Commented 17 years ago2007-11-24 21:34:59 UTC
in vault item: The CitizenComment #16041
I had a chance to play some more.
I am sure you are aware of this problem already, but inside the church, you have some model occluders that prevents the Combine soldiers from being rendered. As a result, if you fight those enemies from inside the church, they're invisible.
You have to move the occluders further back, behind those soldiers.
Commented 17 years ago2007-11-15 02:06:00 UTC
in vault item: The CitizenComment #15987
There are occasional radioactive slime puddles that force me to keep the air boat.
One more thing, the detonator for the explosives (where there are two rappelling Combines plus a sniper) was very difficult to trigger. Most of the times when I "used" it, I ended up picking up the entire device instead of triggering the detonator.
Commented 17 years ago2007-11-14 15:32:12 UTC
in vault item: The CitizenComment #15982
I forgot to mention. I think text prompt is overused at times, especially in the beginning.
For example, once the guy told you to get his TV for him, I don't think it's necessary to spell out it again. And many of the text prompts, like "Follow her" and such, are not needed, in my opinion.
Some earlier parts would be better if the lighting is brighter, because the player doesn't have the HEV suit yet, so there's no flash light to illuminate certain dark areas of the map.
Commented 17 years ago2007-05-06 20:42:05 UTC
in vault item: AggravationComment #14809
It always makes me happy to see a real mapper in the making, a very beginner kind, but a mapper nevertheless.
From the screenshot, the scale appears to be too large. Read up the proper dimensions of the architecture relative to the player.
And yes, the best mappers blend the use of props with their own architecture seamlessly. Try experimenting with props in your next map.
Think about how lighting interacts with the architecture before you construct the map. Imagine where the shadows might fall and how contrast in lighting can make the existing architecture more interesting.
Commented 17 years ago2007-04-24 14:58:33 UTC
in vault item: dm_detritus_v2Comment #14726
Thanks, Kasperg.
I concur with all of your assessment. In fact, I share some of your ideas even before you suggested them.
I agree with the single-point intersection between two architectural elements. I think it looks better if the triangular supports extend out a bit further.
The brick ceiling supports are unusual, but I elected to texture them that way because it looks cooler. A concrete texture doesn't stand out as much from the decorative plaster ceiling.
The construction material of the taller building is strange, but I actually have a story in mind when I made it that way.
The section of Ravenholm for this map is the more upscale neighborhood. It's close to the City Hall (where the demolished skeleton of the building is visible through the heavy metal door).
That taller building used to be the mayor's mansion, but it has been destroyed during the Seven Hour War.
Squatters have built on top of the brick foundation, in addition to the adjacent metal shack and wooden structure. It's a town that has seen better days, and the various phases of construction are represented by the increasing dearth of good building materials (from brick to metal to wood).
This transition of material suggests the squalor of the current state and conveys a somber mood.
Commented 17 years ago2007-04-23 22:14:20 UTC
in vault item: dm_detritus_v2Comment #14717
Oh the Mighty Kasperg.
Please allow the humble satchmo bow down to you!
You're so right with the lighting error. I found a leak in the map that prevented light bounce calculation.
I also changed the textures for the stair steps. I changed some of the weapon placement and added more cosmetic improvements. I left the lighting as is though.
Commented 17 years ago2007-04-22 14:35:08 UTC
in vault item: dm_detritus_v2Comment #14701
Thanks for the comment.
I think the lighting is error-free. The reason the shadows are extremely dark is that the ambient light is so dim. It is, after all, a night map. At least it looks fine on my computer.
I appreciate the suggestions, but I think I'm finished with this map. My wife will be coming back tonight (from a trip to her parents), and I have a grueling work schedule next week.
Commented 17 years ago2007-03-11 23:17:34 UTC
in vault item: dm_verticoComment #14370
I found the original inspiration for this map. It came from dm_comsci by Addicted to Morphine (from the SnarkPit). Unfortunately, that map was abandoned by its mapper at the alpha stage.
Read this map's discussion thread. It was from almost a year ago, but you can see how many of the gameplay ideas were born from that map.
Commented 17 years ago2007-03-08 22:18:12 UTC
in vault item: dm_verticoComment #14357
Thanks!
I looked at many screenshots from the Citadel in Episode One for architectural inspiration. The style emphasizes straight lines and 45 degree angles, reminenscent of an aggressive attitude (similar to the architecture of the Third Reich).
I didn't add more details because one characteristic of the Combine architecture is clean lines and bold strokes. Fine detailed trimming sort of counter that style. I was contemplating of adding trims to the doors and windows, but that tends to demasculinize the structure, IMO.
I put tons of thoughts into balanced gameplay, and the entire structure is interactive (especially with the generators and the launch control consoles). Enabling and disabling the shield is part of the dynamic gameplay (potentially trapping players and restricting access to powerful weapons).
Item placement and the location of chargers add tension to the flow, forcing the players to be constantly moving and prevent camping.
There is a secret SMG grenade ammo hidden in the map. It's not impossible to find, but it's not immediately obvious.
Commented 17 years ago2007-02-05 01:54:03 UTC
in vault item: dm_gpComment #14151
An excerpt from the server log:
12:48:07: "Solo" killed " Oddball" with "slam" 12:48:27: "Solo" killed "an old guy with high colastaral" with "smg1_grenade" 12:48:28: "an old guy with high colastaral" killed "Solo" with "combine_ball" 12:48:34: "Solo" killed "an old guy with high colastaral" with "smg1" 12:48:35: "an old guy with high colastaral" killed "Solo" with "physics" 12:48:43: " Oddball" killed "Solo" with "ar2" 12:48:48: "Solo" killed " Oddball" with "physics" 12:49:00: "Solo" killed "an old guy with high colastaral" with "smg1" 12:49:08: " Oddball" killed "Solo" with "physics" 12:49:18: "Solo" killed " Oddball" with "smg1" 12:49:22: "Solo" killed "an old guy with high colastaral" with "357" 12:49:30: "Solo" killed " Oddball" with "357"
But those are nice-looking palm trees.
(not so interesting)
My second map: http://twhl.co.za/mapvault_map.php?id=2211
(more interesting)
Learn from your mistakes.
...and add more rounded corners or angles to your architecture. It's too squarish.
Finally, as the Hunter said, don't compile your map full-bright.
I'll check out the video right now.
I am sure you are aware of this problem already, but inside the church, you have some model occluders that prevents the Combine soldiers from being rendered. As a result, if you fight those enemies from inside the church, they're invisible.
You have to move the occluders further back, behind those soldiers.
One more thing, the detonator for the explosives (where there are two rappelling Combines plus a sniper) was very difficult to trigger. Most of the times when I "used" it, I ended up picking up the entire device instead of triggering the detonator.
For example, once the guy told you to get his TV for him, I don't think it's necessary to spell out it again. And many of the text prompts, like "Follow her" and such, are not needed, in my opinion.
Some earlier parts would be better if the lighting is brighter, because the player doesn't have the HEV suit yet, so there's no flash light to illuminate certain dark areas of the map.
I know you're not going to make any major changes, but I get frustrated at times when negotiating tight corners in the air boat.
Unless there is a vast area to drive the air boat, getting it around small spaces can be trying on the nerves.
I've found a few Easter Eggs so far. They're nicely incorporated into the game.
Most of the entities probably has some easy-to-use tools to place in the map with the new version of Hammer for Portal.
Looks like this map uses a lot of long jumps.
Hammer still doesn't support Portal with manually extracting the GCF, correct?
One of the most intriguing maps I have ever come across.
It's contemporary art at its most interesting manifestation.
I didn't download it, but I thought there's a shadow under the archway in the screenshot.
In any case, if the lighting looks like it could be full-bright, then it should be modified to improve it.
Change the angle of the light_environment so some shadow gets casted on the walls and ground surface.
Kasperg makes a lot of his maps in less than a week, and they look great.
I'll be patient.
Make sure you got the latest version (v2) when you play.
From the screenshot, the scale appears to be too large. Read up the proper dimensions of the architecture relative to the player.
And yes, the best mappers blend the use of props with their own architecture seamlessly. Try experimenting with props in your next map.
Think about how lighting interacts with the architecture before you construct the map. Imagine where the shadows might fall and how contrast in lighting can make the existing architecture more interesting.
http://img440.imageshack.us/img440/6507/dmdetritusv2overviewcw9.jpg
I concur with all of your assessment. In fact, I share some of your ideas even before you suggested them.
I agree with the single-point intersection between two architectural elements. I think it looks better if the triangular supports extend out a bit further.
The brick ceiling supports are unusual, but I elected to texture them that way because it looks cooler. A concrete texture doesn't stand out as much from the decorative plaster ceiling.
The construction material of the taller building is strange, but I actually have a story in mind when I made it that way.
The section of Ravenholm for this map is the more upscale neighborhood. It's close to the City Hall (where the demolished skeleton of the building is visible through the heavy metal door).
That taller building used to be the mayor's mansion, but it has been destroyed during the Seven Hour War.
Squatters have built on top of the brick foundation, in addition to the adjacent metal shack and wooden structure. It's a town that has seen better days, and the various phases of construction are represented by the increasing dearth of good building materials (from brick to metal to wood).
This transition of material suggests the squalor of the current state and conveys a somber mood.
Please allow the humble satchmo bow down to you!
You're so right with the lighting error. I found a leak in the map that prevented light bounce calculation.
I also changed the textures for the stair steps. I changed some of the weapon placement and added more cosmetic improvements. I left the lighting as is though.
Thanks a million!!!
It reminds me of the temple level in Far Cry.
I think the lighting is error-free. The reason the shadows are extremely dark is that the ambient light is so dim. It is, after all, a night map. At least it looks fine on my computer.
I appreciate the suggestions, but I think I'm finished with this map. My wife will be coming back tonight (from a trip to her parents), and I have a grueling work schedule next week.
Thanks anyway.
So I removed all the cubemaps for the final version.
Thanks for playing.
How could you . . . . ?
P.S. Hey, if someone pays me to make a map, I would make any piece of shit they want me to make too.
Read this map's discussion thread. It was from almost a year ago, but you can see how many of the gameplay ideas were born from that map.
http://www.snarkpit.net/forums.php?topic=4854
Looks interesting from the screenie.
I am making a single-player version for this map right now.
I would like to thank The Hunter for his playtesting feedback (complete with a gameplay video) that helped to improve this map.
I also want to thank Baron von Snickers from the SnarkPit for his tips on setting up the missile trap.
And everyone here at TWHL for mapping inspiration and encouragement.
I looked at many screenshots from the Citadel in Episode One for architectural inspiration. The style emphasizes straight lines and 45 degree angles, reminenscent of an aggressive attitude (similar to the architecture of the Third Reich).
I didn't add more details because one characteristic of the Combine architecture is clean lines and bold strokes. Fine detailed trimming sort of counter that style. I was contemplating of adding trims to the doors and windows, but that tends to demasculinize the structure, IMO.
I put tons of thoughts into balanced gameplay, and the entire structure is interactive (especially with the generators and the launch control consoles). Enabling and disabling the shield is part of the dynamic gameplay (potentially trapping players and restricting access to powerful weapons).
Item placement and the location of chargers add tension to the flow, forcing the players to be constantly moving and prevent camping.
There is a secret SMG grenade ammo hidden in the map. It's not impossible to find, but it's not immediately obvious.
12:48:07: "Solo" killed " Oddball" with "slam"
12:48:27: "Solo" killed "an old guy with high colastaral" with "smg1_grenade"
12:48:28: "an old guy with high colastaral" killed "Solo" with "combine_ball"
12:48:34: "Solo" killed "an old guy with high colastaral" with "smg1"
12:48:35: "an old guy with high colastaral" killed "Solo" with "physics"
12:48:43: " Oddball" killed "Solo" with "ar2"
12:48:48: "Solo" killed " Oddball" with "physics"
12:49:00: "Solo" killed "an old guy with high colastaral" with "smg1"
12:49:08: " Oddball" killed "Solo" with "physics"
12:49:18: "Solo" killed " Oddball" with "smg1"
12:49:22: "Solo" killed "an old guy with high colastaral" with "357"
12:49:30: "Solo" killed " Oddball" with "357"
This looks like a rare find.