Compilation Map 2008
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Re: Compilation Map 2008
Posted by Niborius on Thu Dec 24th at 9:54pm 2009


Amazing screenshots Riven! You really got talent in mapping.

But even when you worked so hard, you didn't make the deadline. Oh well at least you don't need to hurry anymore as much as before with the previous deadline smiley

Good luck with the rest to you and everyone else working on this map.







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Re: Compilation Map 2008
Posted by haymaker on Fri Dec 25th at 2:25am 2009


wow all i can say is holy shit. and a hallelujah for good measure.

I know it's one of the banned words for 2010 but "epic" just about fits the scale of work you've taken on here, Riven. That's hundreds of hours there by my timescale.

The new areas look sexy too. The more I see this the more I realize it is almost made in the wrong game config, I hate to say it really but it looks a lot like a bang-up SP campaign more than a dm map. I mean, there's been SP releases with less bsp than this. Maybe there could be a competition to convert this one to SP! I'd throw a prize contribution at that, even though there's no way I could figure all that out. Or even an L4D port, seeing as its reasonably linear...

Don't get me wrong, Riven, i think you've done fantastic work! I had actually forgotten about this, what a nice Christmas surprise.

As for your lighting comment, I'm assuming you've tried -staticproplighting -staticproppolys in vrad?




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Re: Compilation Map 2008
Posted by G4MER on Fri Dec 25th at 7:05am 2009


Riven is a mapping God.

I hope you guys like the trophies.. the wife and I worked hard on them for you.





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Re: Compilation Map 2008
Posted by Le Chief on Sat Dec 26th at 5:52am 2009


Looking pretty solid. I can't wait to check this out in game!

Quoting "Riven"
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


Nawwww I take that as a compliment. smiley






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Re: Compilation Map 2008
Posted by Riven on Sat Dec 26th at 9:18am 2009


Success! Lighting for the tunnels will be available after all. I've been giving them a lot of tests to figure out what will work best, and the best solution was offered by haymaker:
Quoting haymaker
As for your lighting comment, I'm assuming you've tried -staticproplighting -staticproppolys in vrad?


Turns out, I had never used the '-staticproplighting' parameter before; I heard about it, but never had the opprotunity. Well, Lo-&-behold it worked! Mind you it will still take a bit of tweaking on my part to get it just right, but from what my tests show, it looks as though it should get the feel across just fine.

Now, here are some shots of the tunnels :P







There are some drawbacks to this method however, and could in the long-run be not used.

From the VDC Wiki article on VRAD:
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-StaticPropLighting
Generate per-vertex prop_static lighting. This is always enabled for light_spot entities.
Note:Depending on the number of static props in the level, this can dramatically increase the size of the .bsp file and the length of time needed for vrad to finish.
Note:When using this setting, it disables all info_lighting entities in your level and it will light models as if there wasn't one linked to them.


So as you can see, it has the potential to raise the size of the already huge bsp to even larger factors. That's not such a big concern as of now, but what does worry me is its effect on performance, if any. I have yet to test this in the actual compilation map (compile time with lighting is 12 minutes), so I will get on that ASAP. But it also means that I may have to traverse the map and fix any props that may be receiving strange lighting, since some of them actually do depend on info_lighting entities to give them a better value which will be disabled with this parameter active.

Off to investigate some more! smiley






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Re: Compilation Map 2008
Posted by Niborius on Sat Dec 26th at 9:35am 2009


That looks just great! I somehow always liked tunnels in games smiley





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Re: Compilation Map 2008
Posted by Riven on Tue Dec 29th at 6:17am 2009


Beta 1 is Released! Download Beta 1 here

Also, If you're interested, our member TH3 K1LL1NG MACH1N3 has uploaded it to his HL2DM server for a 24/7 rotation. The ip for that server is: 8.9.36.83:27015

At long last, and before my (2nd) deadline, I present to you the first Beta release of the SnarkPit Compilation Map 2 Project. This release includes all sections of the map, and all ambient sounds.

================Known Issues:================
  • button within Riven's map is missing texture
  • Train tunnel models don't light properly at seams
  • Not all track is electrified
  • A lot of sticky geometry in Riven's map
  • Sticky geometry on the lower half of RedWood's map
  • Sensitive explosive canister if walked on the wrong way in aaron_da_killa's entry map
  • A few cosmetic glitches here and there.
  • Access by foot through the train tunnels (this will not be possible in the final release)

All-in-all, the map should run well. -Or at least that's the intentions of this Beta 1 release.

======Here's what is not in the map:======
  • The train
  • expected hidden easter egg.
  • final placement on weapon and player spawns
  • respawnable physics props

So there you have it folks, the Beta 1 release. We should be expecting it to be available on a 10 person 24/7 server soon. As soon as that is available, I will update the front page news post and this post and first post of the thread.

Enjoy smiley
-Riven






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Re: Compilation Map 2008
Posted by G4MER on Tue Dec 29th at 9:52am 2009


Riven, up until Asshat 1 and 2 showed it was fun. The Map is phenomenal, great work. Love the easter egg idea.. everyones work came together as one great map, I am really impressed.



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Re: Compilation Map 2008
Posted by Niborius on Tue Dec 29th at 11:22am 2009


You did an amazing job Riven, as well as the other ones that made the map. I think I just joined after Muhnay left, since those 2 "Asshat's" were still in the server spamming the voice chat with their annoying songs.

I'll have another look at it later, there's just so much to see smiley






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Re: Compilation Map 2008
Posted by haymaker on Thu Dec 31st at 1:45am 2009


I'm bummed I missed the big debut smiley

Riven, you have done an outstanding job of stitching these disparate parts together, the whole thing is quite cohesive. Architecturally I'd say it's a resounding success!

I have gotten frustrated at a few transit routes, ie the nice combine gate was open one time and then closed the next time I revisited it, and in my aimless wanderings I ended up stuck behind the forcefield in the tramstation, stuff like that. Considering these and other factors, again I'll say it seems ill-suited for this particular game in terms of gameplay. Maybe one of those monster co-ops would work or something, but it's really not DM as I know it.

These are niggles really considering the original concept. I was pretty amazed while flying over in spectate, it's like a whole town!

Oh, and the snark-trophies are great, they don't seem out-of-place at all. Nice job there too Muhnay







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Re: Compilation Map 2008
Posted by Riven on Thu Dec 31st at 11:53am 2009


Ah, I'm glad you had the opportunity to run around and comment!

To address some of your woes:

Quoting haymaker
ie the nice combine gate was open one time and then closed the next time I revisited it,


There are buttons on both sides. Should have a green sprite about them when they're available to be pressed.

Quoting haymaker
in my aimless wanderings I ended up stuck behind the forcefield in the tramstation


I've edited the "known bug list" to let other people be aware, but yes, this concern came up quite a bit in testing. Explanation: I opened the tunnels to foot traffic for the beta only to allow players to traverse them if they so desired. Because there is no train yet, A player can get a good feel and indeed check out, how big the new tunnels are. In the final release however, the tunnels will all have some kind of mechanism that keeps foot traffic out of them, and only passengers on the train will be able to go through them. So, they're basically for eye-candy only as you ride the train; they have no collision beyond player clipping.

If you're on sometime, maybe we can meet up on the server and I could address any other concerns you may have, and listen to any more bugs you may find. smiley






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Re: Compilation Map 2008
Posted by Le Chief on Fri Jan 1st at 8:19am 2010


I think that a lot of the area portal windows need to be open from a further distance because most (if not all) are blocking the player's line of sight to some degree and I don't think that's a good thing because it allows them to be exploited.






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