DM_MILIEU

[EYE] Valar

2008-11-19 16:15:24

Hi all,


This is dm_milieu .
A long collaboration with many people however mainly Fearsome and mLIQUID did the most here. Fearsome, thanks for your valuable input and suggestions especially in the weapon placement dept. and those two zigzag connections - very much appreciated!! mLIQUID, your help here was priceless.
it was a lot of fun finding so much help and cooperation in the community. we can have nice things. :D

This map is an attempt to bring in a high level movement, long jumps and fast layout in an eye candy enviroment whilst keeping performance decent.
The most part of this map uses custom texstures and models taken from various Source mods mostly CS:S, Pirates Vikings and Knights and a beautiful mod called Eclipse that's long discontinued.

a bit more ss this time as i wanted to show a bit more of the layout.

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Map can be downloaded here


val

poconut

2008-11-19 18:30:24

This map is awesome. I spent some time hopping around, and I can't think of how it could be any better. There are so many jumps to try.

Shinigami

2008-11-19 20:05:16

This is truly not only a beautiful map but also great fun, lost of stuff to do, it's like a mini DM vacation.. I LUVZ IT!!! :cheer:

[Xcept when Fearsome is killing me in it] :rip:

Awesome work Val take a :humble:

[EYE] Valar

2008-11-19 20:07:46

Shinigami wrote:This is truly not only a beautiful map but also great fun, lost of stuff to do, it's like a mini DM vacation.. I LUVZ IT!!! :cheer:

[Xcept when Fearsome is killing me in it] :rip:

Awesome work Val take a :humble:
ah grrrrrrrr

Tw1tch

2008-11-19 20:39:17

Instant Classic. Nice work dude!


Minor nuance (not even a complaint from my pov):
And I know the rung is gone, but: The only thing you will hear is that the ladder from the rpg out of the water you have to jump out of the water (which doesn't always work) or hit your use key. I normally hit my use key to climb anyhow (especially mid jump). Alot of players will expect to simply look up and mount the ladder, which I didn't find possible. I did bounce out of the water and make it once, although it is inconsistent, and it will seem counter-intuitive to any newer players.

Jelly Fox

2008-11-19 20:46:01

Another quality map Val, really like the look/game play/movement of it.

Agree about the ladder, seen players get stuck at the bottom already.

Walking Target

2008-11-19 21:01:35

I consider this your finest work yet Valar. Excellent visuals, good layout, nice size, doesn't feel cramped anywhere, pickup placement is well thought out, excellent RPG placement and some good areas to control.

10/10 from me. Download it now people!

[EYE] Valar

2008-11-19 21:21:42

on the ladder - my argument is that pressing Use for ladder is a generic function. i for one have always used it to get on ladders. i use to get on and use to get off.
the reason it doesn't work is because water level is not "ground" for it to be considered as "ground level" by the engine. the Use command however - works. that is btw the reason getting on ladders in HL2 can be done in two ways - "automatic" and "function".

on weapon placement - that goes for Fearsome solely.

Paradox

2008-11-19 22:16:44

This map is not only beautiful to look at but fun to play. Saw it from the early stages to its now finished level. Great job guys.

keefy

2008-11-19 22:40:23

Great map.

I know of the +use function to get on and off ladders but never used it due to its another bloody key to press.

Poor_Billy

2008-11-20 01:40:15

poor_billy approves this map

<kyle>

2008-11-20 01:49:11

omfg treasure chest arepeegee?!?!?

Beef

2008-11-20 02:06:13

Oi, Val.
It's been a pleasure playtesting this map. Awesome work. Congratulations.
And the lighting.... oooooo. I love the "moss" effect you achieved in the outdoor area. And, well, everything else is amazing, too! So cool.
:cheer: :drink:

[FF]FNDR.Jake_Brake

2008-11-20 07:56:26

Wow! Incredible looking screenies!! [FF] will be playtesting this map this weekend! Looks like more great work from Valor!

[EYE] Valar

2008-11-20 16:00:31

an updated ver will be placed later today..
few minor probs fixed, a sign added in the market and grassy texture in the mag room reverted back to the stone floor it was in the betas.
ill post the links when its up later this evening.

thx for all your help and input.
val

Shinigami

2008-11-20 16:48:08

I found the ladder to be a little bit of a pain but doable, and if I can do it ...c'mon... :?

Keep up the good work Val, we want MOAR!!! :mrgreen:

Tw1tch

2008-11-20 18:37:00

[EYE] Valar wrote:an updated ver will be placed later today..
few minor probs fixed, a sign added in the market and grassy texture in the mag room reverted back to the stone floor it was in the betas.
ill post the links when its up later this evening.

thx for all your help and input.
val
Sure you want to release a v2 so soon?

The bugs are very minor, and more little things you may notice may crop up over the course of a week or so.

I think you should give it a week or so, then you can be sure you haven't missed anything.


Again, dm_milieu is so nice! Awesome job. And great work on the weapons Fearsome. =]

[EYE] Valar

2008-11-20 19:18:46

Well 2 bugs are mostly the reason I’m revising so soon: 1 being the water physics push gets stuck and physics can hang in the water volume while they’re needed in battle and 2 being the green grass floor texture in the mag room indoor doesn’t have enough contrast with its surrounding creating an orientation issue there.
While I’m at it also addressed some minor texture relateds and added a small wood sign for creds.

Thx,
val

Tw1tch

2008-11-20 19:55:47

Just remember theres nothing worse than 8 different versions of a map on different servers, especially when its close to 35MB.

[EYE] Valar

2008-11-21 03:25:56

r2 is up


val

[FF]FNDR.Jake_Brake

2008-11-21 05:05:43

Is there a link to version 2 somewhere?

[EYE] Valar

2008-11-21 05:14:59

Is there a link to version 2 somewhere?
Map can be downloaded here

[KBH]Tazzer

2008-11-21 06:07:07

verrryy nice bro! well done.

voxtex

2008-11-21 06:30:09

Armor needs to be toned down. Super charger, regular charger, and probably over 100 worth scattered around the map is a bit overkill.

[EYE] Valar

2008-11-21 06:51:42

when presenting input take more than a second and some thought to explain it, give examples/reference or don't present input.

Ko-Tao

2008-11-22 03:43:43

Your best work yet, for sure. Solid layout, just the right amount of props, looks beautiful. Overall this looks like itll be great for 1v1 and 2v2 both.

And that said, criticisms / bug findings:

- Orbs and nades that hit the pond floor just vanish. This could be a purposeful remove trigger or just a broken virtual mesh, not sure, but its very counter intuitive and makes catching someone down there that much harder.

- Another route out of the pond might be nice for flow purposes, and to prevent catching the rpg player from being an automatic response to exactly the same area every time. Perhaps a second ladder, or a slow/winding stair opposite the original ladder.

- Two ARs is likely to end up as overkill on a map where the majority of the play is in enclosed or semi-enclosed corridor-shaped areas, especially once players figure out all the best orb banks.

- Rather minor nit, but the lighting, while excellent in its ambience, does make for difficult player id at times (reminds me of dm_drift in that way). You could use color correction to achieve the same level of eye candy while allowing players to turn it off and have more visibility for league matches, though the level of additional effort that might take probably isnt worth it.

- Lastly, there are still several camp spots (the type that see nodraw and can be overly strong in play) on the _r1 version i tested, as well as a couple spots where movement felt a bit buggy or constrained. Nothing that couldnt be easily and quickly fixed with a touch of player clip here and there though.

Cool that you used bits from Eclipse, too. Amazing anyone still remembers that mod.

Thanks for the great map! :thumbsup:

[EYE] Valar

2008-11-22 19:42:48

Orbs and nades that hit the pond floor just vanish. This could be a purposeful remove trigger or just a broken virtual mesh, not sure, but its very counter intuitive and makes catching someone down there that much harder
This is known issue and one I thought would be an interesting feature; calculating your nades to go off before they hit the bottom. Moreover, moving through water is pretty slow and the player can’t really do much against someone standing atop trying to take them down. That being said, further playtests will certainly reveal whether or not this should be changed. Note that they are removed only few inches from the bottom. You have the whole of the water volume untouched.
Another route out of the pond might be nice for flow purposes, and to prevent catching the rpg player from being an automatic response to exactly the same area every time. Perhaps a second ladder, or a slow/winding stair opposite the original ladder.
We need to see more input from people playing the map to make a call on that. I personally love the idea of the RPG being so damn hard to get. I would daresay this will vary when the map is played in teams (when you have a backup) and when in 1v1 (when you’re alone).
If we think about it a bit more we see that the whole RPG area now makes for very interesting situations and adds a lot to the map overall gameplay.
Two ARs is likely to end up as overkill on a map where the majority of the play is in enclosed or semi-enclosed corridor-shaped areas, especially once players figure out all the best orb banks.
I’m indifferent about this. I think fearsome best answer this one.
Rather minor nit, but the lighting, while excellent in its ambience, does make for difficult player id at times (reminds me of dm_drift in that way). You could use color correction to achieve the same level of eye candy while allowing players to turn it off and have more visibility for league matches, though the level of additional effort that might take probably isnt worth it.
I am reading about color correction now and will most definitely experiment with it (I can’t thank you enough for bringing this up). However must say I’m not sure I see how or where the current lighting makes it hard to id a player. It would be super if you could give ss or name locations you’re referring to. Or, PM me and we can go through the map together.
Lastly, there are still several camp spots (the type that see nodraw and can be overly strong in play) on the _r1 version i tested, as well as a couple spots where movement felt a bit buggy or constrained. Nothing that couldnt be easily and quickly fixed with a touch of player clip here and there though.
You’ve tested r1. r2 had a few of those fixed. Again, ss or naming actual locations would help tracking the misbehaving nodraws :D


Thank you (!) for a full and learned feedback. This is how input should be presented. good job.

val

0nti

2008-11-22 20:26:27

as I told you, awesome work val, and keep 'em coming ;)

boshed

2008-11-24 15:54:54

Anthym wrote:omfg treasure chest arepeegee?!?!?
This!

Ridiculously sexy map Mr V.

[EYE] Valar

2008-11-25 04:52:56

Map can be downloaded here

fixed. ready for public




val

[EYE] Valar

2008-12-01 02:23:42

Map can be downloaded here

fixed nades and orbs teleporting to market
fixed shadows appearing on the atic room from the market

thanks

p.s. any input on gameplay yet by any chance?

Tw1tch

2008-12-01 08:09:44

It plays exceptionally well.

Not sure about there being too much armor. Although I am jaded because the shotgun is so overpowered on my server that the amount of armor is the only thing to save you from being constantly one shotted by it.

I'm not a fan of there being more than 1 orb by the ar2 pickup near the charger. 99% of the time it equates to an immediate spam of orbs. And while I'm a huge fan of orbs (I love orb battles and have had many good 1v1s with [~$W~]TLC where that is a dominating factor hehe). I think they could use a bit of space between each other. But this is mainly because there are two ar2s with orbs directly at the same pickup area. I think it might be more suitable if only one of the ar2s had an orb directly at it and have the other orbs spread through the map more.

The RPG is useless to go for in larger pubs. Your gonna get owned by anybody with a decent shot that sees you go down. In smaller pubs tho (3-4) it can be fun to go for and quite tense to get away with. And I'm sure in TDM it plays into the team work of guarding that area well. So I really like how that was done. (I'm not always a huge fan of the RPG in pubbing, but you can't really live without it in competition).

I would have liked to see more physics props overall. There is a lack of ggun battles which is a defining factor of HL2dm play. I'm not talking lockdown number phsics props though, but the map does feel void of them, much like lostvillage does. It's fun to have physics of different sizes as well, instead of the same size barrel everywhere. So for ggun battles the map is dull. It's a stark contrast from being able to select from radiators, fences, small cabinets, computers, etc. And with the current them of milieu you could have come up with some more interesting objects to fit in.

There are a solid amount of paths to take, to pop in and out, surprise others, flank them, etc. It's easy to get to where you want to and when you want to. It never feels like a chore to get anywhere.

Very nice map overall.

badinfluence

2008-12-01 18:21:06

Lol nice essay twitch. I read it all anyways. ;P

[EYE] Valar

2008-12-01 19:56:29

Thanks for your input, twitch.
However....too few and not varied enough props? how so?

Physics count:
10 x Size 1 (big) breakable barrels.
6 x Size 2 (mid) unbreakable barrel.
4 x Size 3 (small) unbreakable plant pots.

...to a total of 20 physics props

total of orbs in the map is 3 and though i appreaciate the input only further playtest will tell us whether it makes for spam or not.


val

Tw1tch

2008-12-01 21:10:58

[EYE] Valar wrote:Thanks for your input, twitch.
However....too few and not varied enough props? how so?

Physics count:
10 x Size 1 (big) breakable barrels.
6 x Size 2 (mid) unbreakable barrel.
4 x Size 3 (small) unbreakable plant pots.

...to a total of 20 physics props

total of orbs in the map is 3 and though i appreaciate the input only further playtest will tell us whether it makes for spam or not.
val
Total of 10 physics_props and total of 10 physics_props_respawnable. 16 of which are all the same size and realistically if you need to go for the respawnable ones your dead meat. The little plants, mostly because if their size, do nothing more than bounce of your opponent most of the time. So that leaves 6 reliable physics props that you would actually want to use. And again, the main argument is that all the useable ones are the same size. Makes for little variety. So yes, the map is dull in regards to gravity gun play.

I also never commented on the overall amount of orbs in the map. I said its due to them being at the same location as the ar2 themselves. A common mapping practice is to put ammo for weapons not at the same location, but scattered throughout the map so as to encourage movement and playability. I think this is especially true when you place two ar2s in the map, both of which have secondary ammo at their exact location. What I said was that when people pick up the ar2 and the 2 orbs, or the 1 ar2 with the 1 orb, it leads to an immediate spam (use*) of the orbs. It makes things too predictable in given situations.

*My definition of spam was not centered on the common derogatory manner in which people tend to relate that the feel there is too much spam. If anything I wouldnt mind seeing a fourth orb on the map. I like orbs, for much the same reason I like more physics props (that are good) on the map, it leads to battles centering on the gravity gun and switching between weapons - which again is one of the main draws of HL2. But if they were not located at the same location as the ar2 themselves it would lead to less predictable play.

[EYE] Valar

2008-12-01 22:14:28

16 props are insta-to-near-instakill (from 100-200). They are not the same size. the rest 4 are half-of-full damage (from 100-200).
In regards to this and to the orbs issue... have you played the map with other people? As in in a match, not checking out the map with others on the server.
I don’t mean this as argument btw. all within topic.


val

Tw1tch

2008-12-01 23:02:39

[EYE] Valar wrote:16 props are insta-to-near-instakill (from 100-200). They are not the same size. the rest 4 are half-of-full damage (from 100-200).
In regards to this and to the orbs issue... have you played the map with other people? As in in a match, not checking out the map with others on the server.
I don’t mean this as argument btw. all within topic.
Its on my current server rotation, played it with 1 to 12 other people everyday a few times since r2 has been released. My comments are specified in different sections depending on context. I.E. as in the RPG, would be good in TDM, rather useless in larger pub play.

Two sizes between the props does not constitute a variety in size. There is a definite lack of physics props that are usefull. There is a definite lack of variety of physics props sizes. The lack of phsyics props is only compounded by the fact that the little plants and respawnable props are not as useful as you are making them out to be. None of the props_respawnable will stand a match against a shotgun, a crossbow, an ar2, the smg nades, the regular nades etc. This makes them all but useless. In contrast, in a map like lockdown the props come in every size from tiny, small, medium, large, and huge (especially that fence). The vast majority of which are actually useful, keyboard and chairs notwithstanding.

The map is obviously not geared towards gravity gun play.

In regards to the orbs, it never fails. Someone picks the ar2 and orbs up, they use the orbs right after. Every time. Its too predictable. Spacing the orbs out would simply make people have to work a little bit more for them, and make the map play less predictable. It's not rocket science or brain surgery.

Uncle Rico

2008-12-01 23:16:06

Milieu has the ewR stamp of approval as is.

Nutri-Grain

2008-12-02 00:50:01

.

lead

2008-12-02 00:54:01

this map is really good btw plays well good framerate well done guys :D :D :D :D

Tw1tch

2008-12-02 01:27:15

Nutri-Grain wrote: twitch...honestly who cares about variety in gravity gun gameplay? lol.

Actually, I don't either. I like it the way it is. But he asked for input and constructive criticism. I was just trying to do my best at playing devils advocate, so to speak.

<3

Sneak EDIT!:

Valar has the map making down to a science imo. I love just about everything he's doing with making maps and have alot of his maps on my server atm. I almost think he can't do anything wrong when making a map. Keep it up bro. You bring alot of good to HL2dm.

badinfluence

2008-12-02 02:56:19

More like:

He asked for criticism so I'm just going to criticize the fuck out of it to make him feel bad. I'm going to be as mean as possible.

Tw1tch

2008-12-02 08:27:41

badinfluence wrote:More like:

He asked for criticism so I'm just going to criticize the fuck out of it to make him feel bad. I'm going to be as mean as possible.
How about objective and honest?


EDIT: I also have a dry sense of humor that doesn't come across well in text (if at all). You win some you lose some.

badinfluence

2008-12-02 17:32:29

It was a joke, twitch.

We buddies.

Tw1tch

2008-12-02 21:36:31

badinfluence wrote:It was a joke, twitch.

We buddies.
Man!

/hides

Dude 1v1! Now! Gogogogo! You owe me!

/backsout

Sorry I have a dentist appointment. :D

/ends-babbling-like-an-idiot



About that milieu map though. It'll be on my server for a long time to come. <3

keefy

2008-12-07 03:51:04

Yes, that type of humour on the internet doesn't work very well when typed.

Zman42

2008-12-11 21:15:35

keefy wrote:Yes, that type of humour on the internet doesn't work very well when typed.
I find this humerus: 8===8










:D

[EYE] Valar

2009-01-12 06:29:53

updated.
dm_milieu_r6

edit: @Fearsome: orb repositioned = fixed now.

val

herbalizer

2009-01-21 01:24:34

The spawn points weren't changed at all? It seems everyone always ends up in the courtyard! :x

The Argumentalizer

2009-01-21 01:57:24

You can wall accelerate down that divided 90 degree staircase! Almost completely into the next room. Cool!

[EYE] Valar

2009-01-21 02:13:16

i only fixed the lifts and the orbs situation in the balcony by relocating them over to a niche in the wall and thickened the wall they're in now (on the 90dgrs hallways side).
not touched anything else.

Paradox

2009-01-21 02:19:15

Did you do anything different with the lighting from earlier versions? ie r3/r4?

[EYE] Valar

2009-01-21 02:29:45

Paradox wrote:Did you do anything different with the lighting from earlier versions? ie r3/r4?
of course not para. we played it together and you saw it was the same :sketchy:

Poor_Billy

2009-01-21 03:59:44

lighting looks a lot different to me.

[EYE] Valar

2009-01-21 04:14:04

after talking to rico a few min ago....did you by any chance turned on color correction and now see the map different?
if you did - this is the reason for the change. color correction has been in use in Milieu for quite a few versions back. no lighting were changed or touched.
if you don't like cc simply turn it off in your dm settings.


val

CellarDweller

2009-01-21 17:27:12

i've always noticed something different with the lighting. when i first join the map, the lighting is whitish... as soon as i start to move the lighting turns orangish and remains that way until i die and respawn. then it happens again depending upon where i respawn. i also notice this with losthope and lostvillage_r1. doesnt really bother me, but when i mentioned it to some people, they told me my vid card might be going bad. THAT concerned me... but i don't think thats the issue. i havent changed any vid settings in ages, but i'll check to see what my color correction setting is.

on another note, i got stuck while playing milieu last night. i was moving across the ar/orb house towards the hall area with the ledge mag. im not sure what happened, but i suspect the platform began to lower as i crossed it and i wound up half above and half below the floor at the very end edge. by the time i thought about a screenshot, dj was crowbarring me, lol.

i also think i got stuck in a wall where the S hall joins the courtyard. but i died so quickly i cant be positive i was stuck. it was just a fleeting feeling that i couldn't move during a battle.

[EYE] Valar

2009-01-22 15:08:09

CellarDweller wrote:i've always noticed something different with the lighting. when i first join the map, the lighting is whitish... as soon as i start to move the lighting turns orangish and remains that way until i die and respawn. then it happens again depending upon where i respawn. i also notice this with losthope and lostvillage_r1. doesnt really bother me, but when i mentioned it to some people, they told me my vid card might be going bad. THAT concerned me... but i don't think thats the issue. i havent changed any vid settings in ages, but i'll check to see what my color correction setting is.

on another note, i got stuck while playing milieu last night. i was moving across the ar/orb house towards the hall area with the ledge mag. im not sure what happened, but i suspect the platform began to lower as i crossed it and i wound up half above and half below the floor at the very end edge. by the time i thought about a screenshot, dj was crowbarring me, lol.

i also think i got stuck in a wall where the S hall joins the courtyard. but i died so quickly i cant be positive i was stuck. it was just a fleeting feeling that i couldn't move during a battle.
you seem to show an outstanding ability to get stuck in things my lord. what rates you using mate?
update/cmd/rate?.. ..

CellarDweller

2009-01-22 17:02:44

100/100/100000... so i get whatever the given server allows.

i do get stuck often... because my movement is teh suck. rest assured, if there is anything in my erratic path, i WILL run into it!

and i DID have color correction enabled. after disabling it, the orangish colors are much less noticeable and the map is much brighter overall.

of course, i also accidentally enabled vsync at the same time (hit the wrong drop down while switching back and forth between color correction for comparison). and i played for quite awhile last night wondering why everything seemed so effed up. my fps ws locked at 75 and i was like, wtFFFFFFFFFFFFFFF??? :lol:

[EYE] Valar

2009-01-23 01:45:50

try 67/67/30000 for a few days and see how goes. (you won't miss anything the server sends unless you plan to play on 100 tick servers (teh suckatory))
about cc - there is an occasional bug (in DM doh!!!) some users may find. i'm looking into it trying to find a workaround. will update as i come by more info.

Jelly Fox

2009-01-23 02:30:28

rate "100000"
cl_cmdrate "66"
cl_updaterate "50"

FTW!

[EYE] Valar

2009-01-23 02:57:43

f brits

Jelly Fox

2009-01-23 06:01:51

f u

[EYE] Valar

2009-01-23 06:44:52

:hahaha: <3 u

Zman42

2009-02-25 21:31:14

the lift still gets stuck if you get an item or weapon under there. :?

[EYE] Valar

2009-02-25 22:56:15

weapons and ammo can stop the lift but once removed / spawned the lift is free again.
props can't really get stuck under it because there is a trigger_push where the lift is.
so in both cases - if it still gets perm stuck then this is a game bug and not map side = nothing i can do about it.
i can replace the lift with a small jumpad - if this is indeed a show stopper.
lemme know and thanks for the update.

val

Jelly Fox

2009-02-25 23:00:19

I like that lift <3

is r6 the latest version?

[EYE] Valar

2009-02-25 23:10:42

yes. r6 is latest.
blame zman for r7 though

Zman42

2009-02-26 19:19:55

:D

Ko-Tao

2009-02-28 00:54:40

Having played a few rounds on the map now, i have a couple criticisms:

- Health and armor. Specifically, way too much of both. Its almost impossible to do half a circuit of the map and not be at 100/100, even if you were at 25/0 before you started the circuit. Excessive armor in particular puts a strong bias on instant kill / explosive weapons as well, something that doesnt mix well with 2x ar and numerous smgnades. One less ar and 1-2 less smgnades would probably balance the aim/spam play out a bit more too.

- RPG. Lack of gravgun response is counterintuitive and pretty unnecessary, especially considering what a deathtrap that pond is. A second exit of some sort would be nice as well to reduce the linearity of movement that area.

- Barrels. Its not readily obvious which are indestructible and which arent in combat or at lower dx levels; both skins having the same flags would be an improvement here.

I also recall the pond floor eating nades/orbs etc in a previous beta, but didnt end up putting that to the test in my recent games there, so cant comment further yet. Thats it for now.

Edit: Almost forgot: The lifts can be prevented from getting stuck by setting a damage value (any number will work, though trapped destructible props have to be destroyed before the lift can unstick itself, so a min of 0.25 is recommended) and checking the Force Closed flag. This also assumes your lift is a func_door; if its func_movelinear youre probably best swapping it over for access to the extra flags and keyvalues.

[EYE] Valar

2009-03-02 03:56:16

- Health and armor. Specifically, way too much of both. Its almost impossible to do half a circuit of the map and not be at 100/100, even if you were at 25/0 before you started the circuit. Excessive armor in particular puts a strong bias on instant kill / explosive weapons as well, something that doesnt mix well with 2x ar and numerous smgnades. One less ar and 1-2 less smgnades would probably balance the aim/spam play out a bit more too.
proly the most important input - changes will be made in this department. Thanks.
- RPG. Lack of gravgun response is counterintuitive and pretty unnecessary, especially considering what a deathtrap that pond is. A second exit of some sort would be nice as well to reduce the linearity of movement that area.
in next version i will remove the physclip from the RPG. but i won't make another route. the linearity of that area is super important to how this map runs and proved successful times and times again.
- Barrels. Its not readily obvious which are indestructible and which arent in combat or at lower dx levels; both skins having the same flags would be an improvement here.
i agree.
I also recall the pond floor eating nades/orbs etc in a previous beta, but didnt end up putting that to the test in my recent games there, so cant comment further yet. Thats it for now.
Fixed a few versions ago. it only teleports props back to the map. to the marker (center) area to be exact.
Edit: Almost forgot: The lifts can be prevented from getting stuck by setting a damage value (any number will work, though trapped destructible props have to be destroyed before the lift can unstick itself, so a min of 0.25 is recommended) and checking the Force Closed flag. This also assumes your lift is a func_door; if its func_movelinear youre probably best swapping it over for access to the extra flags and keyvalues.
lifts and the like are broken in hl2dm for a good while now mate. none of these tricks work; i tried them all long time ago. i'm afraid a different solution is called for here. will be corrected in next version.

Thanks again.

val

Ko-Tao

2009-03-02 12:17:23

[EYE] Valar wrote:
Edit: Almost forgot: The lifts can be prevented from getting stuck by setting a damage value (any number will work, though trapped destructible props have to be destroyed before the lift can unstick itself, so a min of 0.25 is recommended) and checking the Force Closed flag. This also assumes your lift is a func_door; if its func_movelinear youre probably best swapping it over for access to the extra flags and keyvalues.
lifts and the like are broken in hl2dm for a good while now mate. none of these tricks work; i tried them all long time ago. i'm afraid a different solution is called for here. will be corrected in next version.

Thanks again.

val
Glad to see the criticisms are of use.

Also, have a look at the lifts in dm_killbox_ultra; nothing can make them flip out or get stuck. They do take a few seconds to kill players or destroy the nitrous canisters (300 health) present in that map, but anything non-destructible (props, weapons etc) just gets ignored.

This assumes something hasnt changed since that map was made, but iirc dm hasnt had an update since then... :(

[EYE] Valar

2009-03-03 05:01:15

r7 is playing 24-7 on [EYE] ~ HL2DM IS ALIVE ~
ip: 208.167.247.146:27015

changelog:

* lifts fixed
* physclip on RPG removed - RPG can now be gg'd from a distance
* armor reduced
* barrels are now all breakable and respawnable. only unbreakable props are the plant pots as before.
* added sound to player using the supercharger (dove humming)


- changes still in question :

* all ladder are now turbo ladders (with sound marking they're being used to retain tactic element) - yes / no? (see poll)
* added lights to weapons spawns - yes / no ? (see poll)


Please respond and take a vote on these last two questions.
Please play the map before posting lawl.

thanks for those who playtested today.

val

Sacrifist

2009-03-03 16:34:59

I think "Turbo" ladders should only be used in certain situations or with wide enough brushes that the player wont have any trouble falling off the ladder. The one you added to the rpg area really helps that area out, but the others are bad imo. They are hard to get up (especially when you are going through a hole in the floor at the top of the ladder) and are actually slower then normal ladders because of that.

Walking Target

2009-03-03 21:02:21

I like all the changes, and I think the map plays much better in a scrim now (fusion 2v2ed it last night).

Turbo ladders are an interesting change to the game in general. I am used to waiting for someone to attach to a ladder before making my shot, and it changes the prediction as they reach the top. On the other hand it reduces deaths from bad attachments.

I tend to think they improve the game, but they do take some getting used to.

[EYE] Valar

2009-03-04 02:34:02

I personally love turbo ladders and think they give much better gameplay but the majority has spoken and milieu goes back to hl ladders.
i've replaced the wep lights with spinning sprites (no light)
in the RPG case turbo or no this area became such a debate and a major pain in the ass with so many ppl that it had to undergo a drastic change. the answer comes in the form of a lift.
At the base of the lift you will see a map sign - firing your G-gun on it will set off the lift. end of story.

i hope everyone or most will enjoy the new changes. i don't think i will be touching this map again unless some world ending bug comes along and destroys milieu OnMapSpawn lol. but seriously enough is enough.

peace and praise to
boshed
Jelly Fox
Poor_Billy
AIR
Erikos
Impala
Geier
Sacrifist
KoTao
et al...


val

Ko-Tao

2009-03-04 02:36:52

I agree with sacrifist here. Brush ladder for the rpg area is great (adding a "mount" sound top and bottom is a good idea too) but the other small ladders dont benefit greatly from it- the lack of random attatchment during combat is nice, but they can be hard to climb when the player actually wants to use them.

Edit: Hmm, lift is even better. Also, i hope the steps above the nade crate got smoothing or clips in the final revision!

[EYE] Valar

2009-03-04 03:26:02

Voting closed. hl ladders won.
dm_milieu_r8 (or anyone thinks it will confuse i can rename it to like _final) will be available to DL shortly.

val

P.S. forgot to mention the steps above the nade crate are now super slick as per your input Mr. Tao. thx.

Walking Target

2009-03-04 03:44:33

Love this map Valar, excellent work. Instant classic.

The Argumentalizer

2009-03-04 04:39:23

So is this Milieu r8 final lmao...
:D :D :D :wink:

[EYE] Valar

2009-03-04 07:06:26

im lmao also imp. but yeah this is final. imo leave r8 on the server to run for about a week just to make sure no show stoppers apear and then just rename it to dm_milieu_final

Sacrifist

2009-03-04 07:26:07

Hey now, there is nothing wrong with continuing to perfect a good map and this one is very good. It's possibly one of the best pub maps Ive played. I cant say how good it is for matches cause Ive never played a match on it lol. I know revisions and continuously working on one map gets boring, but some are worth the hassle. GJ on this one, it's a winner.

Walking Target

2009-03-04 07:32:45

It played quite well in our 2v2s. We played two of them over the last couple of nights.

boshed

2009-03-04 19:32:16

[EYE] Valar wrote:rename it to dm_milieu_final
Renaming maps breaks stuff! :(

ps: I. Love. This. Map.

[EYE] Valar

2009-03-04 19:53:41

boshed wrote:
[EYE] Valar wrote:rename it to dm_milieu_final
Renaming maps breaks stuff! :(

ps: I. Love. This. Map.

only need to rebuild cubemaps matey :)

and thanks - love your work GRANDO PIANISIMO!!!!1

old time no.7

2009-03-05 19:34:52

messed around with jellyfox on this map the other day. lots of fun. love the splash sound effect when someone goes for the rpg.

the hanging lights/lamps around the ar2 with the 2 orbs in teh wall are funky,
if you mouse2 with the gg they pull into your gravity gun. similar to the plug in the mag/smgnade room that activates the fan in lockdown.

when i asked jelly to do this it didn't seem like it was in his gg, but only pulling away from the wall, but not in his gg.

i'll take some screenshots later and post.

nice work as always val.

L2k

2009-03-05 19:38:00

[GoTg] old time no.7 wrote:the hanging lights/lamps around the ar2 with the 2 orbs in teh wall are funky,
if you mouse2 with the gg they pull into your gravity gun. similar to the plug in the mag/smgnade room that activates the fan in lockdown..
Pretty sure that was intentionally done

[EYE] Valar

2009-03-05 20:22:30

Our lamps. Our precioussss lampsss. errr. It's ours it is.

Zman42

2009-03-05 21:50:13

Very nice work, R7 is absolutely perfect. :D

love the coked out ladders btw. 8)

Poor_Billy

2009-03-05 21:58:48

Zman42 wrote:Very nice work, R7 is absolutely perfect. :D

love the coked out ladders btw. 8)
then you'll hate r8 haha.

but...

R8 is absolutely perfect.

Uncle Rico

2009-03-05 22:04:10

Poor_Billy wrote:R8 is absolutely perfect.
Agreed. I think you found just the right balance on this map, Valar. Very nice work.

[EYE] Valar

2009-03-06 20:58:41

[EYE] Valar

2009-03-13 16:15:01

unless i'm presented with any new bugs / major issues i will be releasing dm_milieu_final this weekend.
so.. speak now or forever hold your piece :D

val

[EYE] Valar

2009-03-15 18:21:38

DM_MILIEU_FINAL RELEASED

The RPG lift now accepts all types of damage even h8in'. Njoy.

val

Fearsome*

2009-03-17 07:39:11

I honestly felt the armor was too much in the original milieu I didn't realize this was finalizing. But now I feel it really tipped too far the other way. Previously milieu was unique in this aspect now it plays alot more like just any other map. Ya I know everyone thinks they should all play the same I guess. One thing I thought was negative in milieu before was the 3 + 2 armor up top at the mag/loft. And it would be good to reduce that to reduce the camping but this change only took that down proportionally so I think it will not have that effect.

Poor_Billy

2009-03-17 07:47:53

Fearsome* wrote:I honestly felt the armor was too much in the original milieu I didn't realize this was finalizing. But now I feel it really tipped too far the other way. Previously milieu was unique in this aspect now it plays alot more like just any other map. Ya I know everyone thinks they should all play the same I guess. One thing I thought was negative in milieu before was the 3 + 2 armor up top at the mag/loft. And it would be good to reduce that to reduce the camping but this change only took that down proportionally so I think it will not have that effect.
says the author of dm_lockdown_r5.

[EYE] Valar

2009-03-18 17:50:20

Fearsome* wrote:I honestly felt the armor was too much in the original milieu I didn't realize this was finalizing. But now I feel it really tipped too far the other way. Previously milieu was unique in this aspect now it plays alot more like just any other map. Ya I know everyone thinks they should all play the same I guess. One thing I thought was negative in milieu before was the 3 + 2 armor up top at the mag/loft. And it would be good to reduce that to reduce the camping but this change only took that down proportionally so I think it will not have that effect.
i don't follow - "Previously milieu was unique" in having too much armor?
now reduced it's no longer unique?
please explain

Deathwish

2009-03-19 04:38:12

Fearsome* wrote:I honestly felt the armor was too much in the original milieu I didn't realize this was finalizing. But now I feel it really tipped too far the other way. Previously milieu was unique in this aspect now it plays alot more like just any other map. Ya I know everyone thinks they should all play the same I guess. One thing I thought was negative in milieu before was the 3 + 2 armor up top at the mag/loft. And it would be good to reduce that to reduce the camping but this change only took that down proportionally so I think it will not have that effect.
Wow. All you did was make a few revisions of a map that you didn't create, and then you went and started fully screwing with everything in the map unnecessarily, and now you're saying a great map made from scratch by Valar is no longer unique because he reduced the armor a bit to make gameplay more balanced, lol?

[EYE] Valar

2009-03-19 05:45:19

Fearsome contributed greatly to Milieu and the way it plays, death.

Deathwish

2009-03-19 07:47:24

ok

[EYE] Valar

2010-04-26 22:31:50

i'm thinking of revising Milieu and wanted to put it on vote.
Idea is to re-do of all player spawns, weapons and items. i will not be changing any of the layout!

please take a second to cast your votes by posting Yay or Nay if you will want to see a new Milieu. i can't seem to open a poll on this thread.

thanks,
val

Paradox

2010-04-27 01:09:54

[EYE] Valar

2010-04-27 01:57:40

thx para!