdict
Pretty and fun, if you have a mega-powa rig.

Pros
Beautiful, well thought out, tons of custom content

Design
Performance
Re: [map] DM Neon Posted by rs6 on Sat Oct 29th 2005 at 12:08am
rs6
640 posts
Posted 2005-10-29 12:08am
rs6
member
640 posts 94 snarkmarks Registered: Dec 31st 2004 Occupation: koledge Location: New Jersey, USA
Looks pretty cool. Nice original idea for a map.
Re: [map] DM Neon Posted by Underdog on Sat Oct 29th 2005 at 12:09am
Underdog
1018 posts
Posted 2005-10-29 12:09am
Underdog
member
1018 posts 102 snarkmarks Registered: Dec 12th 2004 Occupation: Sales-Construction Location: United States
Looks generically Unreal.
Nice none the less.
Re: [map] DM Neon Posted by Oski on Sat Oct 29th 2005 at 2:09am
Oski
75 posts
Posted 2005-10-29 2:09am
Oski
member
75 posts 28 snarkmarks Registered: Dec 6th 2004 Occupation: Studying Location: Sweden
The map looks great. Its nice to see all custom materials. But its almost unplayable on my system. i got below 20 fps on some places when i was alone. I guess if it was UT2004 it would have been no problem. But with source, it is.
Re: [map] DM Neon Posted by satchmo on Sat Oct 29th 2005 at 4:40am
satchmo
2077 posts
Posted 2005-10-29 4:40am
satchmo
member
2077 posts 1809 snarkmarks Registered: Nov 24th 2004 Occupation: pediatrician Location: Los Angeles, U.S.
Beautiful, just beautiful.

But the name "Neon" isn't selling it well enough. The map reminds me of "Blade Runner" immediately. Would you ever consider changing the name?
Re: [map] DM Neon Posted by Crono on Sat Oct 29th 2005 at 7:14am
Crono
6628 posts
Posted 2005-10-29 7:14am
Crono
super admin
6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
Dude, I was totally going to say, "It's a blade runner map".

Looks fancy.

Ran through it. I was a little disappointed to find the map is a relatively small area, just very tall.

I liked the signs and such. The DOA one had me laughing.

I also liked the 'jump' points on the vents.

The only problem I noticed was that the ladder going from the street to the 2nd floor (or whatever), the second part of the ladder ends far to soon. You can still climb, it's just the model was only so big. I'd suggest, if this weren't a final version, that you make the gap at the ground level, it would look more plausible.

If I actually played it rather than run through it, I'd rate it.
Re: [map] DM Neon Posted by omegaslayer on Sat Oct 29th 2005 at 7:29am
omegaslayer
2481 posts
Posted 2005-10-29 7:29am
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
Very good map, it would be fun with low gravity IMO (no I dont play killbox maps). My only complaint about his map is the low fps. Though this is a final version, you could turn those pillars into models you would gain so much FPS back. Maybe if it converted to the Dystopia mod then this could be done. 9/10 because its this good, but you could have gone the extra mile to turn those simple pillars into models to gain some more frames.
Re: [map] DM Neon Posted by IZaNaGI on Sun Oct 30th 2005 at 9:12am
IZaNaGI
3 posts
Posted 2005-10-30 9:12am
IZaNaGI
member
3 posts 20 snarkmarks Registered: Jul 16th 2005 Occupation: Slacker Location: Yorkshire, England.
Well im not sure if im allowed to reply to comments here but whatever. Firstly thanks for your comments im glad people have enjoyed this map in part and again i apologise about low FPS, this is caused because there is a lot of heavy brush detail and with the map being so open it is impossible to effectively hint the entire map. Believe me when i say i went an extra 2-3 miles to get the FPS as low as it is now, the original FPS was a lot lower in a wider spread area of the map and now its only low when viewing the central area which to me was an achievement in itself.

About the repeating brush detail including the pillars, obviously for the sake of gameplay these were added to break up attacks from other players spamming fire from afar, without these the map would be encouraging dirty and anoying tactics. Also if i was able to model that wouldnt of been an issue and would of been aplied in a shot but seeing as i cant, the best i could do was apply them to func_details in order to spare time during compile and creating less vis leafs, sparing your systems from less frames per second.

The map is actually a blend of Bladerunner and the cityscapes seen in starwars but the name has always been intended DM_Neon.

Finaly this map is being converted by Dystopia as we speak and should be released sometime soon in there next update.

Thanks for all your comments and rest assured i have learned a lot of lessons while building this map including the fact the source engine doesnt like huge outdoor areas with a load of brush detail.

IZ
Re: [map] DM Neon Posted by satchmo on Tue Nov 1st 2005 at 6:30pm
satchmo
2077 posts
Posted 2005-11-01 6:30pm
satchmo
member
2077 posts 1809 snarkmarks Registered: Nov 24th 2004 Occupation: pediatrician Location: Los Angeles, U.S.
We're all looking forward to your next Source map.

Is Dystopia a single-player mod?

P.S. You can certainly post comments here, especially in reply to the comments posted by others.
Re: [map] DM Neon Posted by CrazySteve on Wed Nov 2nd 2005 at 3:51pm
CrazySteve
7 posts
Posted 2005-11-02 3:51pm
7 posts 1 snarkmarks Registered: Aug 9th 2005 Occupation: Clinnical Engineer Location: USA
Here is my take, mapping is an expression of art, and if fps suffer, and its hard or near impossible to play on, it should be judged as a peice of art.

The map is amazing when it comes to looks imho.
Re: [map] DM Neon Posted by parakeet on Thu Nov 3rd 2005 at 11:55pm
parakeet
544 posts
Posted 2005-11-03 11:55pm
parakeet
member
544 posts 81 snarkmarks Registered: Apr 30th 2004 Occupation: n/a Location: Eastern US
Dystopia is multiplayer satch , fun and innovative . Similar to NS's revolutionary stuff when it first came out. very fun to play . some of the stuff vaguely reminds me of s&i "science and industry"

i just like how it looks , but i do feel slightly cramped..

i think it would be good fun for lan parties eh?
Re: [map] DM Neon Posted by satchmo on Fri Nov 4th 2005 at 4:37pm
satchmo
2077 posts
Posted 2005-11-04 4:37pm
satchmo
member
2077 posts 1809 snarkmarks Registered: Nov 24th 2004 Occupation: pediatrician Location: Los Angeles, U.S.
Man, your download link took me to four different websites and what it felt like ten mouse-clicks to get.

After walking around, I declare that this map is one of the most beautiful maps that I have ever seen. Even if you never get to play it, it's worth the download just to browse around and be amazed.
Re: [map] DM Neon Posted by ProXXXy on Thu Jan 19th 2006 at 9:14pm
ProXXXy
4 posts
Posted 2006-01-19 9:14pm
ProXXXy
member
4 posts 0 snarkmarks Registered: Dec 22nd 2005
My favourite map. The best map. What else to say. Full score.
Re: [map] DM Neon Posted by gabl8a89 on Sun Jan 22nd 2006 at 1:42am
gabl8a89
3 posts
Posted 2006-01-22 1:42am
gabl8a89
member
3 posts 10 snarkmarks Registered: Jan 21st 2006 Occupation: Student Location: HK
Wow the color make me fall in it, i haven't download yet, but, niceone!

A very cyber-looking map i have ever seen!