Re: Compilation Map 2008
Posted by G4MER on Mon Oct 13th at 7:55am 2008
Very nice Haymaker.. very nice indeed!

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Re: Compilation Map 2008
Posted by haymaker on Mon Oct 13th at 5:50pm 2008
Thanks guys. I haven't done any work on func_tracktrains here yet so I won't comment in case they turn out to be impossible.
Aaron, you forget that you actually got your entry done on time when you berate yourself! If mine isn't too late to be considered for integration that's all I can hope for.

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Re: Compilation Map 2008
Posted by hlife_hotdog on Tue Oct 14th at 6:34am 2008
That looks awesome Haymaker! The tram idea can work, I think automatic trams would work and act like a subway station, they go back and forth between a few of the maps.

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Re: Compilation Map 2008
Posted by G4MER on Wed Oct 15th at 11:04am 2008
Well I don't really like that set up.. but its not up to me.. It does not make sense.. and does not really link like minded areas to one another.

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Re: Compilation Map 2008
Posted by haymaker on Wed Oct 15th at 2:13pm 2008
waa, can't see the image
actually I did put another entrance to my map, but I don't care if it has to go for efficiency

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Re: Compilation Map 2008
Posted by G4MER on Fri Oct 17th at 5:00am 2008
I don't think we need the train, honestly. It could just be implied with the train depot map that was submitted and placed in the center train station plot point. You could attach the hall of shame still off the station and under or behind Natus map and tie the exit on the top of the map to it. You could take a picture of their map add a plaque under the picture with a small picture of the mapper to give credit to each mapper who entered.. would also be a good place to to show who won with a Golden Snark Model.. something I will make. I will make a Gold, Silver and Bronze version that will just be skins you select. I will even make the plaque if you give me a list of the winners.. and if they would be kind enough to send me a picture of them if your not wanting your face immortalized then send me a proxy... but it has to be something that relates to you, forum avatar something but I would prefer your image.. I promise to give them the utmost respect.

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Re: Compilation Map 2008
Posted by haymaker on Fri Oct 17th at 2:05pm 2008
? still can't see any images, in firefox or iexplore. Firefox gives me this message
The image “http://www.genecy.net/spmc2_2008/level_layout3.jpg” cannot be displayed, because it contains errors.
Iexplore just shows red-x'ed boxes and neither show anything on the snark page.
Anyway I'm sure the ideas are shaping up nicely! I'll be done the main section of the station this weekend, so you can have an overview. Something that's crossed my mind is the elevation of these maps, as I can't see images, it seems to me that Redwood, Aaron, and Hotdog's maps are surface, while Natus, Hotdog's tunnel, and mine are subterranean.

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Re: Compilation Map 2008
Posted by Riven on Fri Oct 17th at 9:20pm 2008
Ok, fixed the images. You should now be able to see them. They were in CMYK color mode and apparently IE and older versions of Firefox can't render those properly. =news to me! But I changed them to RGB mode and they appeared for me in IE, so hopefully they're working for you now.
If you can get your map to me this weekend, I might be able to start putting these maps together! Start seeing what works and what doesn't. Also, I'm settling on the final layout I posted, unless someone else has some objections or other ideas? (But of course, we can always change even after I get started...)

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Re: Compilation Map 2008
Posted by G4MER on Sat Oct 18th at 4:32am 2008
RIVEN
I need ASPA! The Winner, Second and third Place, plus any honorable mentions. I have the award Model ready need to make the plaque textures.
Please list the Name of the winner and the name of the map together. TY.

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Re: Compilation Map 2008
Posted by haymaker on Sat Oct 18th at 4:49pm 2008
Ah there we go thank you Riven.
Sample C looks like a pretty good start. They all work aesthetically too. I had wondered about putting Natus' off of the train station as they both could be the same building but it doesn't matter really.
Gameplay isn't really the focus here but it kinda looks like a CS layout, for sure you will be dead in the machine room or the hotdog-tunnel, it may be that one team will never see the other team's start. That is just conjecture really seeing as there's been no design for item placement. Maybe it's not bending the rules to move a few items around, eg there needs to be a big prize in the machinery room. With a little thought to power bases the whole thing could play out better.
If you rotated Natus 90 deg ccw the high exit could connect to the station entrance while the low one could connect to Riven, with a little T-intesection in that passage to a train platform.
If you rotated Redwood 90deg ccw you could connect the "door" exit to the other station entrance ( which is @ SE corner of the block in the pic atm, could be moved ) instead of to a train platform. Doing that would allow you to move Hotdog 2 to the west and shorten that tunnel to hotdog1 there.
The deleted train stop could be moved anywhere SW of hotdog2 with access in the hotdog1 to hotdog2 tunnel, making the circuit more even in terms of time on the train. ( I cant get Pshop to do what I want atm , a pic would be better I know )
Then again the original has its strong points too, making the train a little more useful. I was mainly concerned with relieving choke point pressure a bit, so all my comments are gameplay-based.
Two other perhaps redundant points, I don't see much for visblocking between maps, easy to address; and the train requires a ridiculous amount of room for a 90 deg turn, it's a wedge-shaped box with a selection footprint of 1200 by 1200 ( otherwise the train passes into the tunnel walls ).
Nice work so far everybody.

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Re: Compilation Map 2008
Posted by RedWood on Mon Oct 20th at 3:44am 2008
I think layout 3 looks good but what if Hotdogs first entry was placed between Rivens and Aarons entry. It would fit well and cut down on the amount of track.

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Reality has become a commodity.