New Map - DM_LOSTHOPE

[EYE] Valar

2009-01-06 07:17:09

Hi,

This is a brand new map inspired by Lostvillage. layout in places reminds of it, in placed deviates a lot. Some new features, some rearranged.
Weapon and item placement tried to be in keeping with LV's as much as the new layout allowed.
Hope you enjoy. Feel free to share your inputs and crits. Haters go away and take the Professors with you. :mrgreen:

The map is currently in beta stage and i will post DL links of more mature versions. Final version will be released once i'm done playtesting and sorting gamebugs.

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val

Paradox

2009-01-06 07:56:36

I think its a beautiful map and its going to be alot of fun to play.

L2k

2009-01-06 08:19:59

Can't wait to get into a game on this map, all the progression I have seen since you first started this map has been in the right directions.
It's looking really great!

CellarDweller

2009-01-06 16:24:45

Paradox wrote:I think its a beautiful map and its going to be alot of fun to play.
looking at the pictures here paradox, i realized that the version you and i checked out last night was an earlier version. i didnt get the chance to fully explore the lastest version on a listen server before joining you so i didnt realize the error. :oops:

notice the tree area is flat in these pics, not a hill.

i really like the map val. seems big, but i havent played it 4v yet.

[EYE] Valar

2009-01-06 17:03:33

i will send you guys an updated beta version later on today and we will try and arrange a 3v3.
the map is in no way bigger than LV btw. only the layout is diff in places...so should require rethinking of tactics you're may be used to.

thx,
val

Paradox

2009-01-06 17:13:14

Ya Cellar I realized that also when I saw these pics. Sure Valar, as soon as I get it, we can load it on my server and give it a try. :D

badinfluence

2009-01-06 17:26:41

[EYE] Valar wrote:i will send you guys an updated beta version later on today and we will try and arrange a 3v3.
the map is in no way bigger than LV btw. only the layout is diff in places...so should require rethinking of tactics you're may be used to.

thx,
val
Yeah, the map has been looking good. I want to be included in the 3v3 if I'm available.

reaper47

2009-01-06 21:37:33

Love the yellow fog!

The wooden floor and stairs in one of the indoor pics looks a little weird, though. You should make i thicker or add some supports.

{EE}chEmicalbuRn

2009-01-06 22:28:11

valar, you should have posted a couple more SS's. i think there was an angle you missed!!!! :mrgreen:

[MB]Brunt

2009-01-06 22:34:35

i played this at the ff server the other nite.i had a blast.this is a smooth map.well dun bro.

lead

2009-01-06 22:36:22

plays sweet valar cool map

[EYE] Valar

2009-01-06 22:58:08

{EE}chEmicalBurn wrote:valar, you should have posted a couple more SS's. i think there was an angle you missed!!!! :mrgreen:
i took a que off your sig brother lol

ziggo0

2009-01-07 00:08:56

Looks like it will be great fun...gotta ask you though, where do you come up with inspiration for all these maps?

[EYE] Valar

2009-01-07 00:16:22

dunno
and thanks :wink:

haymaker

2009-01-07 04:53:36

nice screens, made me look bit extra trying to find the LV in it ( found a couple Waldos )

the six barrels make me think lag, but the rest seems suitably deathmatch optimised

boshed

2009-01-07 10:43:47

ziggo0 wrote:Looks like it will be great fun...gotta ask you though, where do you come up with inspiration for all these maps?
I thought everybody knew Val is really a gigantic brain in a jar wired up to hammer and the internet?

Love how bright and happy this map seems, feels almost tropical. Palm trees and a 3d skybox with sand dunes? :D

More feedback when I've actually had a play on it.

[EYE] Valar

2009-01-07 13:25:16

Yay! boshed from the creds!!! :D

boshed

2009-01-07 13:54:58

Just realised I'm on the last pic :o

/writes long-winded acceptance speech

[EYE] Valar

2009-01-07 14:18:41

Oright if anyone is STILL not aware...this dude right here is one Talented Bastard. a Brainiac. and a Capital Fellow.
Wish there were more like boshed 'round ... man you OWN.

:!:

Sacrifist

2009-01-08 04:00:01

What type of logics are going on in this map?

[EYE] Valar

2009-01-08 04:29:49

haymaker wrote:the six barrels make me think lag
the partitions between then assure they won't.

[KBH]Tazzer

2009-01-08 06:33:26

theres no lag at all it play beautiful!!!!

CellarDweller

2009-01-08 17:15:45

I GOT A FEVER!

HAHAHAHAHAHAHAHAHAHAHAHAHAH!!!!!!!!!!!!!

TOO FUNNY VALAR!

:lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol:

[EYE] Valar

2009-01-08 20:43:35

:D

The Argumentalizer

2009-01-08 21:44:41

Map Logics!!

Thanks Valar!

[EYE] Valar

2009-01-08 22:11:02

The Argumentalizer wrote:Map Logics!!

Thanks Valar!

welcome...but Map Logics? eh, what you mean?

Paradox

2009-01-08 23:37:49

The map definitely hs cowbell :o :P

Jelly Fox

2009-01-09 02:08:52

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if you deleted these two fence-walkways you'd create two nice jumps/gaps... do it :D

[EYE] Valar

2009-01-09 04:46:40

Ok, here's the first public beta.
dm_losthope_b6

Note to server admins; i've been seeing not only mine but many other betas running around on servers - please guys, this was NOT the authors' idea when they posted their beta. a beta means an Unfinished work. it's not a good idea to run it on a public server (unlocked). wait for the finished product guys. Thanks. :D

I've cleared out all bugs and issues i was able to find. would be greatly appreciated if peeps could send feedback on any new ones they find as well as on the actual gameplay and flow of the map.

Haters go away and take the Professors with you

Thanks a LOT to:

boshed
Paradox
Cellardweller
Ko-Tao
Jellyfox
C-stick
da1
keefy
Mr Jingles
Chemicalburn
muad'DIB
LordNitro
Ripper
ToddRoberts
Uncle Rico
Tiggy

..who alpha tested

but mainly to boshed who taught me not to be afraid of Source I/O and handheld me through most of the I/O in this map. You're a "find" to know and very a coolio fela. Thanks man!

P.S.
Jelly Fox wrote:if you deleted these two fence-walkways you'd create two nice jumps/gaps... do it :D
ok punk. its doned. i dided it. :mrgreen:

val

Paradox

2009-01-09 05:21:11

oooo ya and we can get to the health pack and the suit packs easier too. Good idea.

badinfluence

2009-01-09 06:01:58

I love it.

[EYE] Valar

2009-01-09 06:15:34

it loves you back :D

haymaker

2009-01-09 06:17:08

a bug with the materials, idk if pakrat was being a bitch or you know about this already, happened on joining a server and a listen server

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[EYE] Valar

2009-01-09 06:26:37

anyone else got this?

i think this is local mate. i just removed Materials and Models off my hl2mp folder and im seeing all joy.

Beef

2009-01-09 08:01:05

[EYE] Valar wrote:anyone else got this?

i think this is local mate. i just removed Materials and Models off my hl2mp folder and im seeing all joy.
I see the white boxes too, Valar. :(

Other than that, great map!
Except for the number of explosive barrels, and boxes...


:mrgreen:

Poor_Billy

2009-01-09 08:17:04

i see them too

[KBH]Tazzer

2009-01-09 08:27:13

dlding and checking now....btw i love the way you got your
downloads so freaking easy. :D

[KBH]Tazzer

2009-01-09 08:37:52

no white things fucking nice map though!!!

[EYE] Valar

2009-01-09 17:02:21

Poor_Billy wrote:i see them too
Beef wrote:I see the white boxes too, Valar.
haymaker wrote:a bug with the materials, idk if pakrat was being a bitch or you know about this already, happened on joining a server and a listen server
any errors showing up in your console?
this looks like texture missing. or vtf setting locally. might be that the texture this models is using is overriding a texture you have locally by the same name.
look for errors. not everyone are getting this so let's try and isolate the prob.
thanks,

val

haymaker

2009-01-09 18:15:33

I'll have to get back to this later today, I remember a few I/O errors in console to do with a charger sprite, don't recall any texture errors

[EYE] Valar

2009-01-09 19:20:35

here's an updated version. hopefully it also solves the prop issue.
Suitchargers' sprites error solved now.

outdated


val

edit: map is released now. see end of thread.

Jelly Fox

2009-01-09 23:19:42

yayzors! :D

[EYE] Valar

2009-01-09 23:35:24

great idea mate. thanks! :D

0nti

2009-01-10 00:01:11

tried b7, pure sex
I'll see if I can 1v1 dark soul there to see how well it plays ;o
keep 'em coming val :D

[EYE] Valar

2009-01-10 00:08:42

ok i've allocated out US server for playtesting this baby:

ip: 66.55.158.70:27015
hostname: EYE Clan Stock Gravity
pw: val


Note: server is set to TDM and apart from a few net tweaks its CAL server.cfg (alltalk and flashlight are 1 tho lol)

its fast dl connection so anyone who hasn't got the file yet can simple go over there and dl right off the server.

Njoy,
val

[EYE] Valar

2009-01-10 05:26:57

Server is down for map maintenance :wink:

haymaker

2009-01-10 05:53:11

just to say b7 seems fine with the crates but due to the instability of my game installation I notice stuff goes missing on all maps on a regular basis, so take that how you want it

[EYE] Valar

2009-01-10 06:05:18

the problem with the white props is not a map problem or a general problem. its local and im not quite sure yet but it has to do with either client configuration or GPU bad driver / updated / certain settings or (and that's what i think) interaction with some texture propertied (e.g. elements in the VMT). mainly in CS:S's and newer games. boshed found some weird lines in the prop's VMT that seem to point in that direction.
again i'm not positive what is the problem but i know for a fact it's not across the board.

val

[EYE] Valar

2009-01-11 00:09:19

We're back in business - and big thanks to mLIQUID. gj man.

ip: 66.55.158.70:27015
hostname: EYE Clan Stock Gravity
pw: val


outdated


edit: map is released now. see end of thread.

[EYE] Valar

2009-01-12 04:25:38

updated version
DL @ outdated. map is released. see end of thread

Thanks a lot to mLIQUID and LukeGT for all the help!

[EYE] Valar

2009-01-14 16:25:31

many changes and improvements..outdated


also, see beginning of thread - screens updated.

Apart from the guys i've mentioned here before playtesting these betas and i would like to thank Fearsome, mLIQUID and LukeGT for the many great suggestions. GJ.
and to the guys playtesting last night:

Darksoul
Da1
Tiggy
Druggist
Impala
Briggs
MuadDIB
Cuppa Joe
Squiddy
Punk
Abobo
Rachkir

and for the past week:

Keefy
Jellyfox
Mrownege
Ripper
Divinity
Brainoff
O-dog
and all the guys in my clan


Map is still not finished and still a lot of work to be done..so all inputs are much appreciated. hit me.

Thx,
val

The Argumentalizer

2009-01-14 19:35:18

[EYE] Valar wrote:
The Argumentalizer wrote:Map Logics!!

Thanks Valar!

welcome...but Map Logics? eh, what you mean?
Damn! I have no idea what this means!?!? WTH! I don't even remember posting this.
Time to sober up i guess.

Map is epic. I has lots of great gameplay to it. Beautiful. Fun just to be in it.
Great Work.

haymaker

2009-01-15 02:23:26

Wow that theme has come a long way since I saw the white boxes, nice work! Looks considerably more immersive, the wood goes with the brick nicely. In screen 15 that upper brick looks far to heavy to be supported by that lonely post, though, maybe a stone work arch under it or something.

I was wondering awhile back if you ever toyed with the idea of making the lost hope sign a physbox a la overwatch hotel sign, it's such a simple collision box I can't see it being a lag factor

L2k

2009-01-15 02:55:54

haymaker wrote: In screen 15 that upper brick looks far to heavy to be supported by that lonely post, though, maybe a stone work arch under it or something.
It always makes me lol when I read stuff like this, only a die hard mappper can notice things like this. From a players standpoint the last thing I ever pay attention to is the structural engineering. Now I fear I will be bhopping under this section and I may have to stop and wonder "gee will this possibly collapse on me" lol

The Argumentalizer

2009-01-15 03:21:12

Yeah but you gotta laugh a little at maps like Caverns. I mean, WTF was this built for?
And BioHazard. WTF?!?! Why is there a secret you have to shoot a wall to open in a Biohazard waste facility?
And Amplitude. What the Hell is this thing? Where the Wookie live?
And why is there a big tanker thing inside Zeta? How did that shit get there?

There ought to be a separate thread for this stuff.

[EYE] Valar

2009-01-15 03:29:13

haymaker wrote:I was wondering awhile back if you ever toyed with the idea of making the lost hope sign a physbox a la overwatch hotel sign, it's such a simple collision box I can't see it being a lag factor
came to avoid func_physbox for their innumerable problems in game ranging from hitbox / rates issues to out right being a PITA getting stuck on / in / with.
that said, i've heard this comment from a lot of players on this map. and lol politely. :D
Like our governments; one day Valve will do good their advertised game features and live up to their own statements and you know you know i know you know what i mean.
thanks for the support mate. appreciated plenteous.

val

ziggo0

2009-01-15 07:45:12

Not sure if this has been said before, but that red thing in the RPG room, I jumped on it once and got stuck...this was in b9

haymaker

2009-01-15 23:33:55

L2k wrote:
haymaker wrote: In screen 15 that upper brick looks far to heavy to be supported by that lonely post, though, maybe a stone work arch under it or something.
It always makes me lol when I read stuff like this, only a die hard mappper can notice things like this. From a players standpoint the last thing I ever pay attention to is the structural engineering. Now I fear I will be bhopping under this section and I may have to stop and wonder "gee will this possibly collapse on me" lol
hehe now I know why i gotta keep an eye on my plumbers' hole hawgs around the structural beams
The Argumentalizer wrote:Yeah but you gotta laugh a little at maps like Caverns. I mean, WTF was this built for?
And BioHazard. WTF?!?! Why is there a secret you have to shoot a wall to open in a Biohazard waste facility?
And Amplitude. What the Hell is this thing? Where the Wookie live?
And why is there a big tanker thing inside Zeta? How did that shit get there?

There ought to be a separate thread for this stuff.
yeah this is OT but it seems DM exists in its own bubble with regards to mapping standards, maybe from quake / unreal pedigree, idk. The game itself is "improbable" when you think about "reality" shooters like dod or cs etc, so my guess is that grants a bit of extra artistic license. So a Wookie maybe wouldn't help the fps but I wouldn't be surprised to see one in a dm map

[EYE] Valar

2009-01-15 23:47:03

haymaker wrote: So a Wookie maybe wouldn't help the fps but I wouldn't be surprised to see one in a dm map
more sig material wooot~~~~!!!!11

Jelly Fox

2009-01-21 01:32:11

ziggo0 wrote:Not sure if this has been said before, but that red thing in the RPG room, I jumped on it once and got stuck...this was in b9
Same

[EYE] Valar

2009-01-21 02:24:54

already fixed in current beta.
also:

removed boxes from center area
removed over half the armor in the map and repositioned the remaining
added HP pickups throughout the map
added interconnection routes to center area and it now has 3 routs connecting it with other parts of the map making the whole map now completely interconnected.
supercharger relocated from near the RPG room over to the high room (arched entrance). accordingly removed most of the pickups in that room and left 2 nades and 1 xbow ammo.
trees area is now shrunken to about half its size previously. and gave a bit more space between the trees. using differnet trees now also which gives better view walking around them. the trees area now has at one corner an AR2, 2 HP and smg-nade, other corner has two nades, xbow and xbow ammo. third corner has 1 armor hiding between the rocks.
jumpads adjusted and should work properly now.
clipped annoying areas. that should be done now.
two main mag spots in the map: carpets room and on a big crate under the high room just on the right from the entrance.
one extra mag is on the top of the pile of boxes/crates on the higher area next to the center.

i will post a birdseye view screen showing all the pickups soon and update it as weapons and pickup placement modifies.

val

[EYE] Valar

2009-01-29 02:51:01

DM_LOSTHOPE RELEASED

Download here
Play it on 208.167.247.146:27015

I want to give thanks A.G.A.I.N for the amazing help i received from all you guys and gals who came in and spent time with me on this project.

_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-

Map's Specifics and Notes:

~ The RPG room has a timer system. once you got inside the room, hit, gg, shoot or cause any damage to the magic vase. this will trigger the RPG cage to open after 5 seconds. this system will then lock and will only reactivate again once the room is empty of players.

~ The glowing Bright Blue pads around the map are stationary weapon holders. they do nothing but hold the weapons (i've seen some poor guys trying to gg the damn thing lol).

~ The glowing Yellow pads around the map are jumpads. simply standing / touching them will trigger them and give you a nice jump of 2 players height. to achieve a higher / farther jump you will want to jump once you hit the pad.

~ 25 x Spawn Points

~ Weapon Count:

3 x Mag
3 x AR2
3 x Xbow
6 x Shotty
1 x RPG
16 x Nades

~Ammo Count:

6 x Mag Ammo
2 x AR2 Ammo
7 x Orbs (Alt-fire)
1 x Nades Crate
5 x Xbow Ammo
8 x SMG Ammo
10 x SMG-nades
8 x Shotty Ammo
3 x RPG Ammo

~ HP/Aux Count:

20 x HealthKits
10 x Armor (Batteries)
4 x Healthchargers
4 x Suitchargers
1 x Super Charger


~ Note: What might look too much from looking at the lists will look different in game. this map is not huge but it's big.

~ This is RC2 which says something about how unsure the author is about it being the final version. uncertainty will never die lol. eh, just like DM
:lol:

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I hope people will enjoy this map. updatededded ss;


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val

badinfluence

2009-01-29 04:10:20

I love this map.

[EYE] Valar

2009-01-29 05:52:22

I have neglected to mention BI is the best alpha tester on this side of the sun.

haymaker

2009-01-29 06:18:42

lookin' good Valar, I don't even recognise the tree ( tank ) area

Did you change your light_env, or your screens have extra cowbell on them?

Paradox

2009-01-29 07:11:50

Valar has raised map making to a new level with both this map and Milieu. He has shown a map can be both a beautiful work of art as well as a fun to play.

[EYE] Valar

2009-01-29 07:31:30

haymaker wrote:Did you change your light_env, or your screens have extra cowbell on them?
ss pimped man :D

and thank you para. that's v nice of you.

The Argumentalizer

2009-01-29 08:13:26

God, Milieu is pure sex! very WIN!

t3rribl3on3

2009-01-29 12:21:54

downloading now looks awesome

Beef

2009-01-29 23:23:12

Paradox wrote:Valar has raised map making to a new level with both this map and Milieu. He has shown a map can be both a beautiful work of art as well as a fun to play.
Yes. These last few maps of his have blown me away. I'm not sure if I can offer anything on this level.

[EYE] Valar

2009-01-29 23:30:56

...i'm blown away by Swot's and Reaper's maps as well as by many others mappers out there...
Tiggy's new map is awesome sauce... and list goes on and on...there's a lot of work out there i simply love.

boshed

2009-01-30 11:43:02

<3

ps: screenshot 8 - fog_override 1, fog_enable 0 ;)

Punky

2009-02-04 16:59:20

It looks good, but you're lighting is too saturated, and unrealistic in some places, the blue light in your second shot should be replaced, it hurts my eyes :p

[EYE] Valar

2009-02-04 18:16:31

Punky wrote:It looks good, but you're lighting is too saturated, and unrealistic in some places, the blue light in your second shot should be replaced, it hurts my eyes :p
[EYE] Valar wrote:
haymaker wrote:Did you change your light_env, or your screens have extra cowbell on them?
ss pimped man :D

[EYE] Valar

2009-02-15 01:17:40

DM LOST HOPE RELEASED !!!

D O W N L O A D


njoy
val

FENIX

2009-04-20 19:04:36

where you find so very contrast textures?
Very much hurts the eyes...

[EYE] Valar

2009-04-20 19:21:26

it's color correction. turn it off if you don't like the saturation.

[FF]Assn.Juim

2009-04-23 05:50:54

Valar, I have watched you come into the HL2DM world very recently and I must say, you have set yourself apart from most HL mappers with your quick and comprehensive understanding of the Source engine. Your maps seem to improve binarily with each release and I look forward to them more and more. Lost Hope started out, (IMO) as a rather clever knock off of another map, but has evolved into quite a different thing entirely. It is further proof that you have set yourself apart from the pack by , not only understanding what makes a good DM map, but you have shown a willingness to share that knowledge with others. This is a classic and completely playable map with finesse and style. Nice job!.

[EYE] Valar

2009-04-23 16:44:58

thank you very much

Ade

2009-09-17 21:30:20

Hmm, color correction does do the trick, but after that, the colors are so blunt.. no fun in that.
Any other servers runnin this map? 208.167.247.146:27015 is not responding :(
Hi, Valar, love the maps on Loki's :D Any secrets in this map? :D

Paradox

2009-09-17 22:21:32

I have it running on my pub, Khaos HL2DM 4Ever.....heh (dont have ip with me but its mostly empty these days) and match servers.

There are no secrets in the map. It was designrf to be a competative map.

Ade

2009-09-26 01:51:04

What's this? it's in the corridor that leads to smg nades/orbs/health and it's visible from approximately that POV only :P I'm just curious of what it is, that's all :D it's kinda cool
Great map, btw :D I like the weapon/ammo placement and also those blue thingies
Attachments
some sort of lighting?
some sort of lighting?
dm_losthope0001.jpg (245.62 KiB) Viewed 308 times

[EYE] Valar

2009-09-26 02:13:51

ah yes. that would be Source wonderful yet questionable ep1 engine flaws. i've seen this bug. tried to get rid of it. couldn't. left it and moved on.
i can promise you however, it will still be there in future updates if those will ever happen while still in ep1. it's not likely i will spend any more efforts on ep1 though.
:D

Sacrifist

2009-09-26 05:19:08

I doubt that is still there with all settings set to high.

Ade

2009-09-27 14:13:04

here are my settings..
Attachments
settings.jpg
settings.jpg (30.86 KiB) Viewed 243 times

[EYE] Valar

2009-09-28 00:00:52

its a vvis bug. ive also got all on high.

{EE}chEmicalbuRn

2009-09-28 01:47:36

that is actually the light from the secret room on bio shining thru a little hole.

Paradox

2009-09-28 05:37:19

:D

Sacrifist

2009-09-28 09:41:48

Ade wrote:here are my settings..
Even if it is still there, you dont have everything set to high lol. Up your antialiasing and filtering modes to as high as they will go and see if it is still there. Ofcourse, if it is a vvis bug, it will more then likely still be there anyways.