First Multi-Player Map.

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

Re: First Multi-Player Map.

Postby Epifire on Sun Oct 02, 2011 5:31 pm

Been doing a lot of detailing and have been adding some ambient shades. About that sound issue, I tried narrowing the range of audible sound and I still get the same thing happening. I might just disable it in the final release, but I still wonder why it does that.

Oh and here is a little more on the map. I have been adding different lights, and if you compare with the first overview you can see that.
Image

Now all the lighting and art aside, how is it I get this ready to distribute? I wouldn't know what are the necessities to packaging this, and sending it out to people. Do remember this is my first release of a mod, so I only have a vague idea from reading the Valve Dev'Wiki.

That and is there any way I could manage to have people test the final result before release?
Image
User avatar
Epifire
Senior Member
Senior Member
 
Joined: Fri Mar 25, 2011 8:54 pm
Location: Minnesota, where you're froze 24/7

Re: First Multi-Player Map.

Postby LordDz on Sun Oct 02, 2011 5:39 pm

Yell at the people in Interlopers chat to test it with ya. :)
User avatar
LordDz
May Contain Skills
May Contain Skills
 
Joined: Mon Sep 01, 2008 12:28 pm
Location: Hammer Crash Logs

Re: First Multi-Player Map.

Postby SotaPoika on Sun Oct 02, 2011 8:13 pm

Release public-beta versions and get feedback from those who dare and then you fix said stuff.. then release again. repeat until fed-up or map is final. :)
* Portfolio: http://sp0n3.carbonmade.com/
* No More Room In Hell - Level Designer
* Zombie Panic! Source - Level Designer
User avatar
SotaPoika
Pheropod
Pheropod
 
Joined: Thu Nov 16, 2006 6:07 pm
Location: Finland

Re: First Multi-Player Map.

Postby Kubata on Sun Oct 02, 2011 10:11 pm

Already tons better, great job dude.
Image
"You can have all the cool effects and the latest technology, but if you don't nail that 30 seconds of fun, you're not gonna have a great game." - Jaime Griesemer
User avatar
Kubata
Been Here A While
Been Here A While
 
Joined: Sat Jan 28, 2006 12:08 am
Location: Alamogordo, NM

Re: First Multi-Player Map.

Postby Epifire on Mon Oct 03, 2011 3:17 pm

So do I just grab the bsp and toss it in a public download? I know it is a little different with custom assets included, but there are none this time.

That and one other thing how is it you add a custom preview pic to the server it is hosted on? I know the Valve made maps have them, but I always thought it was because I only have their maps? Other wise aside from some lesser visuals in areas, (like faulty shadowing) the map is fully playable. It's got added teamplay too, which I am a fan of. :-D
Image
User avatar
Epifire
Senior Member
Senior Member
 
Joined: Fri Mar 25, 2011 8:54 pm
Location: Minnesota, where you're froze 24/7

Re: First Multi-Player Map.

Postby Epifire on Wed Oct 05, 2011 2:23 pm

Well guys, have been having issues trying to host this or having friends host, and I do not know why. I think our PC's are not set up for it or something. I thought maybe ports were not enabled for it or something like that because we would always get this error (any map, Valve's too) :No Server Response.

So anyway here is the map Bsp, tell me if the link ever goes bad... http://www.mediafire.com/?cw635b1c57iacc5

It appears to be playable, I just cannot host it on my own rig, and neither can any of my friends. Post feedback on what you think about the map, that is important too.
Image
User avatar
Epifire
Senior Member
Senior Member
 
Joined: Fri Mar 25, 2011 8:54 pm
Location: Minnesota, where you're froze 24/7

Re: First Multi-Player Map.

Postby Kubata on Thu Oct 06, 2011 5:38 pm

I got a chance to play your map and I liked what I saw, there was a surprising amount of detail that you can't get from just the screens you posted and you have really solid brushwork. But I still caught a number of little mistakes that are to be expected from someone new to mapping, so I took some screens and I'll point them out.

Image

I'm not sure what the fix for this issue is, but everytime you include a cardboard box like this as a prop_phys, this error will happen. It'll get shot up and then fall through the world in a really weird way. Try not to have these cardboard boxes unless they don't break up in into gibs or someone here is kind enough to show a way to fix it.

Image
Image

The issue with these areas (and some other ones) is that this light, while a cool variety, isn't actually coming from anywhere. Try to have all your lights have a source, even if just implied, because while the red light might pass as coming from the electrical box, the blue light definitely doesn't have a definite source. The variety is great, its important to have that variety, but I can't really say where the blue light is coming from.

Image

This last one isn't a huge deal but try to include a ramp with the "player_clip" texture over the steps, instead of just having the steps because it's a much smoother transition and doesn't look all bumpy when the player walks up the stairs.

Nice job though, great first map. Real solid brushwork.
Image
"You can have all the cool effects and the latest technology, but if you don't nail that 30 seconds of fun, you're not gonna have a great game." - Jaime Griesemer
User avatar
Kubata
Been Here A While
Been Here A While
 
Joined: Sat Jan 28, 2006 12:08 am
Location: Alamogordo, NM

Re: First Multi-Player Map.

Postby Epifire on Thu Oct 06, 2011 6:07 pm

Thanks for the play testing. I'll start going in order of your points.

1: The cardboard boxes are an issue. I actually had no intention of including them, but only for the redeeming factor that I had placed a lot of flattened boxes, and thought there should be a few intact ones. Got no idea why the physics do that, I always thought it would never loaded the ragdoll, and thus created the error. Either way I may just place them out of the way, and make them dynamic. Sound good?

2: Lights with no apparent sources. I hesitated to place some thing like a cage light by that power box, because that would be the only one in the facility otherwise. The blue lights, with no source may either have an added source, or subsequently may be dimmed to stand out less. They also had no sources, because I was trying to add an ambient dark area color. I could add cage lights, or some thing like that, but as I said before, I would have to decorate the whole facility with them in order to match. So what would be your take?

3: Lastly the player clips. I hadn't realized, or thought of adding them on the stairs, so that I will do. If you hadn't noticed on that stairway I added a clip on the side cap touching that wall, so that one wouldn't accidentally get stuck if running and catching on the door frame. I also have been clipping around prop "scenes" like some in the control room. I kept in mind that people are not going to want to run into those things if running backward. Just smoothing out the smaller things, and hope to make it easy to run and gun.

Aside from from those problems, I don't think there is to much more to deal with that needs changing. You can tell I tried to get it more centralized so that team play would be fun for this map (I like teams). My last thing that is actually the biggest problem for me, is the fact I am having trouble hosting. I posted on it before, but no one seems to know why that is happening. If some one could host for me, I wouldn't mind testing it with some one.
Image
User avatar
Epifire
Senior Member
Senior Member
 
Joined: Fri Mar 25, 2011 8:54 pm
Location: Minnesota, where you're froze 24/7

Re: First Multi-Player Map.

Postby Zecrah on Thu Oct 06, 2011 7:10 pm

I view cage lights as an 'emergency' light. You'd only need to place three or four in the whole place, in my opinion, to make them match.
Major Banter wrote:Zecrah, you've come from nowhere yet have rapidly become a Hammer God.

Wtf.


Check out my weapons tutorial
Zecrah
Design Section Moderator
 
Joined: Sat Sep 27, 2008 10:56 am

Re: First Multi-Player Map.

Postby Epifire on Thu Oct 06, 2011 7:34 pm

Okay, here is the edited version, tell me what you guys think...

http://www.mediafire.com/?a9ecu54w2izro53
Image
User avatar
Epifire
Senior Member
Senior Member
 
Joined: Fri Mar 25, 2011 8:54 pm
Location: Minnesota, where you're froze 24/7

Re: First Multi-Player Map.

Postby joe_rogers_11155 on Thu Oct 06, 2011 7:43 pm

always always have your lighting come from some kind of source, IE a prop or a crack in a wall or a grate or something. just a blob of light is not going to cut it.

with that said, you can definitely capture a sense of ambiently lit darkness if you do it right. the key is to position a generic light entity in the middle of a room, pick a very dark grey color, increase the brightness to maybe 250, and then increase the fallout levels to be larger than the area of darkness. this will light the dark room in a low-level ambient glow. i learned this trick from one of the Half-Life 2 tutorial maps that came with Hammer: the Nova Prospekt beach attack. If you go to where Gordon enters a bunker and the Combine are attacking with flares and manhacks, you can find generic lights that are giving off a dark grey light. This creates ambient low light for the player to see in.

the optimum result is for the player to never need a flashlight, even though he has one.
"Day breaks, but decay soon follows." - Ava Winona
Currently developing in radio silence... 99 Bolts
Here's another project of mine... Assault on Overwatch
Are you new to Source SDK? VDC
joe_rogers_11155
Veteran
Veteran
 
Joined: Wed Oct 08, 2008 11:11 pm
Location: United States

Re: First Multi-Player Map.

Postby Epifire on Mon Oct 10, 2011 9:17 pm

Alright thanks to the testing done by other "Lopers" the other day, we found some other game play issues to be fixed. Things fixed were...

1: Spawns have been updated to spawn team players farther out from the spawn rooms. Only one spawn in the original areas, so it is far less likely that you will get spawn camped again. :smt023

2: The wood box room, is much more solid, and only half crates can be picked up instead of larger ones. So now there will be less box wars to worry about.

3: I also took out some more of the explosive barrels. A few are okay guys, so I left one or two by each of the original positions.

Other wise any one who wants to setup a match, just download this version from this post, and get your buddies together. I will be hanging out in the Lopers Steam Chat, to get another game going. Also on special request can some one record a run through on this map themselves, and post the vid? I would but no one wants to see a lagy vid from my old rig. So PM me if some one would be kind enough to take that, up other wise no biggy if not.

Here is the latest version download... http://www.mediafire.com/?514szrkpdnq9alo

Hope you all enjoy it. :D
Image
User avatar
Epifire
Senior Member
Senior Member
 
Joined: Fri Mar 25, 2011 8:54 pm
Location: Minnesota, where you're froze 24/7

Re: First Multi-Player Map.

Postby Epifire on Sat Oct 15, 2011 5:44 pm

Well after more testing and added visual adjustments, here is the next version. It will hopefully be the last, as I only had to fix a few lighting issues that were present in the previous version. Once this has been tested, and the testers can all agree that it is ready, then this one should be it.

http://www.mediafire.com/?pfq96u3hoa94t2w

Hope to make more larger maps in the future. Thanks for all of your guy's input, and advice.
Image
User avatar
Epifire
Senior Member
Senior Member
 
Joined: Fri Mar 25, 2011 8:54 pm
Location: Minnesota, where you're froze 24/7
Previous

Return to Under Construction

Who is online

Users browsing this forum: No registered users