New map: Steelworks

K

keved

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Hi all

Here's a deathmatch level I'm currently working on, entitled "Steelworks".

Without further ado, some screens:-

http://www.keved.com/keved_hl2_dm01_0000.jpg
http://www.keved.com/keved_hl2_dm01_0001.jpg
http://www.keved.com/keved_hl2_dm01_0002.jpg
http://www.keved.com/keved_hl2_dm01_0003.jpg
http://www.keved.com/keved_hl2_dm01_0004.jpg
http://www.keved.com/keved_hl2_dm01_0005.jpg
http://www.keved.com/keved_hl2_dm01_0006.jpg
http://www.keved.com/keved_hl2_dm01_0007.jpg
http://www.keved.com/keved_hl2_dm01_0008.jpg
http://www.keved.com/keved_hl2_dm01_0009.jpg

A beta should be available shortly - there are still a few things I have to do beforehand:-

- Sounds. Currently there aren't any.

- Both of the Magnums in the level don't spawn where they should do when they have been picked up once. One of them spawns about 30 metres away from where it should, and I simply can't find the other one! Anyone had this problem themselves?

- Some of the larger lights don't have point_spotlights or env_sprites. I need to duplicate the spotlight effect in pic 0006.

- It's currently only a 'normal' rad compile so some of the shadows aren't pretty (such as the columns in pic 0008).

- There is a make_triangles error in the bsp section of the compile. Any know how to track down this type of problem?

- The doors have working hinges and physics but can be picked up and carried a few metres by the grav gun.

Any constructive comments and suggestions are appreciated.

Thanks.
 
Doors are a terrible idea in mp. Just have the doors lying on the ground like they where blown off.

Good map.

Dammit if only I could find some blasted inspiration. I havn't though of anything I'd like to map yet. It's really frustrating.
 
Your map looks great. I love the atmosphere and color pallette.
 
looks very promising. great style.

only "flaw" i could find is in keved_hl2_dm01_0008.jpg. there seem to be some strange texture seams on the columns.
other than that.. awesome! :D

edit: ah.. or is this the shadow problem you mentioned? if so.. forget what i said.. hehe
 
you fluoresent lights look weird with the "ball-of-light" in the middle
 
Kyo: Doors are a terrible idea in mp. Just have the doors lying on the ground like they where blown off.

Yeah, I'm not convinced about physics doors in multiplayer myself. I'll probably end up changing them.

huntingbear: you fluoresent lights look weird with the "ball-of-light" in the middle.

Tell me about it! I've been messing around with these spotlights a lot, trying out different sprites and such, but nothing is working for rectangular shaped lights. That's why I've been holding off from duplicating them around other rectangular lights in the level. Has anyone managed to setup decent looking spotlights for rectangular lights?

Thanks for the feedback guys.
 
my only nitpick is you should see if there are any overlays or decals that add to the theme of your map. Maybe rust or something like that.

Otherwise, looks damn good!
 
I have a bunch of decals already in the map, but yeah I need to include overlays too. Thanks for reminding me. :)
 
Pretty nice stuff, from having a very, very quick look over the screens all I can say is that the staircase needs some sort of supports that would hold it up irl. Either horizontal girders underneath that go into the wall or some sort of vertical/diagonal supports.

Nice work.
 
My only nitpick is the way your railings don't join up - either match them up properly (hard) or make the end ones broken (easy).

Very good choice of textures IMHO - cohesive look to it but it's hard to say if the rest of it works without playing!

Looking forward to playing...
 
Kyo said:
Doors are a terrible idea in mp. Just have the doors lying on the ground like they where blown off.


I second that.



Very nice looking map. I'm glad to see someone has used the 3D skybox with a good outcome. I'd hope to see the outer wall of the map look a little less like its just a box.

But for being a bit boxish around the edges... I think it looks really good.
 
The physics doors have now been changed into static doors.

The rest of the issues I mentioned are also now sorted. I just need to compile it with an extra rad then I can release the beta.

Thanks guys.
 
Nice.. Actually this map inspired me to also make a map, i mean a big one =) My first one.. Anyways, waiting for release, this is REALLY looking nice honestly one of the best ive seen :)
 
The thing about doors is that they slow down the gameplay, say you are running away for someone, then you have to stop to open a door to continue your escape.
 
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