WIP - dm_dockyard

lookig quite nice, any more pics of the insides? the outside looks really fun, how many players do you plan on supporting? and please put good weapons in! but keep it up, really has a nice effect to it :)
oldfaq
 
nice adaptation of a HL2 map, looking nice
 
16 players, mainly outdoor, but with several distinct sections. It's possible to "orbit" through the map, going through each area. I've got all the weapons in so far - just testing for balance now.
 
Will this be submitted to the dm map contest? shows a good calibre for others to work towards
 
It's a distinct possibility.
 
Is there actually a way to get out of it or do you just have to drown yourself lol
 
If you're inside it when that happens, then you might be able to use the manipulator to tip it over. Failing that, it's time to start drinking :)
 
Looks really good. It looks like it has a really nice flow. Just a couple thoughts on areas that could use improvement: The texture along the concrete walls lining the water could be scaled up a bit, because it tiles quite visibly. Scaling it from .25 to .5 will still look pretty good, and it will seem a lot more real, and less like a repeating pattern. The other suggestion I have is to do something different with the holes through the fences. Currently, it appears that you move between them inside shipping crates. This doesn't really make sense, in that no shipping yard would put walkways through open shipping crates. Maybe break down the fences around them, as if they were hapharzardly dropped, or just put openings in the fences. Anyway, just some quick thoughts.

Keep up the good work.
 
Pi Mu Rho, WHOA, AWSOME lighting man right on. When is it going to be done I wonna through it up on my server like yesterday!!!
 
pur3r4ge: I considered scaling it up earlier on, but it slipped my mind. It's only really noticeable in those shots because I noclipped up to the sky to take them. You don't notice on the ground.
I used the containers between areas because they block visibility perfectly. It's an abandoned shipping yard, after all. For the final version, there'll be some debris around the fences, to suggest that the containers were dropped there.

Bastion: I've been testing it on a private server, and it works really well. However, there's issues with the respawning explosive barrels/crates that I've got to fix.
 
looks good, i like the water and dock portion of it, with all the shipping containers. keep it up
 
Pi Mu Rho said:
Bastion: I've been testing it on a private server, and it works really well. However, there's issues with the respawning explosive barrels/crates that I've got to fix.

not to hijack the thread, but what probs are you having on respawning exp barrels? mine respawn, but blow up with 1 shot from the H&K and don't catch fire anymore after respawn. is it the same prob?

btw, nice work!!
 
Mine respawn. Then respawn again. And again.

After about 10 minutes of play, the map starts filling with crates and explosive barrels, and CPU usage hits the roof.
I used the math_counter and point_template system used in dm_lockdown, but something obviously isn't working correctly.
 
How about dm_docks or dm_beachslay or something like that?
 
dm_dockside is my current favourite.

Had a nice big playtest last night - fixed the barrel/crate respawning problem and generally had a blast.

There's an issue with water - if you die while submerged, it can cause you to not respawn, leave the underwater sound effects playing, or cause the sprint key to be permanently on. That's an engine bug that Valve will hopefully address.
 
Pi Mu Rho said:
Mine respawn. Then respawn again. And again.

After about 10 minutes of play, the map starts filling with crates and explosive barrels, and CPU usage hits the roof.
I used the math_counter and point_template system used in dm_lockdown, but something obviously isn't working correctly.

dont prop_physics_respawnable only respawn if it gets broken? how is it that your map produces more then its supposed to?
 
My own fault really. When looking through dm_lockdown, I noticed that the respawnable items were governed by a logic system using math_counters and point_templates. Assuming that this was necessary, I ripped it out of lockdown and inserted it into my map, adjusting as necessary.
When I removed it, it all worked perfectly. That's what you get for ignoring the obvious solution and going with something complex :)
 
thats weird though, because i always wondered what that input and output they did in lockdown, but my respawnables seemed to be behaving correctly without it? wonder what they were thinking heh
 
At a guess, I'd say that there weren't any respawnables when they first did lockdown, so they did the logic stuff to make it work. Then they realised how crappy that was and created respawnables instead :)
 
You seem to have a lot of water - it strikes me that there would be a lot of places for people to camp, if players can go in it easily.

Also, your water actually works. Teach me how to do mine :(
 
Pi Mu Rho, really great work. I'd love to get in on the next play test you get going. It looks like it'll be a really fun map. Are you entering it into the mapping contest? Or just flaunting your talent for all to see?
 
eediot: if you camp in the water, you tend to drown :) Besides, most of the action takes place away from the water, so you'll be sat on your own for a long time. I cheated with the water - copy and paste from the water example VMF.

Fender357:
Thanks for the comments :) At the moment, the tests aren't public, as we're waiting from clarification from Valve about whether or not you can release the map that you enter into the contest. Having said that, I don't know if I can enter it, because it's not an original concept (based on d1_canals_08). As soon as Valve give some (any!) clarification, I'll know what I'm going to do with it. I personally dislike the idea of making a map that I can't release, so I may not enter if the rules forbid exclude releasing your map.
 
Great map, now if hammer 4 would run without killing my 1.3ghz processor I'd be happy.
 
Pi Mu Rho said:
dm_dockside is my current favourite.

Had a nice big playtest last night - fixed the barrel/crate respawning problem and generally had a blast.

There's an issue with water - if you die while submerged, it can cause you to not respawn, leave the underwater sound effects playing, or cause the sprint key to be permanently on. That's an engine bug that Valve will hopefully address.

dm_dockside is the name of my current WIP :( http://www.halflife2.net/forums/showthread.php?t=59829

How about something obscure like dm_heavyfire for dm_substation?

Are you planning on releasing a playable beta or alpha for us to have a little run around on?
 
switch said:
dm_dockside is the name of my current WIP

A battle to the death is required! Gentleman, procure weapons.. Fight!
 
I shall come up with a better name - dm_wharf or something.

Until I know what the rules are going to say about releasing submitted maps, I'm not releasing anything publicly.
 
looks really good! kinda got the Water hazard level looks..
 
Funny, that.

Take a look at d1_canals_08 sometime....
 
Pi Mu Rho said:
Until I know what the rules are going to say about releasing submitted maps, I'm not releasing anything publicly.

well it does say
Contest Entries may not have been previously published.
So I assume it is to make sure that you arent submiting someone elses map :/

Maybe I should ask them about what is allowed to be published, eg alphas and beta's.

How they would know that is hasnt been "published" though is a hard thing, as if my firewall is down when testing the map people could join my game, downloading the map. So that could be seen as published, or someone who played the game could pass it onto friends or host it for download.
 
Wow great job Pi Mu Rho, looks incredible. Few things I noticed, the interior shot you showed us in your screenshots seems really really dark, maybe this is purposeful, imo its to dark, could use a little more lighting, not much though. The piece of ground thats sticking out of the water in both of your screen shots seems...odd, like its just cut off, maybe its because of the no clip or just because I can't see the other side. I'm also curious if theres more physics objects then just the barrels and boxes that I can see. I'm no mapper and I just think this is one of the best maps I've seen so far. Good luck if they do let you join the contest, if this is a preview of your mapping skills, and if your still working on sourceworld, then I'm really looking forward to seeing some of the sourceworld...world.?? lol
Anyways, good stuff. nuff said.

Blue
 
Heres the thing, if you use standard prop_physics_respawnables, everything works fine but the barrels lose there "catch fire before exploding" behavior, after the first respawn, they become super weak and pop after one shot, the logic setup with the counter and template prevents that from happening, because the template saves the state of the barrel, I dont see why they dont just do that with the respawn entity in the first place, pehaps they will patch it.

Its quite funny though, i exploited it and created a fishtank which fills with water melons and overflows, was funny till somone chucked a grenade inside and crashed the server.
 
Blue2 said:
Wow great job Pi Mu Rho, looks incredible. Few things I noticed, the interior shot you showed us in your screenshots seems really really dark, maybe this is purposeful, imo its to dark, could use a little more lighting, not much though. The piece of ground thats sticking out of the water in both of your screen shots seems...odd, like its just cut off, maybe its because of the no clip or just because I can't see the other side. I'm also curious if theres more physics objects then just the barrels and boxes that I can see. I'm no mapper and I just think this is one of the best maps I've seen so far. Good luck if they do let you join the contest, if this is a preview of your mapping skills, and if your still working on sourceworld, then I'm really looking forward to seeing some of the sourceworld...world.?? lol
Anyways, good stuff. nuff said.

Blue


Thanks!

I brightened up the warehouse interior a bit yesterday - there's no completely dark areas in there now.
I've changed the riverbed a bit, and curved things off more (I assume that's what you meant by the bit sticking out of the water)
It's 90% barrels and crates at the moment. I'm going through and replacing some of each with other props, but only ones that fit the theme. It's getting there :)

Lobster: Either I'm using the respawn logic wrong, or it's broken. I've stripped it right down to the fundamentals, and it still ends up overflowing eventually. Until I can sort out a better fix, it'll stay as normal respawning items.
 
Wicked, I live in Canada, so I'm hoping you win so that at some point a server over here will pick it up and I can try it out. Ya it was that one hill thats sticking out beside the concrete walkway that was kinda...choppy. I've been having this thought...as far as physics props go...anything could go for your map, seeing as how its a shipping yard, and things are being shipped places...ie, you could have a crate broken open that has a tub and sink and other bathroom props in it hence being shipped for someones home...or on the same note, sawblades and such...hmmm i-beams. I know what you mean though, a sink on the side one of the warehouse walls just wouldn't work, would be out of place with the scene. But ya, hope you can get those barrels sorted out, I'm sure someone somewhere has, so I guess we'll see. And as for my small post count...I'd just like to say that I try to follow my sig.
 
how about naming it now.....

dm_dusk
dm_portside
dm_port
dm_docks
dm_river_edge
dm_polluted
dm_boatyard
dm_gloom
 
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