HL2DM Competition Map Revealed:

T

Timothy Sottek

Guest
Hello everyone!

Here are some screenshots of my map, dm_complex, which I will be submitting to Valve for the competition. Please give me feedback.

Synopsis:

The Combine forces have secured an abandoned underground test facility, and are using it to test their new energy medium. Rebels have discovered the installation, and are staging their assault. If the test is activated, disaster could result.

Specifics:

There are two levels to this map. The top level (topside) is where players will spawn and play deathmatch style. The test sequence is an optional puzzle that players will be able to complete if they are committed to setting off the explosion. The test chamber is 14 stories below topside, and is teleport access only.

And without further adieu, the screens:

http://www.resurgencestudios.com/bathrooms.jpg
http://www.resurgencestudios.com/decontamination.jpg
http://www.resurgencestudios.com/storage.jpg
http://www.resurgencestudios.com/power.jpg
http://www.resurgencestudios.com/topside1.jpg
http://www.resurgencestudios.com/topside2.jpg
http://www.resurgencestudios.com/lobby.jpg
http://www.resurgencestudios.com/security.jpg
http://www.resurgencestudios.com/lab.jpg
http://www.resurgencestudios.com/controlroom.jpg
http://www.resurgencestudios.com/testchamber.jpg


After the test is activated and conducted:

http://www.resurgencestudios.com/controlroomdestroyed.jpg
http://www.resurgencestudios.com/testchamberaftermath.jpg
http://www.resurgencestudios.com/topsideaftermath.jpg
 
Looks awesome. Does this have map an objective? Cause it sure sounds like it.
 
Looks interesting. Everything seems a bit bright, though.

Also, change the control room lights for light_spots.
 
Some of it looks pretty good, but a few issue's from looking at the screens

The lighting needs sorting out, it looks a bit rushed and some area's eg: the lobby are really badly lit.

The general feeling of it is its mostly just throwing as many props in as possible. The layout could be more inventive without relying on props as much to make things interesting.

Go through HL2 and see how similar area's are made up, many area's can be very minimal and manage to look really good. Less is more in some cases.
 
Thanks for the feedback.

The lighting issues are noted. I'm going to touch up on most of the lighting tomorrow, up until now I've been trying to work on the general mechanics and gameplay issues.

One question:

If you look at the security room screen, you will notice all of the monitors are displaying the same camera recording. They are all configured to take in different cameras. It seems that everywhere on the map, if there are more than one func_monitor in a room, they will choose one camera to use instead of different ones. If anybody knows how this can be solved, please let me know. I have to send out this map by Monday!

Thanks,

-T.C.
 
It looks good, like said the lighting is a tad off, other than that the same bank of computers appear like three times in a row up against a wall which looks kinda funky.
I really like the concept of a big bank of monitors from all over the map if you can get it to work.
 
The map is badly liten and doesn't seem to have a mood in the enviroment. The texture work needs some work rather than just having whole blocks with the same textures. Models seem badly placed and just used to make the map look more detailed. All around it looks alright but needs a LOT! of work.
 
Timothy Sottek said:
Thanks for the feedback.

The lighting issues are noted. I'm going to touch up on most of the lighting tomorrow, up until now I've been trying to work on the general mechanics and gameplay issues.

One question:

If you look at the security room screen, you will notice all of the monitors are displaying the same camera recording. They are all configured to take in different cameras. It seems that everywhere on the map, if there are more than one func_monitor in a room, they will choose one camera to use instead of different ones. If anybody knows how this can be solved, please let me know. I have to send out this map by Monday!

Thanks,

-T.C.
You can only have one camera being viewed at a time. HL2 got around it in some maps, by just using scrolling textures (noclip around the lab map to find a dark box full of those)

If you set it up to only have one real monitor viewable at a time, you can trigger it to change views before/after you move into positions to view other monitors (giving the impression of them viewing different images at once) No idea how this would work in MP though.

Or just have them switch through every few seconds to different camera's.
 
On a second look I have to say that I do like the lab, nicely lit too, but the test chamber really looks kinda weak. Powerful weak.
 
I think fixing the lighting will make all the different. Hardly anything apart from physics objects seem to be casting shadows which makes it look almost fullbright.

Looks good though.
 
It looks good in some areas, but rushed in others. You need to create an atmospheric feel to the map. Lighting is a major issue. Check out dm_lockdown, and try to use somewhat the same style.
 
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