dm_oppression

Punky

2009-04-10 19:09:19

This is/was my entry for the second mapping contest
Well, I did not make it into the top 3 so no cash or fine-tuning the map with the judges for me :( But I can now release my map to public.
I hope you guys like it, this actually is my first finished map for a game (other than some mapbattle maps on http://www.interlopers.net, unfinished dm maps, or unfinished maps for mods...). So I'm not going to say that this is a masterpiece.
I started working on this map over a year ago so it was more an experience and a learning process than finishing a complete map.

Enough bullshit now; here are some screens and a download link!
-> Download link <-
overview:
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thatguy

2009-04-10 19:35:29

shit looks intense

[FF]FNDR.Jake_Brake

2009-04-10 20:06:33

Sheesh, this map looks unbelievable! Unfortunately the download service is not working right now :(

Punky

2009-04-10 21:22:26

[FF]FNDR.Jake_Brake wrote:Sheesh, this map looks unbelievable! Unfortunately the download service is not working right now :(
really? The download works fine for me;
http://www.mediafire.com/download.php?rkd1x4mjtyi

SND

2009-04-10 22:20:32

what happened to the lighting last time you showed it to me it had more dark and realistic textures

{EE}chEmicalbuRn

2009-04-10 22:27:35

hey punky, i liked this map a lot. one of the biggest issue i had with it was the flow. most of the map, especially the center is super cluttered. and i think your idea to make the green cube a slow field is awesome. you should go with that.

Punky

2009-04-11 00:37:19

@ SND, I used color correction in those shots (I didn't edit the screenshots, you can do it with console or in the hammer editor) But I forgot to add the color correction into the final map file...
@chEmicalBurn: Thanks for the tip! I already thought that the gameplay was the biggest reason that this map isn't popular, but as I've said before, I've learned a lot in the process of making this map, and I'll definitely keep the flow in mind when making another map for hl2dm!
And I'm going to give the slow field another try, I'm sure it's possible in hl2 since I've played a mod that had slow-motion in the end, but I'm not sure if I can implant it in hl2dm, but I'm going to give it a try :)
Thanks for the tips and kind words!

[EYE] Valar

2009-04-11 02:13:36

DLing now Punky. but man! why not Bz2 your map? 25MB can be a lot less when compressed.
need help shout

and BTW..
Punky wrote:... I'm going to give the slow field another try, I'm sure it's possible in hl2 since I've played a mod that had slow-motion in the end, but I'm not sure if I can implant it in hl2dm, but I'm going to give it a try :)
Trigger_gravity baby FTW!!! value of .2 (mind the dot!!!) for example is like very low grav.


val

Sacrifist

2009-04-11 02:37:22

Can you trigger time scale in a map? Ive never attempted it.

[EYE] Valar

2009-04-11 02:39:08

explain / define time scale. . .

{EE}chEmicalbuRn

2009-04-11 02:39:46

Punky wrote:@ SND, I used color correction in those shots (I didn't edit the screenshots, you can do it with console or in the hammer editor) But I forgot to add the color correction into the final map file...
@chEmicalBurn: Thanks for the tip! I already thought that the gameplay was the biggest reason that this map isn't popular, but as I've said before, I've learned a lot in the process of making this map, and I'll definitely keep the flow in mind when making another map for hl2dm!
And I'm going to give the slow field another try, I'm sure it's possible in hl2 since I've played a mod that had slow-motion in the end, but I'm not sure if I can implant it in hl2dm, but I'm going to give it a try :)
Thanks for the tips and kind words!
punky,

i would love to work with you on a map. i have zero mapping skillz but i have some good ideas, and a very good understand of how good maps play, just ask Valar. i would love to do a map with you using that slow field idea, that is sick. hit me up on steam sometime.....chemicalburn16

[EYE] Valar

2009-04-11 02:57:40

nooooooooooooo chem is MINE ALL MINE. punky you will hit nobody not noway not nohow!!!!!!!!!!!!!!!!!

Neolinkster

2009-04-11 03:27:22

or friction that slows things down dramatically when its up high enough

[EYE] Valar

2009-04-11 04:04:29

AFAIK friction is not coded in a way you can implement a change to a single player or area in a map. its' for the whole map and all players on it.
they coded grav into an ent so you can control it. but note it doesn't behave the same as sv_gravity (again, different code) this one sort of jitters.

Punky

2009-04-11 10:36:25

Well, the way I tried to achieve the slow grav was with a point_clientcommand linked to a trigger brush that covered the green stuff, when you enter the trigger it gives an input to the clientcommand that changes the value of cl_rate I think, which causes the client to move in slow-mo. So I guess that's the command to trigger timescale Sacrifist.
I'm just going to fiddle around with that or with the trigger_gravity as you said Valar :)
And Chem, I'll let you know something soon, after I come back from my holiday this weekend.

[FF]FNDR.Jake_Brake

2009-04-14 05:39:04

Well, we playtested this map with 12 players and unfortunately, the performance was very poor with fps down in the low 20's for many. :( I think the layout of this map is very good, but we also found a few places where throughput was hampered by pipes or too many props. If there is anyway to improve performance, and clean up some of the connectivity, then this map would play very well! I hope you can take some time to make improvements because this map has a lot of promise! :D Thanks!

Pig Popper

2009-04-17 03:46:16

I'm a little surprised at the use of some of the specular textures as they are producing some odd visuals and considering the fps/layout conundrum it would be better using less expensive ones.
Loved the green box :D disliked the physbox on the main walkway, as it retains the lighting effect even when moved.