WIP** | beta_ hydroponicz map by Pig Popper

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WIP** | beta_ hydroponicz map by Pig Popper

Postby Pig Popper on Fri Nov 20, 2009 11:45 pm

Hi all, I would love some feedback on this map.

Current named beta_conoly (this name sucks, maybe dm_hydrology)

DOWNLOAD!!

Play Style:
Built with 3v3 in mind but shold work equally well as 1v1
a split level and circular style map well connected with some teleports for added fun

Theme:
Set in what has been described as a lost colony, possibly harvesting some unknown resource (check pic 4, 6)

Weapons:
At the moment there are 2 of everything excluding the RPG, and a nade crate and about 6 loose nades.
Personally i think the current weapon layout works well but I'm keen to get others opinions about this.
-The RPG is atop of a tube that constantly raises and lowers so you gotta spend some time planning when yuo're gonna access it, it also functionis as a lift (it is not a lift) to the 3 levels. When someone attempts to collect the RPG the seconds it takes allows an opposing player time to reach a vantage vai an alternative route, hopefully balancing the rpg's role during play.

Health:
1 x super charger
2 x suit chargers
2 x health chargers
about 4 health and suit
(loose health/suit needs to be tweaked)

Areas: The map is comprised of 3 main play areas
1. charger area
2. RPG (lift) area
3. Garden area (+ indoor botanical garden)
there is also a rather pivotal connecting setion that overlooks all 3 to some degree.

gonna be playtesting this soon but heres a few pics in the meantime

thoughts welcome. :)

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Last edited by Pig Popper on Tue Dec 01, 2009 8:35 pm, edited 2 times in total.
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Re: WIP** | dm_colony map by Pig Popper

Postby 904 on Sun Nov 22, 2009 4:38 am

Didn't download (no time), but it looks oldschool. In a good way!
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Re: WIP** | dm_colony map by Pig Popper

Postby nub on Sun Nov 22, 2009 8:47 am

Definitely some good old school deathmatch. It's not a really detailed map but it's very simplistic and it does the job right.

Great work.
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Re: WIP** | dm_colony map by Pig Popper

Postby Major Banter on Sun Nov 22, 2009 2:33 pm

I love the old-schoolness. It's not simply blocky mapwork because you've evidently got some skills. Keep it up!
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Re: WIP** | beta_ hydroponicz map by Pig Popper

Postby YokaI on Wed Nov 25, 2009 5:58 pm

While you may have been going to a certain theme, a better light environment and some nice lighting would probably benefit this map and stop it from looking so "oldschool"
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Re: WIP** | beta_ hydroponicz map by Pig Popper

Postby Pig Popper on Thu Nov 26, 2009 9:58 pm

thanks or you comments, I'm currently working on lighting, I tend to use a generic light source, hence the uniformity atm.

I've had to compromise beween detail and layout unfortunatley to keep the fps stable but should have a new beta ready to go soon.
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Re: WIP** | beta_ hydroponicz map by Pig Popper

Postby Pig Popper on Tue Dec 01, 2009 8:34 pm

The map has been updated, some minor game play, sound and visual tweaks, if you spot anything out of place let me know as I'll have missed it :D

Release Candidate 1 DOWNLOAD
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Re: WIP** | beta_ hydroponicz map by Pig Popper

Postby Pig Popper on Mon Dec 07, 2009 7:43 pm

Hi all, this map is near complete but I'm getting an odd shadow effect in teh map
Initially i thought it might be the nodraw brushes i used to create the grate effects as they sat inside the other brush but i fixed that.
Anyone recognize this issue?

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Re: WIP** | beta_ hydroponicz map by Pig Popper

Postby MayheM on Mon Dec 07, 2009 7:55 pm

Did you run a fast compile? Thats what it looks like in those last pics. Also, to help with your lighting take a look at the tutorial here on the site. It was made by 3D mike should prove very helpful to make your lighting really nice.
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Re: WIP** | beta_ hydroponicz map by Pig Popper

Postby Pig Popper on Mon Dec 07, 2009 9:39 pm

It's not a quick comp, I used VBCT and did a final compile. No errors other than prop data on the blend material I think.

Release Candidate 3
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Re: WIP** | beta_ hydroponicz map by Pig Popper

Postby Major Banter on Mon Dec 07, 2009 9:59 pm

Cubemaps or dodgy lightmaps. Set them higher.
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Re: WIP** | beta_ hydroponicz map by Pig Popper

Postby Pig Popper on Tue Dec 08, 2009 1:34 am

Major Banter wrote:Cubemaps or dodgy lightmaps. Set them higher.


I'll give that a bashy
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Re: WIP** | beta_ hydroponicz map by Pig Popper

Postby Pig Popper on Wed Dec 09, 2009 9:18 pm

Completed, thanks for all the help n advice. :)

http://www.interlopers.net/forum/viewtopic.php?f=3&t=31389
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Re: WIP** | beta_ hydroponicz map by Pig Popper

Postby dirtydeeds on Wed Dec 09, 2009 10:30 pm

I have a question, how do you get ideas for your maps? I've seen some of the ones you have posted and they look really great. I've tried the whole snapping pics of real world things, and then recreating them in hammer. I have a bunch of those, but how do you come up with idea for a full out map?
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Re: WIP** | beta_ hydroponicz map by Pig Popper

Postby Pig Popper on Thu Dec 10, 2009 11:30 am

dirtydeeds wrote:I have a question, how do you get ideas for your maps? I've seen some of the ones you have posted and they look really great. I've tried the whole snapping pics of real world things, and then recreating them in hammer. I have a bunch of those, but how do you come up with idea for a full out map?


:smt023 Great question, hihi

Well I'm always trying to develop maps and most of the time they're duds :) Looking for interesting architecture or layouts helps me too BUT tend to lead nowhere

My real processes is starting with a shape, or a layout idea.
In this map I wanted to create a 3 or 4 area map with decent sized fight areas, with some z play areas, I was also mindful of creating interesting features (like the lift idea in here) , and so started to design from the main charger area with all this in mind.
Its funny to me but the 1st versions I have in hammer is almost identical to the final in terms of layout, not a great deal changes I find, just tweaks and detailing.

Ending up with something I'm happy with is chance really, apart from those basic ideas running through my head I have no real plan of action. :lol:

As for themes, I find it easier and more productive to map in dev textures without thought of any theme, once I have a basic layout done I'll take a look and see what it suggests to me just as a rough idea for future tweaks.
Trying to map to a theme usually ends in fail for me. keep it DEV, keep your mind open.

My advice to you is think about movement, about what you enjoy gameplay-wise, what you liked about other maps both visually and playability and start creating, it's the fun / creative part before the detailing slog, so enjoy it :P .

Try not to begin detailing too early and be prepared to end up with a ton of dud vmf's in your sdk folders, but keep em a little organized and don't worry about starting something new and something will pop out at ya. :D

Pig Out!!
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