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Competition: HL2DM 1024-unit Official Entries

  • von*ferret
  • April 29, 2007 at 9:22 PM
  • MrBaracuda
    • May 3, 2007 at 6:49 PM
    • #161

    I'd like to be part of the jury, since I hate you all anyway

  • JAL
    • May 3, 2007 at 8:34 PM
    • #162

    I like Rick_D's idea

  • JeanPaul
    • May 3, 2007 at 9:48 PM
    • #163

    This is gay, all this time could have been spent finishing my map.

  • FMPONE
    • May 3, 2007 at 9:54 PM
    • #164
    Quote from JeanPaul

    This is gay, all this time could have been spent finishing my map.

    Its called a competition deadline for a reason, this is called "beauracracy" and it has nothing to do with the creative process. "Finishing" your map after the deadline would defeat the purpose, but no one is stopping you from doing it on your own time...

  • Buddy
    • May 5, 2007 at 7:44 PM
    • #165

    Ey, guys... the voting

  • ReNo
    • May 5, 2007 at 8:56 PM
    • #166

    Think it was agreed that it would start on Monday, so that people had this weekend to playtest the levels and decide on their favourites. That said, I've yet to really see anybody at all in the server, besides a couple of occasions earlier in the week. So is anybody actually going to be able to judge on how they play, or is it gonna come down to basing it on screenshots or, at best, a quick run around the level on your own?

  • FMPONE
    • May 5, 2007 at 9:10 PM
    • #167
    Quote from ReNo

    Think it was agreed that it would start on Monday, so that people had this weekend to playtest the levels and decide on their favourites. That said, I've yet to really see anybody at all in the server, besides a couple of occasions earlier in the week. So is anybody actually going to be able to judge on how they play, or is it gonna come down to basing it on screenshots or, at best, a quick run around the level on your own?

    Well, I think running around on your own server might actually be for the best, sorry if this sounds muddled by gameplay can confuse the issue, what are we to do if we have a great looking map with poor gameplay and a poor looking map with excellent gameplay? I think the natural solution would be just choose maps that make a legitimate attempt at playability and look fine and are creative etc etc rather than neccessarilly testing them strenuously.

    Besides, as anyone who has released a map knows that testing it is such a long and drawn out process that it isn't really worth judging based off that with a month or so long map contest.

    Just my two cents.

  • Dodger
    • May 5, 2007 at 10:38 PM
    • #168

    I have tested all maps and I can say that all maps are great..

    Here are some notes for everymap:

    1. dm_lock : Oh I love it the green lighting theme, the canalsystem and the small houses near the bunker. Plays ok and is cramped very much. This map is just sick and made so unlogically it could be made. Bots, cars, no roads, bunkers and houses together in one spot. Oh, noe.

    2. dm_weaver: It's one of the beautifulest maps made, but it has issues. The ladders prevents you from running the fast gameplay and the layout is great. One thing I have to notice: It's a strange theme between canal system and some catacombs.

    3. dm_tenements: once again, one of the best maps of the competition on mapcore. It looks not that much and not much eyecandy in the level, but on the otherside it plays very well. The apartments is full of weapons and it's a perfect map for slow gameplay, also it's not meant to be fast gameplay. It's cramped but it's apartments! The lighting is still a little dark in the mid yard outside the block houses.

    4. dm_repeater: I think this map is designed well in architecture but the gameplay, it's wicked. Alot of ways and corridors making you feeling like in a labyrinth hard to learn first time. Well, and it's a wooden bridge growing out from a cliff in the level. It's the issue in the level.

    5. dm_postoffice: one of the best maps, great atmosphere and gameplay is nice. I can't find much negative about the map actually. It's only well balanced.

    6. dm_northfacility: great map, alot of weapons, nice gameplay and is not hard to learn. One of the prosperous maps so far. I can't find anything negative about the map.

    7. dm_grace: It's well done and well made. The architecture could be made better, the lighting is nice. The gameplay is nice too. Well, it's a run map where you're supposed to run up and down and up and back down.

    8. dm_conscript: haven't tested it out with players so no comment now.

    9. dm_asgar: It's just.. one of the, let me find the right word: Amazing-cramped and shrinked maps ever. It's grey toned, sci fiction factory themed and everytime I join a server with this map, people scream for: NO, noes oh noe. So basically, this map is too complex and hard to find on, it's cramped to the maximum. Sorry, that's what it is.

    10. dm_tobor: It's a nice map, with a sick amount of ceiling details and props. It's original and the teleporters is funny to use. Much variation and it's well balanced. No choke points and it's ok. Well, the only thing about this map is that the sound that comes from the generator is too loud and gets on your nerves after a while. It's from my point of view.

    11. dm_capricious: Well, original and big! One of the most interesting maps out there. I can't find anything negative about the map, actually it could be more designed. The blue theme makes you feel sad sometimes and it feels cold.

    12. dm_rockhill: This map is a total winner, there I said it. Packed with all players it's a total winner. It's funny, it's nice balanced and interesting. I can't find anything negative about map besides the sick and odd lamps haning down, from the rocks and burning. Great job merkaba, this map is just what it is supposed to be.

    13. dm_nimrod: It looks decent, it plays weird. But it's because you have to run from one house over the traintracks where it's very open. It's great atmosphere but it's like actually nothing special about this map. Only the architecture is amazing.

    14. dm_coex: haven't played it. who knows!

    15. dm_rocketsilo: Oh noe , it's my map. I don't know so don't even ask me. It's a silo! And it got much critisizm for being a big open map, also to be honest Rick noticed I can't make use of ladders. And he's right, I made retarded ladders. Ah, I have to learn more about level design.. Also, this map from my point of view is FUN. Haha, or not.

    who knoz.

    In conclusion about this:

    THE MAPS ARE WORTH IT, THEY ARE ALL GREAT. BUT THE KEY IS THE GAMEPLAY AND NOONE WANTS A MAP WHERE IT'S HARD TO DO SOMETHING U WISH U COULD DO, BUT CAN'T DO IT.

    All were original with choosing themes.

    Did I made sence? I'm actually no jury, so don't take this seriusly. But writing this, I was serius.

  • Dodger
    • May 5, 2007 at 10:51 PM
    • #169
    Quote from JeanPaul

    This is gay, all this time could have been spent finishing my map.

    the one who missed his boat may take his next boat, in the upcoming competition.

  • Rick_D
    • May 5, 2007 at 10:52 PM
    • #170
    Quote from FMPONE

    Well, I think running around on your own server might actually be for the best, sorry if this sounds muddled by gameplay can confuse the issue, what are we to do if we have a great looking map with poor gameplay and a poor looking map with excellent gameplay? I think the natural solution would be just choose maps that make a legitimate attempt at playability and look fine and are creative etc etc rather than neccessarilly testing them strenuously.

    Besides, as anyone who has released a map knows that testing it is such a long and drawn out process that it isn't really worth judging based off that with a month or so long map contest.

    Just my two cents.

    Some maps play well - some play very poorly, for a 1024x1024 cube there's not a lot of gameplay that can't be tested in about 10 or 20 minutes - especially when it's HL2DM.

    There's also no way you can run around on your own and test the maps' gameplay, don't know how you think that's possible?

    ReNo - why don't you come onto IRC and ask people if they want to play? I know I;m not watching the server and hoping for people to join it, nor is it feasible to arrange a time - how about tomorrow - anybody who wants to have a final run around all the maps, comes on IRC and we all go and play them - set aside an hour and a half of your day (sunday - shouldn't be too hard) and we can go over all of them - although a few are very laggy due to the elevators, their gameplay might be nice if they didn't lag like shit (lol @ the folks that made a laggy 1024x1024 cube; give up mapping now )

  • Sentura
    • May 5, 2007 at 10:54 PM
    • #171

    have you actually played these maps with other people on rick's server? i know that repeater, capricious and tyr were lagging so badly (either because of LIFTS or because of water or something like). Either way, those maps would probably get a 0 or 1 on gameplay because the lag practically made the maps unplayable.

  • Dodger
    • May 5, 2007 at 10:55 PM
    • #172
    Quote from Rick_D

    There's also no way you can run around on your own and test the maps' gameplay, don't know how you think that's possible?

    with bots?

  • Dodger
    • May 5, 2007 at 10:56 PM
    • #173
    Quote from Sentura

    have you actually played these maps with other people on rick's server? i know that repeater, capricious and tyr were lagging so badly (either because of LIFTS or because of water or something like). Either way, those maps would probably get a 0 or 1 on gameplay because the lag practically made the maps unplayable.

    true, I have never witnessed maps that laggs like this in a 1024x1024 cube until I played it and then witnessed.

    I blame the water and no use of nodraw texture.

  • JeanPaul
    • May 5, 2007 at 11:57 PM
    • #174
    Quote from Dodger

    the one who missed his boat may take his next boat, in the upcoming competition.

    Sounds good, whats the competition?

  • FMPONE
    • May 6, 2007 at 12:04 AM
    • #175
    Quote from JeanPaul

    the one who missed his boat may take his next boat, in the upcoming competition.

    Sounds good, whats the competition?

    probably best to figure all that out after we've got a winner here, we don't want to end up like modelling forums who never end up following through on the judging...

  • von*ferret
    • May 6, 2007 at 1:25 AM
    • #176

    Well I could easily enough put up a poll for people to vote on. We dont have a fancy system in place yet for voting on different attributes of a map (gameplay, aesthetic, ect).

  • Rick_D
    • May 6, 2007 at 3:33 AM
    • #177
    Quote from buddy the designer
  • Kakburk
    • May 6, 2007 at 9:17 AM
    • #178
    Quote from Dodger

    true, I have never witnessed maps that laggs like this in a 1024x1024 cube until I played it and then witnessed.

    I blame the water and no use of nodraw texture.

    Actually I did use nodraw textures and stuff like that, however I didn't have enough time to add hints or fix the lightmaps. So as for dm_tyr I'ld blame the elevators and crappy optimisation. ;P

    Anyways. :\ Haven't had time to test alot of maps with other people, I've been really busy this last week and I'm away from home today aswell so I dunno when I'll have time to finish testing all maps. But hopefully I'll have some time before I go to bed tonight. ^^

  • ifO
    • May 6, 2007 at 11:27 AM
    • #179

    I agree, a proper 'score' rating system of the maps would be better than a single vote poll. Especially since the last competition saw a few people coming out with 0 votes which is a pretty rough deal and hardly good feedback.

    Though, it's like 16 maps so far so asking each voter to mark 16 maps on 4 categories could be quite a bit much to ask. That's 64 point scores to come up with there. I could imagine getting bored and just putting some average score for a lot of categories... could there be a better way?

    *anxiously awaits map-pack.

  • 22g|hooligan|uk
    • May 6, 2007 at 12:30 PM
    • #180

    We've tested em all at 22g,with players.And we kinda got a shortlist of the most playable maps:

    dm_grace-this went down a storm,great gameplay and even better performance.

    dm_postoffice-Not brilliant FPS,but it more than makes up for it with the layout.

    dm_rocketsilo-good map,but didnt like the hole under the rocket.Players just seem too get stuck and cant get out

    dm_weaver-one of the best looking maps here,and the DM gameplay seems too be spot on.But the RPG is far too easy to grab,and if ya get a spammer it can ruin this small map.

    dm_tobor-Just whoa....what a map.Love the teleports,love the gameplay.This map is as good as it gets.Valve need too sign you up mate

    I just havent got the patience too make maps,so a big THANK YOU!! to everyone.You have really made our job a lot easier

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