New map - Bloom

[EYE] Valar

2008-07-10 06:27:03

This is a homage to the SP Ravenholm chapter. focused on speed and ...fun.
i might create a competative version after getting more inputs on how it plays out for diff ppl.

SS:

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Crits are welcome as always

badinfluence

2008-07-10 06:36:03

Well, my crits are usually random so I don't know how much I can help you. ; )

Anyways, this is a good quality map, but I couldn't find many big healthpacks. It doesn't play all that well with 4-5 people because this is a big ass map.

thatguy

2008-07-10 06:57:48

already spoken to u about the map but for anyone that hasnt played this map its awsome and iits the best ravenholm map to

Beef

2008-07-10 07:41:58

Good stuff, dude. Lots of different areas to explore and get pwnt in. The charger in the big room is my fave. Wait, no, rpg location is my fave. :!:

Pig Popper

2008-07-10 12:55:44

superb dude. i started out thinking this is not my style of map, but after a few mins the quality shines through and it just doesn't matter :D.
I like the way you've managed to pull a large map together without over populating it with props and junk, good use of lighting as ever.
If I find something constructive to say i'll be back...

[EYE] Valar

2008-07-10 20:25:49

Thx guys.

Bloom is running in a cycle at 66.55.158.70:27015

Jelly Fox

2008-07-10 20:37:19

I like, it is nice :mrgreen:

Cynips

2008-07-12 14:27:19

At first I was a little hesitant about the size, but it seems to play well even with just a few people. Unfortunately, I don't have many playing minutes in it so I'm not sure about being able to get the rpg that easily. However, what little I did play won me over hands down. I really like this map so far! Quality Valar work! Good use of the Ravenholm textures. They seldom feel out of place or repetitive. All parts of the map have their own unique feel. Maybe except for knowing which side is which in the central room. There are a few things there so you can orient yourself there, but I wouldn't mind something like a decal on one of the walls.

I saw two places where it looked like textures high up on buildings were lacking. No biggie though. I can show you if you don't know where.

My biggest issue is maybe with the spawn points. I think you would see a lot less spawn raping if you put them in more hidden places. Even if you say that you'll be running with spawn protection anyway, I say that with hiding spawn points you will see fewer newly spawned players standing around waiting for passers by to turn their backs... This would also make the map more playable in tdm without further modifications.

Besides that, I would prefer if you kept to the HL2DMU naming scheme as in dm_bloom. What's the story behind that name anyway?

cyboy bunny

2008-07-12 17:26:15

hi there valar, nice looking map you made. have played a couple of times on the map now and i have a few little comments about it.

if a player dont like the prop_fhysics ,he can throw them out of the game by throwing them over certain parts off the house buildings on the side off youre map. i tried it and i dont believe they are comming back in game.(no teleport trigger above the building side i think). mayby putting a clip above the buildings?? .

and the central room looks/feels a little bit strange. i get the feeling in that room that it had no funtion in relation to the building or reality. diffecult to explain but the room looks unreal to me.

i played there with a few players and i noticed that most players dont go below the buildings. because its a big map those hallways under the ground are mayby to much space.
and i think a little less wood texture there would brake it up more(also the central room has alot off wood texture).

and as said by cynips more spawnpoints to prevent spawnkilling,it happend to me a few times allready with a few players ingame.

but overal a damm nice map, good work valar.

good luck :wink:

[EYE] Valar

2008-07-13 03:57:39

thanks for your inputs.

this map has been playing now for a few days.
both the basement and the main big room hold most of the game most of the time and seem far from redundant. altho the main room can sure use some orientation decals. very true.

a few ppl who complained the supercharger is too fast. will be change to a normal one in next rev.
ill sort the props clips. very true that and thanks.

ive heard a few ppl saying the map is "way too big". which is really strange as bloom is not big in any sense. its not even half the size of LD and swamplight and is smaller than LV. :| btw, none of them actually played the map.

about the sawblades and the two big blades...dunno...so many ppl are loving them and yet ive got 2-3 ppl (bhoppers) who really dont. :) so its a bit puzzling.

also, para...i've repeatedly asked ppl if anyone was getting any FPS lag and found none. goes for 3-4 years old systems !!! :?

Paradox

2008-07-13 13:27:54

yeah I think the problem is with my vid card(s). I have gotten the same thing elsewhere now. I tried updating the drivers. The temperature monitor says its not an overheating issue but it has been a while since I cleaned the dust out of the box. Im going to try that and if that doesn't work them im gona pull one of the cards out and see how that goes. Funny thing is that its not happening all the time. Its possible I got a card that's failing. :x

Cynips

2008-07-13 19:02:01

cyboy bunny wrote:and as said by cynips more spawnpoints to prevent spawnkilling,it happend to me a few times allready with a few players ingame.
Well, I didn't actually say more spawn points, but better placed. It's true that more spawn points would also help with spawn killing, since you'd have less chance of being by any that you can see. On the other hand, it will not solve the problem with spawn protection. If a spawn point is openly positioned, it will take some effort to get out of sight of someone that has spawned there and just is waiting for you to turn your back.

So, lots of well positioned spawn points :)

Other than that, I think there's been some really good feedback coming up here. I agree with most of it.

As far as gameplay taking place mostly indoors, I can't tell. If that is the case I'm thinking it is due to the orbs, smg nades and props you can find there (as well as the charger).

[EYE] Valar

2008-07-15 22:34:22

dm_bloom is running a release candidate on server: 66.55.158.70:27015
DL : http://www.eyeclan.net/eyeden/hl2mp/map ... b1.bsp.bz2

Changelog:

* expanded the awning to include the rest of the main building (thx nitro)
* removed most sawblades and they are now mostly static props. also static now are the two big blades.
* added orientation decals inside the main building
* replaced the brush based supercharger with a regular (citadel) supercharger
* added a mag spot behind the curved corner in the back street to balance the rpg on the nearby street.
* fixed lighting issues and added lighting for surrounding buildings
* added a physclip on all roofs to prevent throwing props out of map
* fixed all spawnpoints to more secured locations
* added breaks in the staircases for easier pickups (where relevant)
* added a set of boarded high windows in the main building
* added a player clip to help player not fall off the wood log running from awning to the room wiht the broken wall

Thanks to all who came in and gave inputs.
this map is a very dear project to me and im hoping i've succeeded in bringing the real ravenholm atmosphere into a fast DM gameplay.

val

cyboy bunny

2008-07-16 02:23:51

just played the new update. uhhh all propellors are now prop_statics??. could not get one off the walls :cry: :cry:

good luck :wink:

[EYE] Valar

2008-07-16 02:52:08

[EYE] Valar wrote: * removed most sawblades and they are now mostly static props. also static now are the two big blades.
yea man

cyboy bunny

2008-07-16 03:49:44

valar wrote:
* removed most sawblades and they are now mostly static props. also static now are the TWO big blades.
i count 4 propellors. cant you not just leave one in :wink:

ninojman

2008-07-16 21:29:29

[EYE] Valar wrote: * removed most sawblades and they are now mostly static props. also static now are the two big blades.

:(

why remove them just because a few players are shitty with the Grav gun?

Can't wait to play the final version

Anonymous

2008-07-16 22:13:54

Can i has some sawblades? pleez.

Paradox

2008-07-17 03:26:15

LOL Poor Valar...

Take it out.....put back in....take it out......put back in

Pig Popper

2008-07-17 03:56:26

lol

Cynips

2008-07-17 05:26:01

think i'd vote for taking out what props you can't use anyway 8)

cyboy bunny

2008-07-17 16:32:39

cynips wrote:
think i'd vote for taking out what props you can't use anyway
agreed with that. we played there and some players have said that. when you are in battle and you think you can pick up a sawblade/proppelor and it turns out to be static ,you lose. most players getting confused off that.

good luck :wink:

[EYE] Valar

2008-07-17 19:24:03

:)

OK, how about this: i leave 1 propeller and 3 sawblades physics and remove all static ones.

cyboy bunny

2008-07-18 18:50:16

:cheer: you got a deal with me

good luck :wink:

Sacrifist

2008-07-22 21:17:59

Paradox wrote:LOL Poor Valar...

Take it out.....put back in....take it out......put back in
Thats what she said....

Beef

2008-07-27 20:56:50

[EYE] Valar wrote::)

OK, how about this: i leave 1 propeller and 3 sawblades physics and remove all static ones.
That works. :)

OH AND CAN YOU ADD SOME PILLOWS SO WE CAN HAVE PILLOW FIGHTZ LOLZ

Just kidding....;)

Anonymous

2008-07-27 21:05:50

DOH!
Thanks for the gibbler and sawblades.