Commented 15 years ago2008-10-19 11:21:10 UTC
in vault item: Dm_ComboComment #17044
I actually really like this! It's got a lot of charm considering how simple the design is. Very nice. It is of course not without its flaws, though.
First and foremost - health and batteries. I never saw any during my admitedly short test. Very important in deathmatch.
Second, there is a real lack of cover. Maybe make the tops of the platforms more defendable around the sides and throw the crossbow in to get some fun sniping battles.
Next, your wise decision to put the more powerful guns at the rarer sites is made null by the fact that there are spawn points on those platforms. I don't really see a way of solving this.
Also, you could really make the teleporters a more impressive endeavour since they add so much to the gameplay mechanics. Get some loud teleporting noises, and maybe a laser show at the recieving end so that a player can see where his nemesis has teleported to in a 1v1 situation.
The worst aspect of the map was texturing. I mean it was awful. The good lighting did well to make up for it, but it's just not enough. Get some variation in there and make each platform a clearly seperate location.
Lastly, i agree with the idea to make the fall considerably larger. There's no chance for Gauss-jumpers to save themselves if they fall off the side at the moment since they die almost instantly.
Definately on the right track. I won't rate until you finish your new version =]
Commented 15 years ago2008-10-19 11:10:40 UTC
in vault item: Dm_ComboComment #17043
Ok.
This map has one major issue that should be taken care of: r_speeds. R_speeds in this map r_crap, peeking over 2500. Thats too high for a DM map.
To fix, try texturing unseen faces with the BEVEL texture. The BEVEL texture acts like NULL, but it doesn't generate clipnodes. I know it sounds technical, but it may lower r_speeds.
Another way to lower r_speeds is to increase the texture scale of the concrete-ish texturee. This may look ugly at first but since most of the map makes use of a plain texture, it doesn't really matter.
I'd say try to get the r_speeds below 1500.
Now for the things i like:
Great entity work and architecture. I found out that the teleporter teleported me to the red part most of the time, allowing me to get the gauss and gaussjump over the entire map.
So, overall its a good map, but the high r_speed make it kinda unplayable. Work on that and you got yourself a fun, fast-paced deathmatch map.
Commented 15 years ago2008-10-19 05:51:00 UTC
in vault item: Dm_ComboComment #17036
I think HLGenius is expecting a review from experienced guys like : Muzzleflash , TheHunter , Ant , PinguinBoy , Blitzkrieg ,aaron_da_killa ....you know these guys .
"tell you what, if you fix most of these isues i listed, ill give you 4 stars!"
OH , with that I'm on the floor .
Enough with my spam , I'll download the map .
[EDIT] Downloaded and played . The map has some fantastic feeling I can't describe . You shouldn't have put that ambience sound . It's not a xenish map . Add that sky texture and you can say it's surely not a xenish map . One thing I loved is that you can shoot from distance in other places : http://img337.imageshack.us/img337/391/shootfromdistancest8.jpg What does "dm_combo" has to do with the map . I don't understand I'm not going to argue nothing about the arhitecture , but the map is quite empty if you understand me . Try adding some platforms or something in that free space you have . So this is what I don't like : -the xen ambience -empty space -empty platforms From a mediocre mapper , 4 stars
Commented 15 years ago2008-10-19 04:42:04 UTC
in vault item: Dm_ComboComment #17035
whats with the huge planet that looks like an eye? well anyways short review: Architecture 9/10 Texturing 4/10 Ambience 4/10 EntitySetup 8/10 Alot of copy+paste -5 points In other words, you could of done better. 20/40 (2.5 stars)
You could add some different texturing to each one of the flying platforms to make it look a little better and not so much copy+pasty... maybe even add different prefabs to some of the platforms?
also lowering the floor by another 512 units would hurt, i was on the lowest of the platforms and when i fell i died within the first 128 units and it didnt look right.
What you could also add is a little fade that is triggered right before the trigger_hurt and applys only to the triggerer player to give it more realism.
...Also, the thing you said about most probably platforms being -Green (the most probable) -Yellow -Blue -Red ( the least ) is wrong. this is what i got (i spawned and teleported around 100 times total)
-Blue -Green -Yellow -Red... in otherwords i got the gauss alot... and with the gauss i can gauss jump anywhere in the map giving me an rpg
**EDIT: this doesnt mean the map is bad, your progressing looking at the fact that your last one was 2 stars. tell you what, if you fix most of these isues i listed, ill give you 4 stars!
Commented 15 years ago2008-10-18 18:40:58 UTC
in journal: #5419Comment #58777
Because 'volumetric' is a real term used in computer graphics. You didn't say "real water", that would be silly, but you said "volumetric water", which many game engine programmers would absolutely love to have, it's just not a realistic option. Strider already explained the difference between the two.
Commented 15 years ago2008-10-18 18:36:52 UTC
in journal: #5419Comment #58794
I said Volumetric Water, isn't it volumetric water? It's a water wave...
So if I make model of a tree I do have to say "it's a MODEL of a tree" because there're people who would it's a REAL tree? Or I managed to take all the tree propieties, and I codded them so the tree grows, makes the photosynthesis, etc etc
Commented 15 years ago2008-10-18 17:55:29 UTC
in journal: #5419Comment #58776
Sigh, get over yourself, Spike.
You said: "Look, I somehow recoded the Source engine to use something that no other game engine has ever done before.", when you really meant: "I made a model of a wave.".
Words are a powerful thing, so stop trying to see a personal attack in a simple terminology correction. I never said anything about the quality of the work.
Commented 15 years ago2008-10-18 14:46:56 UTC
in vault item: The Sydney Harbour BridgeComment #17031
Wow this thing is ultra cool . It looks very realistic , but uh ... I guess those cars are just damaging the "real" image of that bridge . Spectacular arhitecture . I even had some popcorn while watching it
Can you post the rmf to this creation ? Thanks . ( I think I asked too much )
Commented 15 years ago2008-10-18 11:56:14 UTC
in journal: #5419Comment #58793
1)I meant mapping? + talking to PB not you.
2)?????? You mean the place of a mapper who shows his work and gets FAIL as an answer when the person who says it hasn't even tried to make something like it?
And I'm not talking just about me, I'm talking about all the mappers who really map.
Commented 15 years ago2008-10-18 11:04:28 UTC
in journal: #5419Comment #58764
"even if I'm seeing reflections on it"
_<
You're not, you're seeing REFRACTION. Unless of course you somehow snagged a super-deluxe copy of the Source Engine that even Valve don't have.
"Why sin't the model shadowing itself? You can't see the real shape from far distances."
Refractive textures don't shadow the same way as a VertexLitGeneric, I'm fairly sure it won't shadow itself - it will just go off the world lighting of what's rendered behind it, all it does is distort the world and tint it. There might be a way to get around this when compiling the model, but I wouldn't know about that.
EDIT: If you tell someone else to go fuck themselves again because you simply got corrected, then I will lose my patience and give you another strike.
Commented 15 years ago2008-10-18 08:19:32 UTC
in journal: #5419Comment #58762
It's refraction. The model is close to the surface and his hence being refracted. It's just the way Source renders refraction outside of the water shader.
Commented 15 years ago2008-10-18 08:16:14 UTC
in journal: #5419Comment #58761
"And yes it's realtime reflection because scout isn't touching the wave, and you can see it reflected on the surface."
That's the way the Source engine renders certain refractions. Realtime relfection is IMPOSSIBLE on something that shape without coding. Ever wonder why Valve didn't use the 3D wavey water from HL in conjunction with their new water shaders? Because it's impossible. The surface is required to be flat, and reflection can only occur on one level in the map, try creating several water sources at different height levels, or at angles, and see what happens.
Valve only recently introduced reflections on the verticle plane with the OB update, previously it was limited to water shaders and water shaders only.
Now, volumetrics. For something to be volumetric, it must have VOLUME. Models do not have volume. The closest thing most game engines (at least ones getting on in age, like Source) can do regarding volumetric objects is physical particles. What you have there is, plain and simple, a 3D wave with a shader texture.
Commented 15 years ago2008-10-18 08:08:27 UTC
in journal: #5419Comment #58789
Go fuck yourself PB.
Of course it's not volumetric, you all fail for thinking I was talking about real physics.
And yes it's realtime reflection because scout isn't touching the wave, and you can see it reflected on the surface.
I don't know why it doesn't cast shadow, that's why the tube is transparent.
So I've changed the description of it, then the babies won't cry saying it's not volumetric water.
Madcow, the use of it is decorative or "to surf it". I can make it move like a real wave and If I add a collision model similar to a surf_ map ramp yyou will be able to do it.
Commented 15 years ago2008-10-18 06:35:50 UTC
in journal: #5418Comment #50533
I was bored and felt like ranting a bit, hence the long post. @ Habboi - I haven't tried that, but I saw screenshots and videos of the mod. Pretty much seems like a Metroid Prime ripoff tbh.
I never found it that bad. Those stuttering voices with no emotion somehow sounded right for Aperture - as if employees were ordered to be completely emotionless when talking with a test subject.
Commented 15 years ago2008-10-18 05:21:24 UTC
in journal: #5419Comment #58774
well I wondered what the purpose of it was and what it could do and why it outpwns regular water (you didn't say that but I guess if it doesn't then there is no real use for it now is there? ;O)
It's got a lot of charm considering how simple the design is. Very nice.
It is of course not without its flaws, though.
First and foremost - health and batteries. I never saw any during my admitedly short test. Very important in deathmatch.
Second, there is a real lack of cover. Maybe make the tops of the platforms more defendable around the sides and throw the crossbow in to get some fun sniping battles.
Next, your wise decision to put the more powerful guns at the rarer sites is made null by the fact that there are spawn points on those platforms. I don't really see a way of solving this.
Also, you could really make the teleporters a more impressive endeavour since they add so much to the gameplay mechanics. Get some loud teleporting noises, and maybe a laser show at the recieving end so that a player can see where his nemesis has teleported to in a 1v1 situation.
The worst aspect of the map was texturing. I mean it was awful.
The good lighting did well to make up for it, but it's just not enough. Get some variation in there and make each platform a clearly seperate location.
Lastly, i agree with the idea to make the fall considerably larger. There's no chance for Gauss-jumpers to save themselves if they fall off the side at the moment since they die almost instantly.
Definately on the right track. I won't rate until you finish your new version =]
This map has one major issue that should be taken care of: r_speeds.
R_speeds in this map r_crap, peeking over 2500. Thats too high for a DM map.
To fix, try texturing unseen faces with the BEVEL texture. The BEVEL texture acts like NULL, but it doesn't generate clipnodes. I know it sounds technical, but it may lower r_speeds.
Another way to lower r_speeds is to increase the texture scale of the concrete-ish texturee. This may look ugly at first but since most of the map makes use of a plain texture, it doesn't really matter.
I'd say try to get the r_speeds below 1500.
Now for the things i like:
Great entity work and architecture.
I found out that the teleporter teleported me to the red part most of the time, allowing me to get the gauss and gaussjump over the entire map.
So, overall its a good map, but the high r_speed make it kinda unplayable. Work on that and you got yourself a fun, fast-paced deathmatch map.
By the way, What Should be the name of the map instead of Dm_Combo??
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3 comments
"tell you what, if you fix most of these isues i listed, ill give you 4 stars!"
OH , with that I'm on the floor .
Enough with my spam , I'll download the map .
[EDIT] Downloaded and played . The map has some fantastic feeling I can't describe . You shouldn't have put that ambience sound . It's not a xenish map . Add that sky texture and you can say it's surely not a xenish map .
One thing I loved is that you can shoot from distance in other places :
http://img337.imageshack.us/img337/391/shootfromdistancest8.jpg
What does "dm_combo" has to do with the map . I don't understand
I'm not going to argue nothing about the arhitecture , but the map is quite empty if you understand me . Try adding some platforms or something in that free space you have .
So this is what I don't like : -the xen ambience
-empty space
-empty platforms
From a mediocre mapper , 4 stars
well anyways short review:
Architecture 9/10
Texturing 4/10
Ambience 4/10
EntitySetup 8/10
Alot of copy+paste -5 points
In other words, you could of done better.
20/40 (2.5 stars)
You could add some different texturing to each one of the flying platforms to make it look a little better and not so much copy+pasty... maybe even add different prefabs to some of the platforms?
also lowering the floor by another 512 units would hurt, i was on the lowest of the platforms and when i fell i died within the first 128 units and it didnt look right.
What you could also add is a little fade that is triggered right before the trigger_hurt and applys only to the triggerer player to give it more realism.
...Also, the thing you said about most probably platforms being
-Green (the most probable)
-Yellow
-Blue
-Red ( the least )
is wrong. this is what i got (i spawned and teleported around 100 times total)
-Blue
-Green
-Yellow
-Red... in otherwords i got the gauss alot... and with the gauss i can gauss jump anywhere in the map giving me an rpg
**EDIT: this doesnt mean the map is bad, your progressing looking at the fact that your last one was 2 stars. tell you what, if you fix most of these isues i listed, ill give you 4 stars!
Anyway, back on topic.
So if I make model of a tree I do have to say "it's a MODEL of a tree" because there're people who would it's a REAL tree? Or I managed to take all the tree propieties, and I codded them so the tree grows, makes the photosynthesis, etc etc
You said: "Look, I somehow recoded the Source engine to use something that no other game engine has ever done before.", when you really meant: "I made a model of a wave.".
Words are a powerful thing, so stop trying to see a personal attack in a simple terminology correction. I never said anything about the quality of the work.
You guys suck, I think it is good.
Spectacular arhitecture . I even had some popcorn while watching it
Can you post the rmf to this creation ? Thanks . ( I think I asked too much )
For your benefit I'll hold off my rate until retexture
2)?????? You mean the place of a mapper who shows his work and gets FAIL as an answer when the person who says it hasn't even tried to make something like it?
And I'm not talking just about me, I'm talking about all the mappers who really map.
um. TWHL3?
"why can't I say it when everybody is bothering me?"
Because there's no need to be an ass when you've been put in your place.
Ok I understand that, but I'm saying Source engine is doing a bad refraction, because things in front of the surface shouldn't refract.
"Why sin't the model shadowing itself? You can't see the real shape from far distances."
Refractive textures don't shadow the same way as a VertexLitGeneric, I'm fairly sure it won't shadow itself - it will just go off the world lighting of what's rendered behind it, all it does is distort the world and tint it. There might be a way to get around this when compiling the model, but I wouldn't know about that.
EDIT: If you tell someone else to go fuck themselves again because you simply got corrected, then I will lose my patience and give you another strike.
Why sin't the model shadowing itself? You can't see the real shape from far distances.
Livewire: Not my problem if you take things that serious. And why can't I say it when everybody is bothering me?
PB: yeah at least I do something constructive instead of criticize everyone. Your last work is from 2006, and is Goldsource. Maybe look at yourself?
"Of course it's not volumetric, you all fail for thinking I was talking about real physics."
You said it was volumetric, we knew it wasnt. You're the one that fails here.
That's the way the Source engine renders certain refractions. Realtime relfection is IMPOSSIBLE on something that shape without coding. Ever wonder why Valve didn't use the 3D wavey water from HL in conjunction with their new water shaders? Because it's impossible. The surface is required to be flat, and reflection can only occur on one level in the map, try creating several water sources at different height levels, or at angles, and see what happens.
Valve only recently introduced reflections on the verticle plane with the OB update, previously it was limited to water shaders and water shaders only.
It is NOT relfection, it is refraction, which is pretty much standard affair in the Source engine. Heck, I created this: http://img171.imageshack.us/img171/2961/snowtest0078do1.jpg months ago with displacements, took about 10 minutes.
Now, volumetrics. For something to be volumetric, it must have VOLUME. Models do not have volume. The closest thing most game engines (at least ones getting on in age, like Source) can do regarding volumetric objects is physical particles. What you have there is, plain and simple, a 3D wave with a shader texture.
Of course it's not volumetric, you all fail for thinking I was talking about real physics.
And yes it's realtime reflection because scout isn't touching the wave, and you can see it reflected on the surface.
I don't know why it doesn't cast shadow, that's why the tube is transparent.
So I've changed the description of it, then the babies won't cry saying it's not volumetric water.
Madcow, the use of it is decorative or "to surf it". I can make it move like a real wave and If I add a collision model similar to a surf_ map ramp yyou will be able to do it.
Fail.