dm_arc_sanctuary - Updated

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dm_arc_sanctuary - Updated

Postby archon.au on Mon Feb 07, 2005 11:14 pm

Update 12 Feb:
Finished adding details (plus a whole extra room and trap)
Still runs very fast, added a couple of hints etc.

-----

I'm putting this in "completed maps" although I still want to tweak it based on any feedback I get.
I've tried to make it a fun map that runs well before trying to make it look good, so it's a bit of a mix between q3 simple geometry and hl2 realism.
Using soundscapes, triggered events and a secret or two :)
Looks brighter in-game than in these screenshots... oh yeah and a couple of errors you can see in the screenshots are fixed... but I liked the pics so I kept 'em :P
The only thing left that I personally don't like about it is that the sky is too blue, but the borealis skybox texture gives me seams and this was the next best night I could find.

screenies
http://www.users.on.net/~archon/dev/hl2 ... ry0003.jpg
http://www.users.on.net/~archon/dev/hl2 ... ry0001.jpg
http://www.users.on.net/~archon/dev/hl2 ... ry0002.jpg
http://www.users.on.net/~archon/dev/hl2 ... ry0000.jpg
http://www.users.on.net/~archon/dev/hl2 ... ry0007.jpg
http://www.users.on.net/~archon/dev/hl2 ... ry0008.jpg

bsp
http://www.users.on.net/~archon/dev/hl2 ... ctuary.zip

vmf
http://www.users.on.net/~archon/dev/hl2 ... ry_vmf.zip

log
http://www.users.on.net/~archon/dev/hl2 ... pdates.txt
Last edited by archon.au on Sat Feb 12, 2005 6:47 am, edited 1 time in total.
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Postby holy_cheese on Mon Feb 07, 2005 11:55 pm

i rekon its too plain.
also there's no reason to make the geometry as simple as quake 3, this is the source engine, it can handle detailed environments. other than that it looks aight i guess =/
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Postby mike-o on Tue Feb 08, 2005 12:00 am

looks like half life one
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Postby archon.au on Tue Feb 08, 2005 12:12 am

I've noticed servers getting more and more laggy over the past few weeks, even on good servers (ie, run by large ISPs) that are nearby and running the valve maps with 8 - 10 players. I think we need some maps that contribute to this problem as little as possible, so as I said I purpose built this map with that in mind.
Having said that, based on this feedback I might have gone too far, so I'll look at adding a few more prop_statics around the place, maybe some wires here and there, and cut a few brushes to use multiple textures. I dunno though, I'd rather know how it performs with a few players first :)
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Postby Blink on Tue Feb 08, 2005 12:14 am

As a learning map, looks fine but as a serious dm map then it really doesn't work.

Everything seems plnked in at once, just like a test map.

Perhaps re-think the theme and look a bit more, keep pregressing.

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Postby wiggle987 on Tue Feb 08, 2005 12:32 am

Blink wrote:pregressing.


omg admin cant spell :shock:
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Postby Blink on Tue Feb 08, 2005 12:35 am

I actually saw that but the prospect of editing it was too much effort, guess we "cant" always be as good as you Wiggle :P

Anyways, let's stay on topic for this chap :)
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Postby archon.au on Tue Feb 08, 2005 12:37 am

Blink wrote:Everything seems plnked in at once, just like a test map.


Not sure what you mean here, but I'm thinking about it :-D

edit...

Actually maybe I do... I need to add overlays, props and func_details that make the other, larger props look more like they belong? eg, the APC hanger looks like a box with a few models thrown in to see what they look like perhaps?

Looking again this is somewhat the impression I get. I think some overlayed "car park" style textures, and more workshop detail (like at the far end of the room in the picture given) might help, etc. Thanks for the feedback.
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Postby Blink on Tue Feb 08, 2005 12:45 am

archon.au wrote:Actually maybe I do... I need to add overlays, props and func_details that make the other, larger props look more like they belong? eg, the APC hanger looks like a box with a few models thrown in to see what they look like perhaps?


That's just what I meant, the level as a whole isn't really defined. Looks like a big room with various things thrown in, doesn't really fit together.

Get an idea of the theme you want and what models/textures/sounds etc would be relevant to that, you'll find it will look a lot better almost straightaway.
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Postby slayera on Tue Feb 08, 2005 2:01 am

Looks very dark in the corners.
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Postby archon.au on Tue Feb 08, 2005 1:48 pm

I think this is a step in the right direction

http://www.users.on.net/~archon/dev/hl2 ... y20000.jpg

Still a couple more ideas for this room. I don't want to mess with the courtyard *too* much, as it is likely to be a very busy area in terms of gameplay, and the current props are very specifically integrated into the flow of the area. Ive added a few overlayed car parking spaces though.
Just the storage area to go, so should be done within the week!
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Postby seppe on Wed Feb 09, 2005 2:39 pm

that looks quite better ;-)
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Postby archon.au on Sat Feb 12, 2005 6:48 am

Updates finished!
Ive edited the original post with new screenshot and file links.
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Postby Serever on Sat Feb 12, 2005 6:53 am

looks better. ill have to try it sumtime.
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Postby archon.au on Sat Feb 12, 2005 7:23 am

Thanks mate :D
I think the proof is in the playing for this map. Lots of quake experience so you'd hope I have a good feel for what makes a map fun to play, if not so much to look at :wink:
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