Bland. All I see is brick textures with barely any variation, repetitive lights and rays of light which make no sense at all.
HL2DM - down_there (still wip...)
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[Blocked Image: http://www.lejean.computer-dc.de/first_try/dt_c39.jpg]
little update...
edit: more color? http://www.lejean.computer-dc.de/first_try/dt_c38.jpg
I prefer the first one.... comment please

Psycho: I don't want that people see and feel what you told when they see the map. so what exactly should I change in your opinion? All textures? All the light?
more pictures with changed lighting (smaller radius for each flame's light etc.) will follow soon

LeJean
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I think the volumetric light looks a bit weird, really. It's very dark outside, yet the beam is rather bright. I think it'd look better if it were more subtly done.
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Second one is better, more of a contrast. Add some of those dust-effect things to it for ultimate winnage.
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Theres too much light radiation for me.

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I think the light rays are much better now.
They could be just a tad less opaque.
It'd be nice to see some smoke coming off the fires,
to better explain the context of the light rays.
(Smoky & dusty old castle.)
The brick in the lower half still seems like it's wet though.
I don't know the new engine or the terms, but that effect
generally looks less than appealing to me, in Source.
Those bicks need to lose some of their shine & appear more dusty.
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thanks

that depends on the angle, how opaque those rays are. For the pic above I've been standing in a place, where you see many of these in one line, so the opacity increases... you'll see when I release the beta

This shiny effect is too strong? Well, I've already turned down the light ranges in the whole map and I think that it is weakened a bit right now...
But it's hard to use a bumpmap and to decrease this lightstyle-effect. I'll see what I can do.
It'd be great, if someone of you could tell me where to put the file (and which filetype) with the map-description... I just can't find a hint anywhere. In DOD:S it's in /resource/maphtml als mapname.html, in CS it's still the mapname.txt in /maps (afaik), but none of these work for HL2 DM...
I'll release the beta, when I know this

LeJean
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sorry for this doublepost, but...
... here we go:
http://www.lejean.computer-dc.de/first_ ... _there.zip
There are 2 problems I know:
1. weapon-placement has not been done yet
2. the vertical white stones are still lit incorrect
I hope you enjoy it, and tell me what you think!
LeJean
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Well, once again...
[Blocked Image: http://www.lejean.computer-dc.de/first_try/dt_c40.jpg]
[Blocked Image: http://www.lejean.computer-dc.de/first_try/dt_c41.jpg]
I've added some ambi-light and Guriamo made a (imo very, very nice) new model for me:
[Blocked Image: http://members.chello.at/guriamo/banner_2.jpg]
It has speculars and all that stuff - all I need to do is to get it from Guriamo, compile it and insert it...
LeJean
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i see a dark messiah compile comming
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This is awesome, but it doesnt fit for hl2dm :
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This is a fantastic looking map, especially with the custom models and textures (very rare among hl2dm maps).
However from a gameplay standpoint... there's an abundance of "pretty" hl2dm maps that don't get much play cause they don't add anything new to the deathmatch experience. They're just a collection of fantastically attractive rooms with weapons and health that you run patterns in without anything more, even something as simple as a moving platform or door. Have you put any traps in? Anything at all that requires buttons? (levers in this case, what with the medieval theme) How about a handful of gravgun-held swords, just for fun? Torture chamber? I saw a guy make a pretty convincing mace with the hurty-part connected with a physics constraint. Maybe make an explosive wooden barrels filled with gunpowder model?
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I think it looks good, but those things with fire in them look sort of weird.
The shadows below them may be fairly realistic, but they sort of confuse my poor eyes.
Maybe fiddle some with the lighting to reduce the darker shadows some.
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Hey, update

Singedrac: yes, there are some Traps. No Buttons, but Doors that can be shot by the gravity-gun, some hanging things to shoot around and stuff like that..
Evert: thanks! I'm about to change some things concerning those fire-pots... updates next time

update:
- added the banner with some reflecting parts (the golden stripes etc.)
- fixed some smaller problems
- added ambi-light to improve lighting (more contrast, not only yellow..)
- added some pieces of wood to throw around a bit
[Blocked Image: http://www.lejean.computer-dc.de/first_try/dt_c46.jpg]
[Blocked Image: http://www.lejean.computer-dc.de/first_try/dt_c47.jpg]
[Blocked Image: http://www.lejean.computer-dc.de/first_try/dt_c48.jpg]
[Blocked Image: http://www.lejean.computer-dc.de/first_try/dt_c49.jpg]
[Blocked Image: http://www.lejean.computer-dc.de/first_try/dt_c50.jpg]
so far...
update-list for next time:
- change fire-"things"
- add weapons and items
D o w n l o a d
! pre-release, no final version !
http://www.lejean.computer-dc.de/first_ ... _there.zip
(please do not use models or textures while the map is not released, thanks)
LeJean
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-I see potential for the lights to be picked up and thrown - I don't know if you can parent the env_fire to the lights or not, but it'd be awesome to have flaming torches flying around the map, and there seems to be very few physics objects scattered around the place to use.
-Some of the crouch spots like the area leading into the pool (on the bottom level) are quite buggy, and if you go into a tight spot the camera starts shaking. This is also a problem in between the 2 jail cells
-Some of the trim models (the white bricks) look broken due to the lighting:
[Blocked Image: http://img274.imageshack.us/img274/6535/bugkb7.jpg]
Basically, make the models here longer so they aren't split up (and get messed up by the vertex lighting!)
-The front gate of the map is awfully low resolution (consider a custom gate model?)
That's all from me. The overall quality of the map is great - this should be an awesome map when you finish it.
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It feels very "Prince of Persia". Very original and pretty fun to play. Don't worry about it not fitting the HL theme. The lower area with the jail cells seems to be a little stagnant. I would recommend removing/reworking that area.
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Hey there,
this is the newest version of down_there:
please note, that this still is a pre-release (playtest-version)!
i know, that some problems still have not been fixed, such as the incorrect lighting of the white stones. but i'm working on this

enjoy, and let me know how this map is being played with some more players

thx,
LeJean
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I've tried parenting flames to light, doesnt work

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something about those brick textures

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