de_supply_beta1

Credits

Submitter
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Deh0lise (Creator/Co-creator)
Key Authors
deh0lise

Rating

9.69/10
Based off 13 rating(s)

Additional Info

Development State
Beta
Maximum Players
32

Stats

Post Count
28
ViewCount
6,167
Downloads
1,510
Date Added
4 years ago
Date Modified
4 years ago

I started doing this map in the ends of june, while I was learning how to map properly, with the idea of doing a good de_map for 5on5 matches very detailed with some nice covering spots.

Unfortunately I've been unable to test it for my self so I'm releasing this beta so I can have some feedback and improve the gameplay and some minor bugs I have noticed.

I have optimized the map as much as I can and also reduced the lightmapscales and used the less amount of cubemaps I was able to but the filesize is still big, 45mb. Anyway if you use bz2 in your servers I think there wont be any problem at all.

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Comments

    • P2: Drudge
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    Pros: Fantastic lighting! Great color correction. Great atmosphere overall. Good architecture and everything. Cons: T-spawn does lag a bit.

    Improvements: None really unless optimization is called for. That's probably all you'd have to do. Although you did release the less-detailed, LDR version which should definitely solve that...but...it's not nearly as sexy as this. :)

    Notes: I did have some moments of FPS drop but it's fine. I had 11 other bots in the game and my computer isn't like super-duper high-end. It's only got a core2duo e6400, 3 gb of ram (vista eating 1 gb), and a Geforce 7900GS, so it's probably not entirely the maps fault. I like that you took my idea in hand (dunno if you saw it as my idea or not) with the color correction transitions. Good work with that man, it definitely made the map way better.

    Can't wait to see the final version!

    Apex.
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    Pros: Wow. Where to begin? This is one of the best maps I have seen in years. The gameplay is great. The graphics and details are really good. All the different routes and possibilities makes this map really great. We played it yesterday with 20 ppl on the server and it was a blast. Good ambient sounds, mix of light and dark areas on the map. Lots of options for varied tactics. Cons: It is graphics heavy. A 7800GTX you have about 60 fps and a 8800GTX you get 100+ FPS. Older gfxcards than this suffer. Improvements: At CT spawn you can climb ou through the roof windows and onto the roof. Once on the roof you can walk off the map and see through various areas. If you make the glass non breakable it is fixed. :) Notes: Awesome map! We have it in our rotation. If you want more feedback deh0lise don't hesitate to contact me or go through our forum. www.deadmen.co.uk 10 out of 10! Good job!

    QED
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    Wow, awsome map, great graphics and details,bravo!! a bit laggy for me though... thats what happen when a map is too detail. there is too much space and place also that is useless to go not too good for the gameplay they are kind of far from the bombsite when you running around. hope you correct that in your final version, if you do. you should make one of the bombsite more interesting also. : s its a great work of art though very nice.

    wannabe mapper
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    Pros: I think the post below me say everything that needs to be said. Cons: wow, terrorist spawn is dam laggy, fix that please.

    Music Is The Answer.
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    I've read about that nay0r but I saw de_stratocorp transitions and I though It could be achieved so I tried it out, anyway it wasn't implemented at all (this beta was for gameplay feedback mostly). I used some color correction volumes with fading proprieties and didn't work good at all.

    Thnx for comments btw :P

    1MB4!
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    Deho i like the artist look u have i think some people tend to forget its not all about realism right about the color correction i couldnt 100% tell if u had used transitions within the map but just read what you said now when we made cs_classified in dimensionstudios we found that u couldnt use transitions because if a transition was set of it would set it off for all of the players on the server not just the cilent not sure if valve sortted this since but u would have outdoor color correction settings of for people inside etc not sure if you are aware of this or if it may have been changed since etc, btw i like all the dark spots and i agree with you i dont think they change or alter the gameplay theres only one bit where its a little dodgy and theres a tiny bend outside where its literally outside then inside then outside straight away and that corner is extremely dark i think u could get campers there altho i havent played the map yet so i dont know if that particular bit is a vital point in the map, i thought the radar was also really nice, the best bit in the map by a mile is the underground sewer bit its just so realistic and so well thought out u must of spend a while developing that bit, setting up all of the lighting, models, sounds, and brush work u can clearly see alot of effort there, i just personally dont think all of your provided screenshots do the map justice its just so much better ingame. one of the best maps in a while imo

    http://www.map-central.co.uk
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    HDR FTW! :)

    I got enough to go around.
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    Posted by kan3 Pros: Excellent concepts and attention to detail Cons: Basic items listed below Improvements: Cubemaps are overblown in areas while too small in others - color correction entity fades are incorrect and have very abrupt transitions - lighting is very overblown in areas while nearly dark in others - vis corrections could be made in areas(my assumption) but obviously won't decompile to check Notes: I'll speak more from another mapper's perspective instead of someone who generally plays maps, as I want to be honest from a technical standpoint. Your level design makes no realistic sense. All of the objects in the map feel realistic and correct but a lot of the areas/props make no real world sense as to why they are there. This could be entirely by design for layout purposes or simply because you worked section by section instead of with one overall concept design. It simply feels like most things are there to fill space. I'd be very curious to see your next map.

    Color correction transition is one of those things i want to change in the final version but I want some gameplay feedback before working more on this map because I really prefer doing another one if it isn't working.

    About the cohesion of the map... I wanted to (and did) use just the textures and models avaliable with css/hl2 because this was just a test map I made while I was learning hammer and in the other hand I didn't want it to look like all the rest of the maps, I wanted to do something different, I get bored of playing with the same combinations of textures/props in all the maps. Next map I'm planing will be custom and because that have a more specific theme.

    About the lighting... There are light and dark area due to the sun angle that creates those shadows, but anyway, there are no important dark spots that will mess up gameplay, most of em are made just to make it look interesting with nonaction zones like screen3 or to give a bit adcantatge to one side like the ramps shadow zone (prevents rushing a bit).

    Light is oversaturated intentionally, I didn't want to make it look realisitic, you'vegot crysis for that, I just wanted to use and combine some bright/oversaturated colors people usually like(for example fy woods) and train lighting a bit while I was doing the map.

    Most of the cubemaps where higher but due to filesize I had to reduce em, also full bright/dark faces have lightmapscale from 32 to 512 (I reducedt 10mb doing that without loosing much quality)

    About vis, there is one spot outside I could try to solve with more areaportals but it has a lot of problems. Anyway, everything else is hinted and has many portals.

    1MB4!
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    Pros: Excellent concepts and attention to detail Cons: Basic items listed below Improvements: Cubemaps are overblown in areas while too small in others - color correction entity fades are incorrect and have very abrupt transitions - lighting is very overblown in areas while nearly dark in others - vis corrections could be made in areas(my assumption) but obviously won't decompile to check Notes: I'll speak more from another mapper's perspective instead of someone who generally plays maps, as I want to be honest from a technical standpoint. Your level design makes no realistic sense. All of the objects in the map feel realistic and correct but a lot of the areas/props make no real world sense as to why they are there. This could be entirely by design for layout purposes or simply because you worked section by section instead of with one overall concept design. It simply feels like most things are there to fill space.

    I'd be very curious to see your next map.

    Mapping for a better tomorrow
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    Pros: Very nice, just in general. atmosphere. Cons: Ill take a look over then see. Notes: This is sdematt from interlopers

    Bananite
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