Map: dm_revolution

Shameless bump. Why no comments, people? Either this map is much better or much worse than I thought......
 
Map looks really nice, I like it. Its small enough for intense action, but big enough for no spawn killing. Good job ^^
 
It's good, which i expected after seeing your work for UT :)
 
Your map looks great. I'm really impressed. I've not downloaded the full one yet, but based on the screenshot I have a couple small suggestions. I'd change the texture of the pile the player is standing on, as it looks more like solid rock then a pile of debris, and I'd change the building with the broken walls, as the broken pieces don't really fit the texture of the building. If they were actually broken pieces of that building, there would be windows in them. They also don't match the paint.

The only time I bother with suggestions this nit-picky is when the map looks worth the effort to bring it to perfection. Good Job.
 
There are lots of ropes because I stood directly under the most rope-filled part of the level taking that shot... it's not really well refined screenshot, I just threw it in there to make you download the map (originally taken to compare outdoor lighting schemes).

The rock texture is the exact same rubble texture used in dm_overwatch and in several singleplayer maps. There is one other debris texture with more sticklike debris but I prefer the rock one.

As for the broken peices in the window - you're right, it sucks, but my options are minimal on this one. If you go up close you can see that the concrete is set in slightly from the outside surface - suggesting that it's just a substructure. Again, this same technique is employed in dm_overwatch. I'd like to improve it but there's no time for me to learn and implement static mesh importing in Source.

As for it being busy..... I never thought of destroyed cities as being clean and uncluttered.
 
Maybe try adding a brush with a broken edge that's one unit thick in front of the broken edge prop, to sort of blend them in together (like the prop is inside the wall, and the wall is broken off as well).

Does that make sense?
 
Yeah, it does.

Thing is, I'm struggling with performance on this map. I juuuuuuuust managed to optimize it down to a good level after 5 days of effort... so I'm understandeably wary of adding anything new. Though yes that feature of the map does continue to bother me so I will hopefully do something about it. Perhaps including adding a thin broken edge to the paint surface.
 
OK, I just downloaded and ran through it. Really nice work. The flow seems like it will work really well. It's a lot bigger then it seems initially. That's nice. A couple more observations, though. I'd add a bit more light to some dark areas. Most notably, the crossbow pickup area is really dark, considering it's proximity to so much ambient light. I might fake in some bounced daylight with lights set to match the ambient light color. I'd also suggest adding a bit more slack to some of the power lines, also over by the crossbow pickup. They seem a bit unnaturally taught. Also related to the powerlines, I wouldn't have the 8 lines feed into 4, where the poles are tight together near the statue. It seems unnatural. Usually power lines aren't spliced like that in a pole, as far as I know.

Re: performance. It seemed great to me. I ran around with +showbudget and it never jumped in any one area, nor was it high at all. I think you're well within budget.

I really like this map. I think you did a great job. The only problems I could find were very small and aesthetic.
 
There was actually a broken edge model for that wall surface, but it was never designed to be seen from the inside, so there were ugly texture misalignments all over the inside of the mesh. It was unuseable.

So I just took the concrete one and smushed it up against the inside to cover it. It works well enough. Now just the inside roof edge looks weird (it's perfectly straight).
 
OK well now I've dumped half the powerlines so it

a) looks less busy
b) runs faster
c) avoids that weird technical fudging with the power line splicing.

This thread is really helping actually. I'll get on that crossbow thing.
 
hey! quite nice!
to make it perfect i would have a lok at those things (yea.. i am picky here, don't take it personal.. just wanna help :D)

*at startup i get the following errors:

SOLID_VPHYSICS static prop with no vphysics model! (models/props_buildings/destroyed_cityblock01e.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_buildings/project_destroyedbuildings04_skybox.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_buildings/project_destroyedbuildings01_skybox.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_buildings/project_destroyedbuildings04_skybox.mdl)

*i managed to see the skybox quite easily by jumping on some stones:
http://kero-studios.punix.de/rev01.jpg

*and to be REALLY picky. here is a small (yes.. SMALL) flaw:
http://kero-studios.punix.de/rev02.jpg


don't hang me.. hehe.. as i said. your map rocks. those are just some minor things to improve before sending it in to the contest :D
 
Hehe.. Nice map dude, i really liked it.
There are some quite dark areas.. Like sum corners and so on.
Really nice indeed, good luck =)
 
georgeblunt said:
hey! quite nice!
to make it perfect i would have a lok at those things (yea.. i am picky here, don't take it personal.. just wanna help :D)

*at startup i get the following errors:



*i managed to see the skybox quite easily by jumping on some stones:
http://kero-studios.punix.de/rev01.jpg

*and to be REALLY picky. here is a small (yes.. SMALL) flaw:
http://kero-studios.punix.de/rev02.jpg


don't hang me.. hehe.. as i said. your map rocks. those are just some minor things to improve before sending it in to the contest :D


This is what I need.

How did you jump on stones to see the skybox?
 
Never mind, found it.

Full screenshots of updated, aesthetically final version:

RevShot(0).jpg

RevShot(1).jpg

RevShot(2).jpg

RevShot(3).jpg

RevShot(4).jpg

RevShot(5).jpg


More at:

http://www.planetunreal.com/specularity/RevShots/RevShot(6).jpg
http://www.planetunreal.com/specularity/RevShots/RevShot(7).jpg
http://www.planetunreal.com/specularity/RevShots/RevShot(8).jpg
http://www.planetunreal.com/specularity/RevShots/RevShot(9).jpg
http://www.planetunreal.com/specularity/RevShots/RevShot(10).jpg
http://www.planetunreal.com/specularity/RevShots/RevShot(11).jpg
http://www.planetunreal.com/specularity/RevShots/RevShot(12).jpg
http://www.planetunreal.com/specularity/RevShots/RevShot(13).jpg
http://www.planetunreal.com/specularity/RevShots/RevShot(14).jpg
http://www.planetunreal.com/specularity/RevShots/RevShot(15).jpg
http://www.planetunreal.com/specularity/RevShots/RevShot(16).jpg
http://www.planetunreal.com/specularity/RevShots/RevShot(17).jpg
 
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