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DM-GrendelsMere [Beta4]

Posted: Sun Jul 19, 2009 2:58 pm
by rejecht
Posted update for Beta 4.

Download: DM-GrendelsMere-Beta4 (~3,5 MiB)

Beta 4 action shots:
http://s739.photobucket.com/albums/xx39 ... =slideshow

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Grendel's Mere
New deathmatch level.
Bots are supported.
Near completion.

Description:

A large, open area, set at sundown during heavy rain and thunder--and one building to seek shelter in.

The area is surrounded by mountains, and participants are confined by watch towers, concrete walls, and get to bathe in the shallow marsh (mere).

Outside there's a teleport leading into the building.

There's not much cover out in the cold, harsh weather, but seek shelter quickly, wherever possible, or use the teleport to get inside quickly.

Download: DM-GrendelsMere

hf :) Feel free to add it to sunday freon. I'll join in later anyway, as usual. ^^

Posted: Sun Jul 19, 2009 3:07 pm
by partydevil
is it that BIG?
or is your fog setting very close?

Posted: Sun Jul 19, 2009 3:27 pm
by rejecht
}TCP{partydevil wrote:is it that BIG?
or is your fog setting very close?
The player area is open, which would make it seem big at first, but since it's very flat (like Denmark :P), it seems small again. Guess you have no other option than to try it, to get a feel for the scale. :)



Other screen shots that may give a better overview, especially the last one:
Image
Image
Image

Posted: Sun Jul 19, 2009 8:06 pm
by }TCP{Coco
Looks very impressive!

Posted: Sun Jul 19, 2009 9:50 pm
by }TCP{Ramses
Ah the darkmatch revival :)

Posted: Sun Jul 19, 2009 9:58 pm
by Apollo
Its a nice map.
But abit too dark for me. You said you could do a snow version.
Maybe that might brighten things up.


Anyway gj, keep em coming m8.

Posted: Mon Jul 20, 2009 5:32 am
by rejecht
@Coco: Thanks! :D The terrain and rain helps obscure the simpler layout. ;)

@Rams: hm I missed that era, as in, was never part of it. :)

@Apollo: Murderer! :o hmm Snow can wait (Carn forgot his mittens/raincoat), but hey, perhaps I could do winter, spring, summer,and fall. ;) It would have to rain/snow constantly in all of them, of course.

I'll add some more exit parts to the building, since people kept hogging the entrance. Some even got tortured as a result of that.

Image

Posted: Tue Jul 21, 2009 5:14 pm
by }TCP{Snowbird
I have to agree with Apollo. It is a bit too dark. I like the lighting though. It highlights the walls. Nice effect.

I have not played it yet, and can not get to it ATM, but I will as soon as I can.

Looks nice, in general. Frank

Posted: Tue Jul 21, 2009 6:19 pm
by rejecht
Yeah, it's dark. My first name for it was DM-OurDarkness in honor of the song by Anne Clark (still living), which I listened to while making it. <3

I've brightened it a little since last time, removed those terrain mountains, since they steal performance that could be used elsewhere. Anyway, I'll try not to spew out as many beta versions this time. :!: hehe

tyty

DM-GrendelsMere-Beta2

Posted: Sun Jul 26, 2009 3:32 pm
by rejecht
Pre-final version.

Download: DM-GrendelsMere (~1,8 MiB)

++ Made it a little brighter, but you'll still need a raincoat. :)
++ More entrance options regarding main building.
++ More shelter.

Tip: If you want to get in quickly, try the teleport out in the rain. It's the glowing orange thing in the doorway ruin.

(Just minor stuff left, like shutting the rain out when inside some areas, trimming, etc, and of course, the unexpected stuff, where testing is required.)

I'll post screen shots later.

Posted: Sun Jul 26, 2009 6:17 pm
by }TCP{Snowbird
Hey reject, a great improvment. But the rain is missing. I like the lighting ALLOT!!!!

The level seems very playable. You said the deco was not there yet, so I will not discuss that.

The design is OPen, roomy, and there are allot of exits.

More lighting. Direct lighting at entrances, and in walls with sconces. Just a thought. Nice map. Frank

Posted: Sun Jul 26, 2009 9:56 pm
by }TCP{Coco
Hi!

Cool! So are you really going to make season versions of this one? I.e. with snow, falling leaves, etc.? Would be nice. ;-)

Coco.

Posted: Sun Jul 26, 2009 11:04 pm
by blOb
Cool map.

Could be interesting if there was 2 little building instead of 1, one on each side of the map and 2 teleports :evil:

Also when are you gonna start that DM-Tower map we were discussing today :mrgreen: :d

Posted: Mon Jul 27, 2009 12:17 pm
by }TCP{Coco
Hi rejecht!

This really is a great map. I love medieval style maps. ;-)

I have just one suggestion: In my view, the look of the surrounding walls and towers doesn't really fit the look of the central building, because they look like modern concrete. I would try giving them walls with bricks (as the building also has) to make them fit together. And it's similar with that open metal container. A medieval remnant would fit better there. ;-)

But of course, that's just my opinion...

Coco.

Posted: Mon Jul 27, 2009 1:47 pm
by rejecht
@Snowbird: Thanks! I think the rain is missing because I used the xWeatherEffect, which allows the player to turn such effects on/off in the game settings. I could use an emitter, but I think the xWeatherEffect is better for "global effects," and on performance since it only spawns particles around the player.

@Coco: Yes, you're the Highlander! ;) I might just try that with the surrounding walls.--I think the container fits because it's part of the tournament thing, where supplies were dropped off in this area--at least, that's how I justify it, and it gives me an excuse to have the "rain hammering on metal sound."--As for fall, winter, and so on; it's easy to change the terrain, but making it look good is another matter, but I'll probably give it a go, and see if it's inspiring.

@blOb: Yeah, I thought about that as a kind of "infiltration" game, but I have to consider the performance of the map as it is now, and wide open areas aren't generally good for optimization. Since that was an afterthought, i don't think it would work well without a drastic change to the layout. However, in my original idea, there was an "underwater base," where players could pop up to the surface from, but I thought that would make the map too big in retrospect.--The Tower idea; that's crazy talk for later. :)