Your hilariously most ambitious mapping project
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Re: Your hilariously most ambitious mapping project
Posted by hl_world on Mon Jul 16th at 1:10am 2007


I remember when I was making a map for Dark Forces 2: Jedi Knight with a tool known as "JED" I tried to make a room about the size of a hall about 20m width x 50m length x 20m height that connected to a 2nd room through a 4m? doorway "corridor". Well the game engine couldn't handle it.

Why not?

This 2nd room that I created was big enough to fit the entire PLANET EARTH!

Looking back, I thought it was stupid and funny of me to think that I could run the map, start in the first room, go to the second room, enable the fly mode cheat and fly around at high speeds, stop somewhere and think, "this is where Asia would be".

Your experiences...?





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Re: Your hilariously most ambitious mapping project
Posted by Vash on Mon Jul 16th at 2:26am 2007


I tried to make a map where you were a guy trying to make a map for a mod about making maps.

Some say it drove me mad.

Mad.

Mad.




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Re: Your hilariously most ambitious mapping project
Posted by Dark_Kilauea on Mon Jul 16th at 4:34am 2007


I once made a room for Quake 2. It was the max size possible.









Then I filled it with as many guards as possible without it blowing up.
















Nuff said.



Dark_Kilauea
DVS Administration
http://www.dvstudio-production.com/



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Re: Your hilariously most ambitious mapping project
Posted by Cash Car Star on Mon Jul 16th at 6:14am 2007


Wait a second. This thread seems to infer that killbox = ambitious? I must disagree on principle.




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Re: Your hilariously most ambitious mapping project
Posted by Gorbachev on Mon Jul 16th at 6:50am 2007


My first "real" attempt of mapping was quite a bit better at least in visual aspects than my first ever map (which was lost in a HDD crash unfortunately, the rest of my history I have.) The problem at that point was I had no idea of the concept of any sort of engine limitations and it had way too many brushes and open areas (engine-wise, not killbox-ish) and overloaded the compile process after I had like 1/6th of it mapped out.

Needless to say my next project was TOO heavy on the angled areas, but the combination of those learning experiences led to me at least at one point knowing the GoldSrc engine pretty damn well.




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Re: Your hilariously most ambitious mapping project
Posted by Andrei on Mon Jul 16th at 8:38am 2007


I remember making huuuuuuge outdoor maps for Q2 and HL1 with dozens of overlapping domes as hills and huge arenas with proportionally huge buildings, "brought to life" by dozens of ugleh func_tracktrain tanks and helicopters. And strangely, both engines managed to run my horrid creations although compiling DID take up to 8 hours (on a PI 150Mhz 32 ram). image



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Re: Your hilariously most ambitious mapping project
Posted by midkay on Mon Jul 16th at 10:28am 2007


Haha. Hmm. I wasn't going to post here, since I've done hardly anything that nobody's seen, but Andrei's story reminded me of something I did do before dm_residential.

I was calling it dm_industrial_warehouse. And dear god, it was pretty ridiculous. I created this massive... well, industrial-looking warehouse-type thing. And I put like two little rooms in it, and I spent several days basically doing nothing at all with it, trying to figure out how to fill all the space I had given myself. Just flying around and doing worthless little tweaks to what little I had.

Haha. It really sucked. I can't believe it. <img src=" SRC="images/smiles/icon_smile.gif">



-- midkay



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Re: Your hilariously most ambitious mapping project
Posted by smackintosh on Mon Jul 16th at 3:31pm 2007


a medium space station with glass hallways (the glass was bulletproof).
The idea was you could see the other players but you could not always get to them because I made the layout with a lot of twists and turns.

It was laggy because you could see the whole map at once with hundreds of
glass panes and each hallway was made of many, many brushes. I actually met the max brush limit on that one.

I tried



don't sweat the petty stuff,just pet the sweaty stuff.



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Re: Your hilariously most ambitious mapping project
Posted by omegaslayer on Mon Jul 16th at 5:01pm 2007


If anyone recalls the quake map base 64 (its massive), I was on a project to make it for half life, called mesa 64. Needless to say it pushed the limits of the compiler, and the map had to be broken up into 3 smaller sections. It contained a dam, a resevaur, a track system, mountains, and lots of other attractions.





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Re: Your hilariously most ambitious mapping project
Posted by Yak_Fighter on Mon Jul 16th at 7:18pm 2007


the snarkpitcrew map, nuff said

maxed out almost every compiler limit possible and this was with ZHLT's much higher limits





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Re: Your hilariously most ambitious mapping project
Posted by Cash Car Star on Tue Jul 17th at 3:40am 2007


If we're just talking making out the node size and all that, my map Daydream rubbed up against most everything HL liked to limit. But I won the struggle.




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Re: Your hilariously most ambitious mapping project
Posted by G.Ballblue on Tue Jul 17th at 9:35pm 2007


Most ambitious thing I'm working on is Momma Mesa -- my leaf count is sitting somewhere right around 91%, with a clipnode count somewhere in the 80's :/ The fact that Momma Mesa has some 7000 + brushes isn't making my life any easier, either.


Breaking the laws of mapping since 2003 and doing a damn fine job at it



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Re: Your hilariously most ambitious mapping project
Posted by Le Chief on Sat Jul 21st at 10:11am 2007


Back in the early days, I remember I tried makeing a mod where you ride a train to hell. It had like lots of blood and 'torture tables' and it was kind alien theamed. I just didn't have enough skillz back then to finish it so I quit, but it was a good learning experiance. And actrully, true story, reddawn actrully was born from this mod. Many of the ideas from "neptune" the hell mod was used in reddawn, but as I grew and became a better mapper, the ideas changed, storyline changed, and now its turned into somthing very special indeed.

By the way snarkpit, the last post in General Banter was more than 20 hours ago. ARE YOU KIDDING ME!!! WTF happened when I was gone. Snarkpit is back to being quiet and dull again, hang your head in shame folks!!! Theres like hardly any new topics, OMG!!!!!!!!!!!!!!!!!!







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Re: Your hilariously most ambitious mapping project
Posted by Riven on Sat Jul 21st at 5:49pm 2007


Clarity of posts is much more important than number of posts.





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Re: Your hilariously most ambitious mapping project
Posted by Cassius on Sat Jul 21st at 8:46pm 2007


I wanted to make a fantasy-themed map that would be the basis for a mod: there would be distinctly-designed castles in three different settings - snowy, grassy, and volcanic - divided from one another by stretches of open terrain, from which side passages would lead to areas controlled by non-player monsters. Wildlife and herbage on the plains, as well as two dozen neutral NPCs per fortress, would be models. The strongholds would all be open-roofed and visible from the plains. I originally conceived this as an HL1 map.



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Re: Your hilariously most ambitious mapping project
Posted by DrGlass on Mon Jul 23rd at 1:59am 2007


I made this one map for HL2 that was the bridge section of a massive space battle ship. It had a massive glass dome with a number of floors, lifts, ramps, etc. all looking out into this huge sky box with other battle ships which were in a huge battle with each other. far off ships would shoot lasers at each other and when ever a laser hit the ship that the players were in the gravity would turn off for a few moments.

The only failure was really on my part, I rushed it so much because I was so excited to see it in action. Once I did get it running it was nothing like I had expected. There was no sense of space and the lasers didn't work. The gravity was a cool effect but never really came together.

Thats how it has been for many of my maps, well build stage that never really lights up how I expect so I drop it and never give it the time it needs.

Also the map in my collection dm_cliff, that was ambitious. Map set on the edge of this huge canyon. Really a nice map to take screen shots of but not a cool map to play.




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Re: Your hilariously most ambitious mapping project
Posted by Hornpipe2 on Tue Jul 31st at 7:11pm 2007


I worked on this HL1 map with three or five other Snarkpit members where we each passed the RMF around and built a section or two. Problems abounded: missing lights.rad, missing wad files, bad visblocking, no planning...

The SPLA map may be a shared 'most ambitious mapping project' for several of us : )



This signature text is probably longer than my post.



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Re: Your hilariously most ambitious mapping project
Posted by FIDDLER on Wed Aug 1st at 4:29am 2007


I once made a map using green textures on some walls and yellow/orange textures on other walls... After messing around with the lighting I compiled it and... it was purple and pink due to the lighting.

I colored the lights black. Kinda like you would find at a dance hall. Ya know... the lights that make your white shoes purple <img src=" SRC="images/smiles/icon_wink.gif">.

Needless to say I released it... op4_cottoncandy.

The name came from the appearance of the map. Looked just like the pink and purple cotton candy you would see at a fair.





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Re: Your hilariously most ambitious mapping project
Posted by Stadric on Wed Aug 1st at 7:05am 2007


I don't think blacklights work that way.


Also change the texture of the dock. Docks are rarely tile. -Facepunch
As I Lay Dying



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Re: Your hilariously most ambitious mapping project
Posted by DrGlass on Thu Aug 2nd at 12:38am 2007


the map mosaic project was very ambitious and while it workers pretty well I had to go to college and was never able to get the web site automated well enough. There is still a place for it I feel, perhaps I should find someone with lots of time to do the grunt work for me.




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