dm_veikko

Reveal what you have made so far and get feedback on development.

dm_veikko

Postby ishbog on Tue May 03, 2005 3:25 pm

This is my first map. I tried mapping several years ago, didnt get it. when the sdk came out, i tried again. still sucked. then i went to Valve. HAAZAAAH!!! tell me what you think!

i need to fix a few things tonight(im at school), and i may post the .bsp here for you guys to try out!

(btw, like all screenshots, these make the map look alot darker than it is in-game)


Image

Image



EDIT: new screenshots posted in this thread, so i deleted only the screenshots that changed. new screens are on next page.
Last edited by ishbog on Sat May 07, 2005 8:50 pm, edited 1 time in total.
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Postby ishbog on Tue May 03, 2005 3:35 pm

all the screenshots have the net graph at the bottom, including fps.

the map ranges from 100-60 in 95% of the map, and one place gets 30, which i need to fix. thats on my crap comp, xp 2200, gforce4 ti4200, 512 mb ram. pretty well optimized, according to zombie :P. class bell, g2g.
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Postby matteh on Tue May 03, 2005 7:09 pm

I like the look of this. Looks very promising Indeed. Just a few niggles though, that in my opinoin would make the map better:
In the first screenshot, the light coming from the light fixtures looks too blue. It needs (in my opinion) to be a much paler yellow colour.
The Item placement looks a bit random and sporadic. Maybe place the Magnun and its ammo in different places than each other? prevent some weapon camping.
In the second to last shot; wtf is a pipe doing coming out into a corridor?! It just seems like you've connected random areas together. This bit in particular may need a rework.

Overall though, Its a very good effort, and you should be proud :D
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Postby Grim Reaper on Tue May 03, 2005 8:07 pm

I like it, they look good, but matteh you need to chill out you dont know that could be anything in real life heh?

And just one thing I found, in shot 4 the shotgun is like standing on its handle on a pipe, aint gonna happen mate, lol.
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Postby Spas12 on Tue May 03, 2005 8:22 pm

looks better then i last played it :wink:
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Postby ishbog on Tue May 03, 2005 10:18 pm

lol, that happens, spas.

as for the blue light in the corridor, i changed that from a yellow, realistic looking color to the blue, and it did magic with the atmosphere. i need to move the lights up a tad, but as for color, i think ill keep it that way. if there was a similar light model that looked blue, id use it, but....

weapon camping: thats what traps are for, no? :P
well, i actually only have one trap in there... big room go BOOM! anyway, from others' suggestions and playtests(which did not include some of the new weapon placements) needed weapons easier to get to, and more throughout.

pipe in middle of room = connectivity.
this this 'was' a closed off corridor, torn open, which goes into 4th picture, and left into another square area, and on into another, which opens into the big room. think access tunnels, industrial lab setting, thrown together for any purpose.

as for the shotgun, thats from the last compile. ill tip it, and put it higher to fall better, and get rid of ammo. its bounding box was touching the box of the pipe, which causes physics not to work until used. quite common.

i may post the bsp here later.
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Postby ishbog on Wed May 04, 2005 2:06 am

this is a new bsp, still about 2 things that need to change -- some lighting contrast(by health charger) in garage, and the lightglow in the long hall gets too bright.

>>>>>>>>>>> any and all comments appreciated! <<<<<<<<<

http://www.freepgs.com/ishbog/veikko/dm_veikko.rar

(yes, this is my first map)
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Postby HybridFlash on Wed May 04, 2005 3:25 am

Looks good, but whats up with the old, destroyed cars in the parking lot? Personally, it rages me when someone uses something that is out of place.
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Postby Jman on Wed May 04, 2005 11:24 am

What do you mean you went to valve? You got employed or something?
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Postby matteh on Wed May 04, 2005 2:00 pm

Grim Reaper wrote:I like it, they look good, but matteh you need to chill out you dont know that could be anything in real life heh?
.


At which point in my post was I angry? I was merely making suggestions.
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Postby ishbog on Wed May 04, 2005 2:46 pm

out of place? how so? its a big, abandoned, industrial warehouse lab thing. the flippin toll booth is covered in debris from some sort of cave-in. old, wrecked cars out of place? i think not. besides, show me some car models that look relatively new, eh?

as for going to valve,
http://forum.interlopers.net/viewtopic. ... 91&start=0
about 2/3 down the page, detailed description.

edit: the map i was talking about jess cliffe making while i was there -- is dm_runoff!
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Postby rush340 on Wed May 04, 2005 3:05 pm

Looks great, as always :wink:

Nothing looks too out of place to me. Hopefully I get the time to try out the newest compile.

*edit: I can seeeeee you :shock: *
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Postby YokaI on Wed May 04, 2005 11:12 pm

Nice, but the hallways are lacking life
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Postby ishbog on Wed May 04, 2005 11:59 pm

suggestions? i kind of agree, but what to do? more decal stuff?
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Postby YokaI on Thu May 05, 2005 12:39 am

Do something with the corners of teh four brushes, you know, add curves to the top, and maybe indents in the wall and put a prop_door there.
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