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dm_subway b1

  • Belgarion
  • May 26, 2005 at 2:38 AM
  • Belgarion
    • May 26, 2005 at 2:38 AM
    • #1

    Just tested this as alpha 8 last night with some friends durring a lan and was pretty pleased with the results. So I've decided to release it as beta 1. If someone could get it up on a server for testing and such (and maybe even get input from some people?) I would really appreciate it.

    I've had several sections finished for a long time that I never updated my site with, so I'll put up a few pics right here.

    [Blocked Image: http://www.netflowdevelopments.com/artists/ryanb/info_map_belg/HL2DM/hl2dmbelg_subway/MC/thumbs/1.jpg][Blocked Image: http://www.netflowdevelopments.com/artists/ryanb/info_map_belg/HL2DM/hl2dmbelg_subway/MC/thumbs/2.jpg]

    [Blocked Image: http://www.netflowdevelopments.com/artists/ryanb/info_map_belg/HL2DM/hl2dmbelg_subway/MC/thumbs/3.jpg][Blocked Image: http://www.netflowdevelopments.com/artists/ryanb/info_map_belg/HL2DM/hl2dmbelg_subway/MC/thumbs/4.jpg]

    [Blocked Image: http://www.netflowdevelopments.com/artists/ryanb/info_map_belg/HL2DM/hl2dmbelg_subway/MC/thumbs/5.jpg][Blocked Image: http://www.netflowdevelopments.com/artists/ryanb/info_map_belg/HL2DM/hl2dmbelg_subway/MC/thumbs/6.jpg]

    [Blocked Image: http://www.netflowdevelopments.com/artists/ryanb/info_map_belg/HL2DM/hl2dmbelg_subway/MC/thumbs/7.jpg]

    There are more pics available on my site's dm_subway page. Here's the zip file.

  • DanielAragon
    • May 26, 2005 at 3:51 AM
    • #2

    the overall look of it seems to fit in very well...as in

    there are no clashes of color or brightness...

    however, there seems to be quite a few dark areas that reminded me

    of the wonderfully lit game that is doom III

  • OL
    • May 26, 2005 at 4:16 AM
    • #3

    i like the first pic alot for some reason. looks like a ut2003 map actually

  • von*ferret
    • May 26, 2005 at 10:11 AM
    • #4

    graphicaly it looks phenominal, however I'm a little sketchy on the gameplay. Looks too linear and flat to have a good flow and replayability.

  • Nazul
    • May 26, 2005 at 10:19 AM
    • #5

    BELG!!

    I'm with the guys above... I think it looks great for a beta 1 and could improve bigtime while you work on it , what is it exactly ?

    I hope that train is moving ? that'd be awesome

  • Zacker
    • May 26, 2005 at 11:00 AM
    • #6

    I like it. This does not look like yet another subway station, which is good.

  • RD
    • May 26, 2005 at 11:39 AM
    • #7

    Please make it for CS Source

    Why are there so many ppl mapping for hl2dm? Its not even that much fun or popular

  • sensee
    • May 26, 2005 at 12:39 PM
    • #8

    very good use of the hl2 textures and stuff.

    but I'm still waiting for some fancy custom textures and models maps.

    even the new de_port looks like city17. can't stand c17 anymore.

    but your map is nice indeed!

  • PS_Mouse
    • May 26, 2005 at 1:53 PM
    • #9

    It's nice to see you've gotten over your hash contrasty lighting fetish :wink:

    Generally speaking, I bow down good sir.

  • csharp
    • May 26, 2005 at 2:16 PM
    • #10

    That is just awesome

  • FrieChamp
    • May 26, 2005 at 4:39 PM
    • #11

    I'd hit that

  • RA7
    • May 26, 2005 at 5:18 PM
    • #12

    I like it, will add mirror.

  • Tequila
    • May 26, 2005 at 5:33 PM
    • #13

    Very nice, but, to me, pure white lighting just never looks good in Source. Try lightly tinting a few of the more broader lights to vary areas. Geometry is fab, though.

  • Crackerjack
    • May 27, 2005 at 4:18 AM
    • #14

    hmm I am going to have to disagree with some of these guys. Here is somethings that I noticed while looking at your screenies.

    Alot of the lights arent parents so they dont properly light well (i.e. 1st screenshot, top right of the picture you will noticed that only the bottom face is lit, when actually all 5 faces of the light shout be white also.)

    Your missing cube maps in certain places, it is easy to spot the sunset reflection of the specular maps on the props. So make sure you properly use the cube maps to get the right reflection surface and not a mix and match of colors on the models.

    Tid bits: Bulky stairs over the train (not to appealing). Randomly placed props to fill up space and have no apparent value... just space fillers (i.e. white cylinder type things on the wall and the humongous machine by the stairs..... thats a filter tank....). Generic texture used through out map on the walls. I would suggest using a more variation of textures and trims to provide a more visually appealing to the public. One texture for all the ways seems a little dull then usual.

    I hope this helps a little. Keep up the work.

  • Taylor Swift
    • May 27, 2005 at 6:52 AM
    • #15

    Belgarion your maps atmosphere are shifting!

    But the lighting looks really weird. It dont fit in. You have to make the map more torn, destroy some more brick walls or something. I really dont like the lighting because it looks slobby to me. I know that you can do better than that, white for light is sort of low for a map like that.

    I recommend that you once in a while makes some more yellow/orange spots around in the map.

    Well.. the map looks groovy, just tweak the lighting.

  • Belgarion
    • May 27, 2005 at 7:00 AM
    • #16

    Cubemaps: I know. Umm.. actually, type "buildcubemaps" in the console and that will be fixed. All the cubes are there, they just got left out accidentally when I compiled ents only. Apparently that erases your cubemap compilation. For those who don't know, typing "buildcubemaps" in the console will fix this. It'll take a minute or two.

    But as for the light only lighting the bottom face, that's because it's a spot light and that is indeed the cone that it was making. Maybe you would like to suggest I increase the angle of the cone? I could see that. If you could show me some more examples of lights not working properly that might help.

    The bulky stairs.. yeah, I know they are not awesome and all, but they seem to work alright. I'll look into changing them. And the textures. I havn't been very satisified with them now that you mention it.

    I'll look into all that stuff, but I think I'm more concerned with pickup placement. That's never been a strong point with me. If anyone can give advice on that I'd be appreciative.

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