WIP dm_underway

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Cash&Prizes

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I'm about 95% done, just need a to fix a few things and take care of some lighting issues. Anything you guys can give me to improve will be helpful also...so its good and ready for its release. Not necessarily a competition map, seeing i dont think i stand a chance but your opinions otherwise would be great.

Its based off the tunnel area in the chapter Anti-Citizen 1. I liked the environment and had a good visualization of what i wanted it to look like. May not be a work of art, but it seems pretty fun IMO(even though ive only played it alone).

some screens......
dmunderway00099mh.jpg


dmunderway00109av.jpg


dmunderway00116sm.jpg


dmunderway00122eb.jpg


dmunderway00138yw.jpg


dmunderway00141wg.jpg
 
Looks good. Does it play well and what framerate do you get?

Also it may need a little more lighting.

Doing a beta anytime soon?
 
thanks. runs good. my average framerate is a little over 100fps running on my geforceFX 5600 ultra with a little above average settings. as far as a beta, i have to adjust some of the lighting and place a few more things and its pretty much ready to go. Some areas are pretty basic, but thats how i am (like to keep things simple).
 
Add a few more bits of rubbish dotted around. It looks pretty immaculate for a destroyed tunnel. Put some bits of rubble in. We are yet to have a map where we can beat people to death witha bit of rock.
 
It seems like avery good dm map.

Goodies:
new style- till now no hl2 dm map had that anticitizen 1 style.
frames per second- good fps
palcement of obstacles/places to go- speciallyc this one : http://img109.exs.cx/img109/74/dmunderway00138yw.jpg

baddies:
geometry- add some fantastic thing that we will watch for ten seconds, some architecture that it's unique of this map, please.
textures- too grey. I know that it is the style, but one room or two different wouldn't be bad. ;)
light- add some light through the windows.
 
Well structured map! work on the lighting before the props and you could get a real atmosphere in this map!

Well done
 
thanks guys. yeah migas i know what you mean about it being "too grey" i thought that myself...ill play around with it for a while after i release a beta that way i could get more input.

this damn lighting is whats haulting me....cant get it to look right!!
 
Cash&Prizes said:
thanks guys. yeah migas i know what you mean about it being "too grey" i thought that myself...ill play around with it for a while after i release a beta that way i could get more input.

this damn lighting is whats haulting me....cant get it to look right!!


By the sreenies, ill give that map an 17.5/20. The other 2.5 are in the baddies! :P

But if you realease a beta, plz, do not stop improving the map. I've seen a lot of people releasing an average beta, and then no final version. :(
 
Color your lighting a bit, it makes the map look totally dead as is.

Notice in the real game that the lights are frequently an aqua-bluish color. Try that, it works well.
 
migas, thanks for a great rating lol, but you should wait until you play it first then rate it again.

i will have a beta tommorow(maybe sooner) if anyone is intrested in testing of ofcourse....i will work on some of your guys suggestions once i have some time. i want to hurry and get some peoples opinions on its gameplay so ill release it as it is in the screens.
 
For good lighting tips, check out the dm_lockdown sample map.

My most critical tips on lighting:

- ALWAYS have a lightsource, light doesn't come out of nowhere, so make lamps on walls and ceilings
- Not pure white lights, they're boring, add at the very least a little bit of color, mainly greenish/blueish. dm_lockdown also does this.
- Not too many omni's, use spotlights instead, they make better lightsources. Light almost never spreads in a perfect sphere as it does with omni's.
 
ok here it is. you dont need to nit-pick but i want your opinions on its gameplay...i know its not perfect and there are things that need some work. i messed with it a little before i compiled but i havent fixed some of my main issues (been busy)

dm_underwayb1
 
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