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dm_sewage: source version

  • Sentura
  • March 1, 2009 at 9:22 PM
  • Sentura
    • March 1, 2009 at 9:22 PM
    • #1

    a week after the first mapwar, i decided to remake my own map in source. this is the result. roughly 20 hours spent on fleshing the entire thing out, and perhaps another 20 on polishing and fine tuning (compile times included). thanks to erratic and deathy for testing/feedback. up to 10 players at at time; 4-8 recommended.

    download (8.5 mb)

    [Blocked Image: http://sentura.net/wp-content/2009/03/dm_sewage-3.jpg]

    [Blocked Image: http://sentura.net/wp-content/2009/03/dm_sewage-2.jpg]

    [Blocked Image: http://sentura.net/wp-content/2009/03/dm_sewage-1.jpg]

  • Minos
    • March 1, 2009 at 9:27 PM
    • #2

    Nice stuff seeing a mapwars map becoming a proper fleshed out map. The goldsrc version had a very sweet layout, will give this source version a try!

    Editing: Just checked the map ingame, cool stuff! I found a few visual glitches but nothing to worry about. Did you use a func_water_lod? It seems that you also need a shadow_control entity. The indoor lighting also needs some work, it's way too dark. Make the light_spots wider and stronger!

  • Sentura
    • March 1, 2009 at 9:49 PM
    • #3

    water lod and shadow control are both in place and configured. map has been updated with better spotlights.

  • Warby
    • March 2, 2009 at 10:40 PM
    • #4

    so wait ... is this episode 2 or hl2dm content ?!

    looking good eitherway

  • Punky
    • March 3, 2009 at 9:29 AM
    • #5
    Quote from Warby

    so wait ... is this episode 2 or hl2dm content ?! looking good eitherway

    I definitely see some ep2 textures in there, he probably ported them to hl2dm...

    I'm downloading the map right now, have always been and still am a hl2dm fan so I'll take a look at the map

  • Minos
    • March 3, 2009 at 12:28 PM
    • #6

    Those are all ep1 textures ;o

  • Freak
    • March 3, 2009 at 12:51 PM
    • #7

    I tested the map, and must say I was pretty shocked by the teleporter in the back part (i´ve thrown a grenade back there and it simply exploded beside me <.<), but it´s a good idea.

    The layout is cool, I´m gonna upload the map on our server and will playtest it with some friends

    good job!

  • NykO18
    • March 3, 2009 at 1:24 PM
    • #8

    The exterior lighting is quite bland, don't you think you could improve it with brighter and less light sources..?

    I really liked the foggy interior, but it could really use some more details. You should try to waste it a bit more, isn't it supposed to be sewage?

    Also, the industrial environment is always happy to be merged with some yellow/red colored lighting.

  • Sentura
    • March 3, 2009 at 1:34 PM
    • #9
    Quote from Freak

    I tested the map, and must say I was pretty shocked by the teleporter in the back part (i´ve thrown a grenade back there and it simply exploded beside me <.<), but it´s a good idea.The layout is cool, I´m gonna upload the map on our server and will playtest it with some friends

    good job!

    hah, sorry, the teleporter was supposed to work for physics props only (since oildrums sink). i see that i'll have to make a workaround solution to this though, weapons shouldn't port.

    also, yes, there are a few ep2 textures and models ported/used in the map. no, i didn't ask valve, and i honestly don't think they care.

    the lighting outside probably isn't going to be changed much. it's night time, lighting should be sparse. i think there's too much light as it is already (outside, that is). lighting color code is definitely not going to be changed as it i've used different color light in different areas for significance (blue tint = large areas/outside, greenish/yellow tint = tight spaces, orange/bright light = areas of interest/weapons). i would raise the ambient lighting, but then it gets too bright inside. as for sewage: sewage is the waste water running through the interior canal. i don't think i need more props or decorations, but perhaps i am wrong.

  • NykO18
    • March 3, 2009 at 1:39 PM
    • #10

    Dah, you don't have to make it brighter, just add more constrast.

    Night time doesn't mean everything has to be bland, night time means you can play with powerful light sources and long shadows, if you know what I mean.

    As for sewage, I never visited one myself, but searching for pictures in Google gave me more rusty, dusty, wasted environments.

    But it's OK, you may not want to try, I was just giving my two cents.

  • Sentura
    • March 3, 2009 at 1:50 PM
    • #11
    Quote from NykO18

    Dah, you don't have to make it brighter, just add more constrast.Night time doesn't mean everything has to be bland, night time means you can play with powerful light sources and long shadows, if you know what I mean.

    As for sewage, I never visited one myself, but searching for pictures in Google gave me more rusty, dusty, wasted environments.

    But it's OK, you may not want to try, I was just giving my two cents.

    you're probably thinking of a sewage plant. those are normally completely outside, but they do carry a similar look to what i've done inside (see the photos below). my point with this was not to make a sewage plant, but rather to make a part of sewer and an outside area, whether completely realistic or not. the contrast is that you have a cleaner, brighter, colder outside and a dirtier, darker and danker inside.

    this is what i found on google myself, searching for sewage/sewage plant:

    [Blocked Image: http://www.shieldcrete.com/UniqueApplications5/SewageKhabarovsk.jpg]

    [Blocked Image: http://www.hsmm.aecom.com/media/5924.jpg]

  • NykO18
    • March 3, 2009 at 1:52 PM
    • #12

    Ok, understood!

  • Freak
    • March 4, 2009 at 4:59 PM
    • #13
    Quote from Sentura

    hah, sorry, the teleporter was supposed to work for physics props only (since oildrums sink). i see that i'll have to make a workaround solution to this though, weapons shouldn't port.

    grenades are physics

  • 2d-chris
    • March 6, 2009 at 8:52 AM
    • #14

    This maps a load of shit!

    Ok bad joke, love it so far mate

  • Sentura
    • March 8, 2009 at 9:33 AM
    • #15

    new version released!

    changes:


    • [*:jlb44k6k] added color correction
      [*:jlb44k6k] added significantly more lighting throughout the level
      [*:jlb44k6k] fixed teleporting grenade bug
      [*:jlb44k6k] added minor architectural changes
      [*:jlb44k6k] all models should now be textured properly

    this should resolve the issues i've heard from people. feel free to give more feedback.

  • Freak
    • March 8, 2009 at 3:18 PM
    • #16

    Lol it´s funny what you find out while looking at a map

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  • Sentura
    • March 8, 2009 at 3:33 PM
    • #17

    gah... i need to rework the teleport system...

  • Sentura
    • March 9, 2009 at 7:25 AM
    • #18

    updated the map. now only physics props can be teleported. updated url.

  • Rick_D
    • April 21, 2009 at 11:36 AM
    • #19

    The lighting is incredibly bland and even, especially considering what you can do with the spec "night time".

    If different areas need different coloured lighting (I wouldn't be so sure that players will pick up on the fact that there is a colour code for areas, more overt cues are often better for frantic games such as DM) then use different coloured lighting but make it more dramatic.

    There is almost no detail in the map, the textures themselves don't help to make it feel very compelling, but the lack of props for detail (pipes, valves, debris, clutter, wires, palettes, etc etc etc) give it a very barren, empty look. The building blocks are there but there's a lot needed to bring it up to a decent standard.

    A big moonlight sky with plenty of stars would work wonders for setting the mood of the outside areas, and IIRC this is stock content, and if you are bringing EP1/EP2 content over then adding some custom textures should not be a major issue.

    There's some good stuff in the HL2 catalogue which would bring the visual quality up, you don't need to use a lot of models, just a select few in interesting ways (remember Peri's map for the DM contest, superb use of stock).

    Along with a lighting pass will improve the overall look of this no end.

  • Sentura
    • April 21, 2009 at 12:21 PM
    • #20
    Quote from Rick_D

    The lighting is incredibly bland and even, especially considering what you can do with the spec "night time".If different areas need different coloured lighting (I wouldn't be so sure that players will pick up on the fact that there is a colour code for areas, more overt cues are often better for frantic games such as DM) then use different coloured lighting but make it more dramatic.

    There is almost no detail in the map, the textures themselves don't help to make it feel very compelling, but the lack of props for detail (pipes, valves, debris, clutter, wires, palettes, etc etc etc) give it a very barren, empty look. The building blocks are there but there's a lot needed to bring it up to a decent standard.

    A big moonlight sky with plenty of stars would work wonders for setting the mood of the outside areas, and IIRC this is stock content, and if you are bringing EP1/EP2 content over then adding some custom textures should not be a major issue.

    There's some good stuff in the HL2 catalogue which would bring the visual quality up, you don't need to use a lot of models, just a select few in interesting ways (remember Peri's map for the DM contest, superb use of stock).

    Along with a lighting pass will improve the overall look of this no end.

    i agree with the general notion about props, but what i don't really agree with is the lighting critique (for the record whether players will pick up difference in light may not be a conscious choice). i am curious as to how you would have done the lighting otherwise. the outside area was originally constructed as a closed inside, but it didn't work out so i had to rework it into something different, which is also why the lighting may look less considered in that area (i ripped the values directly from valve maps with the same skybox and upped the ambience a bit).

    like i said before, i agree on the notion about props. there are many places on the inside that could be improved easily, and i'm thinking about reworking them. the outside is different; of all the props i looked through, there are only a handful that are fitting with the theme. it was difficult to bring it up to the level where it is outside now, propping further it i feel would both be difficult and would most likely end in ruining what is left of atmosphere. in addition i'd like to at least have some form of variation instead of copying the same prop over and over again, which further contributes to the current situation. i even had a good image in my mind about a 3d skybox, but there was no way i could make it look good in game, save for creating the content myself.

    for additional stock content (EP1/2) i'm going to say fuck that. it was a nightmare getting all the things in their respectively rightful folders, then having both models and materials STILL giving me trouble even after correctly pasted because of engine limitations; and leaving me to alter almost every single vmt just to have it look right in-game. i'm not going through that again.

    feel free to show me how you'd feel the lighting would work better however you can... i'd be happy to improve.

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