(WIP)dm_needsname - Formerly Industrial Canal.

AcousticToad

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Hey all,

Im very close to releasing my first map now, much has changed and keeping the old name of Industrial canal would be a bit wrong, considering the canal has gone due to errors and such (water sounds continually playing if you get killed underwater, not to mention the lag caused by the curves)

Its now more of an Industrial storage area in the desert, the color scheme and some of the buildings remain the same as the previous version a month ago, only nearly everything has been moved/changed/added to. Theres a few final things to tweak like spawn points and lighting, maybe a few more graffiti decals, other than them its done.

The basics of the map is that of an Industrial storage zone, theres 3 'Main' warehouses, two next to each other with multiple means of entry and one across the map with one door, its my intentions that the battles will take place in the warehouses or on the way between warehouses, health is around, theres 2 kinda hidden areas which contain some goodies (can only be got with the zero point) theres also items in higher places so you have to keep your eyes open, theres a few hiding places to catch people coming in and out of places, at the same times theres a lot of cover to duck behind/in/out/shake it all about.

Heres the screens:

http://img.photobucket.com/albums/v215/acoustictoad/storagezone/industrialmapv9s0000.jpg
http://img.photobucket.com/albums/v215/acoustictoad/storagezone/industrialmapv9s0004.jpg
http://img.photobucket.com/albums/v215/acoustictoad/storagezone/industrialmapv9s0005.jpg
http://img.photobucket.com/albums/v215/acoustictoad/storagezone/industrialmapv9s0006.jpg
http://img.photobucket.com/albums/v215/acoustictoad/storagezone/industrialmapv9s0007.jpg
http://img.photobucket.com/albums/v215/acoustictoad/storagezone/industrialmapv9s0008.jpg
http://img.photobucket.com/albums/v215/acoustictoad/storagezone/industrialmapv9s0009.jpg
http://img.photobucket.com/albums/v215/acoustictoad/storagezone/industrialmapv9s0010.jpg
http://img.photobucket.com/albums/v215/acoustictoad/storagezone/industrialmapv9s0011.jpg
http://img.photobucket.com/albums/v215/acoustictoad/storagezone/industrialmapv9s0012.jpg
http://img.photobucket.com/albums/v215/acoustictoad/storagezone/industrialmapv9s0013.jpg

Will release very soon.
 
Looking like what I imagine gasworks on Source to be like :)

Nice work so far :)
 
Looks very nice, Toad.

If you want a name, why not just call it Industrial Storage?
 
Hmm another excelent map. I think it's very good (placement of the obstacles/shields, the "style" and it looks real).

Nice map. Name it Deck 13 or somthing :p .
 
very very nice looking man! I'd have to say, name it something like...

storage13 lol
 
Make it short and simple, like Comrade suggested dm_industry is perfect.
 
Wow.. Storage area... I don't think you can get more original and exciting than that. :rolleyes:

Well besides that, the map is OK... Although pretty boring.. It has all of the default barrels and boxes and metal crates... Woo hoo...

The areas are a bit too wide open... That one room with the two metal crates is just that... Nothing else added... Two crates... Just sitting there...

And what are those smokestacks for? It's not a factory, it's a storage area. Lighting is pretty amatuer too.

We'll see how it turns out on release I guess.

The broken stairs is a nice touch.. Although it could have been done better.. And I don't like how you purposely put in camper spots..
 
dm_combine_depo

Nice lighting man. keep um comin.
 
Top effort for your first map, Toad.

The indoor lighting could do with a bit of work though I think. The ceilings are receiving as much light as the floors. It looks as though you've used light entities directly underneath the props (judging by the ceiling shadows in pic 0000). Try it out with light_spots instead.

If you want to do a quick test, put your lights in one room onto a visgroup and turn it off (so they won't be included in the compile and you can still go back to them if you don't like it with light_spots). Then borrow one of the light_spots from the lockdown example map and duplicate it under your light fixture props in the room.
 
vegeta897 said:
Wow.. Storage area... I don't think you can get more original and exciting than that. :rolleyes:

Well besides that, the map is OK... Although pretty boring.. It has all of the default barrels and boxes and metal crates... Woo hoo...

The areas are a bit too wide open... That one room with the two metal crates is just that... Nothing else added... Two crates... Just sitting there...

And what are those smokestacks for? It's not a factory, it's a storage area. Lighting is pretty amatuer too.

We'll see how it turns out on release I guess.

The broken stairs is a nice touch.. Although it could have been done better.. And I don't like how you purposely put in camper spots..


dude WTF!, it will take years before mappers will reach the full potential that is possible with Hammer, give the guy a break! Its his first map for gods sake, I don't see you mapping something decent as a first map
 
Nicely done! Looks like good for gameplay as well. I liked the named Deck 13 :smoking:
 
Thanks for the input guys, I think from now on it'll be called DM_Industry, cheers ComradeBadger, I kept trying to think of some long name for it, but the short version fits better than 'dm_AbandonedIndustrialstorageinthedesert'.

I also come bearing new pics of the fixed lighting and some changes, the change list is pretty short though:

Changes -

- The tires and base of the open container in pic 0005 were facing the wrong way, they are now correctly positioned.
- Broken stair Physbox now works, you can launch the broken stair at people. It was stuck in the wall previously.
- Vclip phys on the top of the map to prevent object being lost.
- Most lights changed to spotlights.
- Env_soundscape now works right.
- The warehouse with 2 containers now has one container and one truck, the bathroom and desks remain the same.
- Clipboard physics Item now works, was invisible
- Bike phys item now visable
- Changed 3 barrels to different skins (3 of the same skin ones that is)
- Removed a lot of cubemaps to increase performance.
- Added hidden super charger. Not very well hidden but not in an obvious place.

If all goes well, the final bugs will be squashed tonight and I can release a beta tomorrow.

Heres the new screens:

http://img.photobucket.com/albums/v215/acoustictoad/dm_industry/dm_industry0000.jpg
http://img.photobucket.com/albums/v215/acoustictoad/dm_industry/dm_industry0001.jpg
http://img.photobucket.com/albums/v215/acoustictoad/dm_industry/dm_industry0002.jpg
http://img.photobucket.com/albums/v215/acoustictoad/dm_industry/dm_industry0003.jpg
http://img.photobucket.com/albums/v215/acoustictoad/dm_industry/dm_industry0004.jpg
http://img.photobucket.com/albums/v215/acoustictoad/dm_industry/dm_industry0005.jpg
http://img.photobucket.com/albums/v215/acoustictoad/dm_industry/dm_industry0006.jpg
http://img.photobucket.com/albums/v215/acoustictoad/dm_industry/dm_industry0007.jpg
http://img.photobucket.com/albums/v215/acoustictoad/dm_industry/dm_industry0008.jpg
http://img.photobucket.com/albums/v215/acoustictoad/dm_industry/dm_industry0009.jpg
http://img.photobucket.com/albums/v215/acoustictoad/dm_industry/dm_industry0010.jpg
http://img.photobucket.com/albums/v215/acoustictoad/dm_industry/dm_industry0011.jpg
http://img.photobucket.com/albums/v215/acoustictoad/dm_industry/dm_industry0012.jpg
http://img.photobucket.com/albums/v215/acoustictoad/dm_industry/dm_industry0013.jpg
http://img.photobucket.com/albums/v215/acoustictoad/dm_industry/dm_industry0014.jpg
http://img.photobucket.com/albums/v215/acoustictoad/dm_industry/dm_industry0015.jpg
http://img.photobucket.com/albums/v215/acoustictoad/dm_industry/dm_industry0016.jpg
http://img.photobucket.com/albums/v215/acoustictoad/dm_industry/dm_industry0017.jpg

Only a few lighting and optimisations to do then ill put a build of it up.

Cant believe I started writing this at 1:15am, its now 3:06am heh.
 
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