Compilation Map 2008
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Re: Compilation Map 2008
Posted by Riven on Wed Jun 10th at 6:29am 2009


Ok, So I've not been able to do any work on this for about a week now, and should have about less than another week to go before I can, so I decided to start thinking about making some drafts for the linking areas between some of the sections in the compilation map. I wanted to tackle the most bizarre connection point first. It is the section that connects hlife_hotdog's undergrond level, aaron_da_killa's industrial level, and hlife_hotdog's other film studio level. So my task (and the task I'm asking help for) is to come up with a space that coherently connects an underground cave, an industrial alley-way, and a film studio together. Here's the catch though, the underground cave is about 3-4 meters higher than the film studio smiley. Here's an overview diagram of what the temporary connection looks like:



The red box is the space I have to work with to fit this space. I plan to use zero (0) amount of any kind of custom content; strictly hl2dm content only. The little mini-images with fingers pointing to their respective doors are views taken in Hammer from within those member's levels looking toward the exit space (looking toward the temporary hallway). So knowing that, I did some brainstorming, and the best idea I could come up with was a short hillside leading down to a shallow ditch just outside an urban industrial zone/film studio building. Although I can't imagine fully fleshing out that idea quite yet, so what can you guys come up with?






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Re: Compilation Map 2008
Posted by haymaker on Fri Jun 12th at 1:55am 2009


a shallow ditch meaning exposure to skybox?

i like that idea, the only major drawback I can see will be the vis load standing at that lower intersection you've drawn out, engine will see a lot of detail, like both inside and outside of the building. Plus then you have to spend time making up a building facade.

Perhaps you could hide it with a psuedo-tunnel part of the way, put a bend in it and then go outdoors? then traverse the ditch to the top left in your sketch. You could hide the building facade with an ( improbable ) hill, much faster




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Re: Compilation Map 2008
Posted by Riven on Fri Jun 12th at 4:45am 2009


WOW! you about spoke in detail what all I've been making for the past day! That's exactly what I'm doing! -Right down to the tunnel part of the way, and it going outdoors and then traversing the ditch and the hill hiding part of it... Yea, you must have read my mind!

I'm not finished with it yet, but yea the building facade will be exposed, and there will be some other detail around the space... I'll post some screenshots as soon as I can... smiley






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Re: Compilation Map 2008
Posted by Riven on Sat Jul 11th at 5:13am 2009


At last, the first part of alpha2 is complete you may download it right here: Alpha2 Part 1.

What do ya mean, Part 1?
When working on this I realized how much time this project was actually going to consume and then multiplied it by 3, and figured it would take way too long for feedback on the Alpha2 release. So I decided to break it up into 3 parts. This is part 1 and you can consider it finished in terms of visuals and gameplay. Any bug fixes here will be seen in part 2 of Alpha 2 (which will include part 1) and so on...

The Work flow of this project works like this:
  • Release #1: Alpha 1
  • Release #2: Alpha 2 Part 1 (that's this one)
  • Release #3: Alpha 2 Part 2
  • Release #4: Alpha 2 Part 3
  • Release #5: Beta 1
  • Release #6: Beta 2
  • Release #7: Final
Even though it was literally 8 months since the last release, the rest listed here will go much much faster. I expect to have the final release (#7) out by mid to late September. I have been working on and off sporadically on different portions of the map than what you only see released in Alpha 2 Part 1. Also, I've talked with Fishy about having him complete some portions, so that too will help speed things up!

All the credits are listed in the dynamic MOTD I created for this map. (It's an HTML file linked to by the motd file packed with this map) It explains all for what I'm looking for in terms of feedback. If you feel like recording a demo feel free, but I'm not asking for them. I did a few private playtests before releasing, so whatever you run into, I'm sure you could explain it in words just as well.

And of course, here are some screenshots to show you the new sector if you can't play this new version:







Enjoy!






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Re: Compilation Map 2008
Posted by Skitch on Sat Jul 11th at 5:54am 2009


Looking awesome and plays pretty damn well smiley



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Re: Compilation Map 2008
Posted by haymaker on Sat Jul 11th at 6:40am 2009


holy shat man! fkkin beauty job so far, dynamite!

Of course it won't conform to today's standards of hl2dm gameplay so much, ie first thing I was wondering where are all the items. Thta's a different animal than the one you're tackling so well though. I love what you've come up with , it's as slick as anything Valve has done for this game that's for sure.

Question about the 767 yard: That's gonna be accessible? because it sure seemed like it wanted to be.

Top shelf job on a difficult challenge, Good stuff!




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Re: Compilation Map 2008
Posted by G4MER on Sat Jul 11th at 4:51pm 2009


Damn it, I have to reinstall steam now. Your gonna pay for this RIVEN, PAY I SAY!

Have I sent you the trophies yet Riven?




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Re: Compilation Map 2008
Posted by Riven on Sat Jul 11th at 5:56pm 2009


No actually, smiley; you haven't sent me the trophies yet smiley I haven't needed them yet, but having them NOW will help to move things along! But did I ever tell you thanks for making them? I can't wait to punt them around in-game!





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Re: Compilation Map 2008
Posted by Finger on Sat Jul 11th at 10:50pm 2009


I agree - looks fantastic!



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Re: Compilation Map 2008
Posted by reaper47 on Sun Jul 12th at 2:46pm 2009


This is looking great!

Those floating text bits you walk through when entering each area are kinda distracting, though. Are they supposed to stay for the final?




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Re: Compilation Map 2008
Posted by G4MER on Sun Jul 12th at 6:56pm 2009


Let me look for them, and I will send you a PM with a link to them off my web page.

I also had a hallway I built for you to place them in.. but I think it was lost on one of my many system upgrades since then.. but I may of saved it to CD, will have to look.

But yeah man, it is looking fantastic!




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Re: Compilation Map 2008
Posted by Riven on Sun Jul 12th at 8:31pm 2009


Quoting reaper47
Those floating text bits you walk through when entering each area are kinda distracting, though. Are they supposed to stay for the final?


Nope, they'll be removed when the first beta gets released and will not make it to the final; I simply placed them there for temporary purposes to help show people new to the project who's map is who's. In the final, we should have some plaque models or decals to place by each entrance instead that will serve the same purpose but be less distracting. These were quicker to make smiley until I get the plaques.






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Re: Compilation Map 2008
Posted by Le Chief on Mon Jul 13th at 11:08pm 2009


Very nice, the new spaces are great and work seamlessly with the competition entries.

I especially like the 767 yard. It had a Ravenholm/Canals-at-night feel to it that was nice. That fenced off pathway that weaved around the rock was such a tease. I didn't mind that the 767 yard was inaccessible. It makes a nice vista I guess.

I didn't mind the clipless walls labeling the exits/entries either. Although I thought the current ones where probably a bit informal, I really wouldn't mind if they remained in the final version. At least some sort of notification is good.

When can we expect to see another release for this? Can't wait!






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Re: Compilation Map 2008
Posted by Riven on Tue Jul 14th at 5:34pm 2009


Thank you all for the kind words. I'm happy to know that there is still a great deal of support for this project despite the time taking to create it.

I've already started work on the next section which will span between hotdog's 'Valve Studio' map and my 'Machinery' map. It's the longest connection to make in the level and will take place partly outside (though mostly inside). I've tested some of the logic entities already and know that what I have planned for it will work. I'm in the process of designing and laying it all out in dev textures. I will post screenshots of it as soon as I get the chance (honest this time smiley )

I hope I can have it done by sometime next week. -but I don't know when alhpa 2 part 2 will be done. smiley






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Re: Compilation Map 2008
Posted by Kampy on Sat Jul 25th at 7:24pm 2009


hey what an awesome project! count me in on the next compilation smiley



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Re: Compilation Map 2008
Posted by Riven on Mon Jul 27th at 4:00am 2009


Well, I wanted to give you guys a small media update on the progress. We have pictures!

First off, now that I have my scanner working again, I wanted to show you guys the simple sketches I made for the two new areas released with the last update. Here is the overview sketch of the connection between hlife_hotdog's cave map and aaron_da_killa's map:



And here is a not so well done perspective sketch of the '767' yard (but then known as the 636 yard smiley):



Which was based off of this picture I found online:



Then plans for one of the new sections which is what I'm currently working on. It doesn't have accurate lighting yet, so I'm not posting screenshots yet...



And then we have another new connection zone that's already been completed by aaron_da_killa that links my map and Natus' map together, and it looks like this:












We still have fishy working on the two last connection zone sections which I haven't even seen yet, but once he gets those to me, we can make the alpha 2 part 2 release!

Hang tight!






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Re: Compilation Map 2008
Posted by fishy on Mon Jul 27th at 11:38am 2009


eek, now I'm in the frame. /me opens hammer......



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Re: Compilation Map 2008
Posted by Le Chief on Tue Jul 28th at 10:16am 2009


Sweet, drawings look good, you can draw better than I can! Although.. well my name is spelt wrong in this one, at least you underlined it so that made my feel a bit better, makes me feel a bit more special seeing as none of the other text is underlined.

And I see you released some sweet new screenshots too! They look great man, really really nice! ... What? Oh they're mine. I mean .. they're alright, I guess I could have done a bit more work on that space. smiley






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Re: Compilation Map 2008
Posted by G4MER on Wed Jul 29th at 11:48am 2009


Look'in real good bro, keep up the fantastic work.



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Re: Compilation Map 2008
Posted by Riven on Thu Dec 24th at 9:32pm 2009


Update Time! Beta 1 Prelude

Ok, it's been over 5 months since the last update; and I've repeatedly told people over chat that my deadline for a beta release was always going to be Christmas. Well I'll tell you right now, I don't think I'm gonna make that deadline. HOWEVER, I will stick with New Years day as my new deadline smiley The Truth be told, I've been working long these past couple of days since I've been out from school, trying to make up for all the lost time from my architecture projects, and I've made quite a bit of headway. So much headway, that in fact I'm skipping the alpha 2 part 2 & 3 releases I had originally planed. And while I may not be supplying a download just yet, I may be able to wet your appetite with some screenshots. But first, the current lay of the land with the new projected release list:
  1. Released: Alpha 1
  2. Released: Alpha 2 part 1
  3. Cancelled: Alpha 2 part 2
  4. Cancelled: Alpha 2 part 3
  5. ToBeReleased: Beta 1 (scheduled at or before Jan. 1)
  6. ToBeReleased: Beta 2
  7. ToBeReleased: Final

Now it would seem we're not that far off from having this thing done! Here's the current status in words:
  • All spaces to be projected into the map are now occupying their place. Meaning, we now have every space mapped out, and successfully compiled as a whole.
  • The entire map as a whole runs awesome (on my test comp at least), and is passing every fps challenge I've thrown at it.
  • The train tunnel models are completed and already in the map; yes, you may walk their length. It's all connected now.
  • There are absolutely no known huge cosmetic bugs to be found in the map, & no showstoppers yet to be found either. So far so good!
  • The map's optimization runs like a champ, and I'm actually quite proud of it. The most intense area to your fps might be aaron_da_killa's train depot map, I have not yet bothered to optimize the version he sent me, so I want to see if it's worth the trouble when the beta is released.
  • The map has exceeded two Source Engine limits I've already had to suppress. 1. It's passed the number of t-junctions allowed (t-junctions are everywhere a func_detail touches world geometry) I've had to apply some parameters to get around that, and let the compiler continue. Also, we have reached up to 91% of the allowed number of brushes for a Source map. That's thousands & thousands of brushes. 2. We've surpassed the number of entity data allowed in a map (125% listed in the compile window). I'm guessing that translates into also the number of entities allowed for a map.


So, as you can see, The map while although running quite well, is pushing what Source can handle. This thing is larger than most single player maps I've played. for the onset of this project, I never thought this map would be THIS huge. But, I've said enough, let me bring you gentlemen some tasty appetizers before the first Beta release next week.

Here's the new Overview: (green denotes non-playable spaces)


The following are screenshots from in-game of some of the new areas you guys haven't seen yet. Click the spoiler button to expand the images.

  • Alrighty, first we have connection zone #4 by Zein: This is the zone between my and aaron_da_killa's map.
    Show spoiler

  • Next up, is connection zone #3 also by Zein: (It's pretty small, so no need for a lot of images) This is the connection zone between Redwood's and hlife_hotdog's cave map.


  • I don't know if this was ever posted, but this is train station B by haymaker: These images are heavily doctored because they were so dark, so that you may see all the detail.
    Show spoiler

  • Now we have connection zone #2 by me: Some of these images too, are heavily doctored so that you may see all the detail, because it is relatively dark in the game.
    Show spoiler

  • And here are some wireframe overviews: The blue wireframes are that of the models in the map. The long tubular blue wireframe is the new tunnel models.








  • I also took the time to make one huge overview that's high-res. I stitched a bunch of close-up overviews together to give you folks an idea of the enormousness. It's so big, I'll just give a download link to a zip file containing it. you can grab that here

    Now, what's holding me back from releasing the beta? Two things: I have yet the chance to make the plaque decals for each individual author to have placed in the map yet. I want them to denote which member made what, and they will stay with the map for final release. #2. I'm having an issue lighting up the tunnels the way I want to right now. If they were lit up, I'd give you a screenshot of them, but they're not quite yet the way I need them to be, so I will need to continue working with them in order to get them to that stage. Muhnay has already sent me the snark Trophies for the winners from the original competition, and you will be able to find them on pedestals within their respective maps, and they can be thrown around like other physics objects in Source, so that will be cool. All this is expected to make beta1 release.

    Here's what we have left on the list to do before final:
    • Complete construction of actual train, and get working with the tracks and timing.
    • Figure out final spawn placement, and weapon balance spawns.
    • Fix some missing overlays and decals and textures for models


    That's it! The thing is practically done; the last hard step will be to model and implement the 'Snark Express' train itself, but I have a bit of experience with path_tracks and trains in Source, so I have no quarrel there, it's the model that gets me worried a little. I'm willing to take the challenge, but help would be appreciated.

    Thanks for all who made this update possible! smiley







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