Compilation Map 2008
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Re: Compilation Map 2008
Posted by G4MER on Wed Dec 3rd at 12:23am 2008


I don't like it. It is not instinctive, where you think there should be a connection there is not.

Riven I got to see your map finally, and I have to say I would of not voted for it. It has some great movement and ideas, but there is too much going on, its not conductive to game play... also the sound is loud and annoying.. you don't want to be near it for long.

It is also missing many parts.. the halls are just that halls.. you the man of architecture and substance just made square halls.. you gave me a long speech about my Lasertag map being too boxy and then give us this? Come on man. smiley

Other than that I have to agree with Aaron assessment.

( I really need that Glow Ball for my lasertag map.. =))




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Re: Compilation Map 2008
Posted by haymaker on Wed Dec 3rd at 12:27am 2008


Does anybody remember what causes the fatal "dispinfo:displacement count dont match: ( integer ) ( integer )" error?

I get it on any demo, whether thru demoui or playdemo command. sucks




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Re: Compilation Map 2008
Posted by Riven on Wed Dec 3rd at 12:57am 2008


Quoting Muhnay
I don't like it. It is not instinctive, where you think there should be a connection there is not.

Riven I got to see your map finally, and I have to say I would of not voted for it. It has some great movement and ideas, but there is too much going on, its not conductive to game play... also the sound is loud and annoying.. you don't want to be near it for long.

It is also missing many parts.. the halls are just that halls.. you the man of architecture and substance just made square halls.. you gave me a long speech about my Lasertag map being too boxy and then give us this? Come on man. smiley

Other than that I have to agree with Aaron assessment.

( I really need that Glow Ball for my lasertag map.. =))


Well, the map layout isn't finished yet. The square halls are just halls because they are place holders. I didn't go through them and give 'em any detail whatsoever yet. Don't worry, there will be detail there and they certainly won't look like that for long smiley.

-I'll tone down the sound/noise from my area for next release.

-About my map not being conductive to gameplay: It may very well not be, I dunno to be honest. Yes there is a lot going on with it, but that was the point. 'Machinery' was the theme, and I thought "lots-o-moving parts". -So that's what I did. I hope it does become fun to play through, but we'll see when the first beta comes out to actually PLAYtest, and not just Frame-rate test.

-Thanks for the crit. (you didn't take my dissemination of your lasertag map too harshly eh? smiley )






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Re: Compilation Map 2008
Posted by G4MER on Wed Dec 3rd at 3:22am 2008


No not at all.. If I could put the vision in my head to hammer and make it come out.. I think you would be amazed.. I don't have the skills yet to get it where I want, and as you know its a CSS map, and laser tag arenas tend to be boxy.

No there are things in your map I wish I knew how to do.. the gears turning and all that is just F'in sweet. One other thing about yours that kinda bugged me were the textures.. I felt like I was back in HL1.. and I feel as if you could do so much more with it.. but then again I can look at it and say this is a big machine the parts are worn and dirty so it works.




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Re: Compilation Map 2008
Posted by Le Chief on Wed Dec 3rd at 5:29am 2008


Quoting muhnay
No not at all.. If I could put the vision in my head to hammer and make it come out.. I think you would be amazed.. I don't have the skills yet to get it where I want, and as you know its a CSS map, and laser tag arenas tend to be boxy.


Perhaps you ought to put pen (or pencil) to paper and draw yourself a floor plan or some sort of layout for your map, I find it helps when your constructing a map. Might also be a good idea to do a google search for "laser tag" and "laser tag arena" to get yourself some soild images to work off. Images such as this, this, thisand this may aid you in the creation of your map.

Remember, you can always make a thread in the maps fourm, or use the WIP Screenshots thread to get some screenshots out there and get some comments on your map.






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Re: Compilation Map 2008
Posted by DrGlass on Sun Dec 21st at 11:48pm 2008


Hey everyone. I've just been talking to Riven about all this, and while I didn't read through the whole thread I did take a look at the proposed layouts and the alpha map.

I'm glad to see this idea resurrected! Just as I resurrected it some time ago.

I gave the map mosaic thing a LOT of thought a few months ago, and I've got some advice and suggestions for yall.

The different areas look great, very cool, but the layout is WAY too spread apart and linear. There is a hint of vertical(ness) in the layout, but it needs much more. Try stacking areas, OR don't line up their base line. For instance: have stairs leading up into a cave, or have the cave exit onto a cat walk over the studio set. The biggest hurdle with this kind of project is making a product that people WANT to play.

This is such an excellent first step.

as for the long term suggestions, well first off you'll want to avoid the free-for-all in the structure of the map. Define a layout, made of cubes with pre-defined "portals" between them. Distribute the individual areas freely then start fitting the map together like a puzzle as people turn in areas. Ideally you would design the areas so they could be interchanged.

**Perhaps you could have a contest to see who can put the map sections together in the best way!

So those are my thoughts, I'm going to try and stick around the forums and site. But if I'm not around and you guys are ready to start #2 or need help finishing this one just e-mail me. drglass@gmail.com






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Re: Compilation Map 2008
Posted by G4MER on Mon Dec 22nd at 3:27am 2008


DR. GLASS! How the hell are ya? Hows the art school going? Hope all is well with you.. missed ya buddy.. tell MUHNAY all about it!



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Re: Compilation Map 2008
Posted by Riven on Mon Dec 29th at 4:32am 2008


Well, I've been silent on the project now for a good 3 weeks I suppose. The New Year holidays however has given me some time to work on it a bit. I don't have the second alpha ready yet, and I won't give a release date for it either (as I found out I'm horrible at attempting to keep dates). So many other factors I can't count on keep me from working on the map.

But, I'm jugging along with it, and I've added on the rest of the areas and also started working on the detail of the links between them. The closest one I'm almost finished with is the link between hlife_hotdog's cave map and aaron's map. I was trying to think of some reasonable place that could link these two together, so I started some drawings and came up with a loading dock of some sort. If you've played the alpha1 map posted in the first post of this thread, I kept true the distance between them, but the area is no longer a dev-mapped hallway, instead, it looks like this right now:



It's not finished yet, but that's pretty much it on the architecture I think. There's a static lift (used to bring down crates) at the top of the hydraulics. and the hole in the bottom is where hlife_hotdog's cave connects. The player can continue past the hydraulic legs and up some stairs and through a door to turn a corner where he will see the entrance to aaron's map. -And that's all there is to it!

-The next phase is to get all the train stations connected. I have two from haymaker, but I could use another one that looks different. My original plan was to duplicate haymaker’s first one but I thought that would look a bit bland, so if anyone is looking for a small mapping project, I'd say you just bagged yourself one. Let me know if you're interested so that we don't have several people working on one at the same time. -We only need one more!

-That's all for now; I'll get back in touch with another update soon... smiley






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Re: Compilation Map 2008
Posted by Le Chief on Mon Dec 29th at 8:06am 2008


Whoa Riven, looks nice! I really like the height variation in that one for gameplay and aesthetic purposes. Not sure how a truck would get in there unless if there unless if there is a large door you might have thrown in that we can't see in the screenshots.

Appreciate you keeping us all updated, please.. please let me know if there is anything I can do!






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Re: Compilation Map 2008
Posted by Zein on Sun Mar 22nd at 8:42pm 2009


MORE PROGRESS PLEASE! i want to see this thing goin!



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Re: Compilation Map 2008
Posted by haymaker on Mon Mar 23rd at 3:51am 2009


Quoting Zein
MORE PROGRESS PLEASE! i want to see this thing goin!


well Riven has said he needs more train station




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Re: Compilation Map 2008
Posted by Le Chief on Mon Mar 23rd at 6:42am 2009


Quoting haymaker
Quoting Zein
MORE PROGRESS PLEASE! i want to see this thing goin!


well Riven has said he needs more train station


I hope Riven doesn't mind me speaking about this, I can't really think of any reason why I shouldn't, but I'm making a train depot for the compilation map, sadly, I haven't been able to work on it for a few weeks because I have been ridiculously busy with school and am working on a flash platform game for my multimedia project which I urgently need to get finished asap as the deadline looms and I have yet to do alot of programming and so on. I have a two week break coming up though in less than 3 weeks so it will most certainly be done by then. Here are some screenshots (really heavy wip, I'm not quite happy with it yet):













I'm going to use a few sharer effects (reflection/wet shine) and possibly use a custom rock texture for those rocky walls if Riven lets me but first I want to get the composition right and ofcourse get rid of those horrible overly bright halos around the lights. Any suggestions?

If anybody wants to help out with this map you should bug Riven about it, he might just assign a section to you smiley. I know he is very busy at the moment.






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Re: Compilation Map 2008
Posted by Riven on Mon Mar 23rd at 5:59pm 2009


Ah, yes, progress on the map moves ever slowly, but it refuses to stop! This part of the school year for me has become a bit more relaxed with me having more time out of the week to devote to the map itself without getting bugged by people I know.

Does that mean there will be more progress on the map in a shorter amount of time? -Truth is, I don't know. I still can't guarantee anything.

I don't mind farming out certain sectors of the map to people interested. I asked aaron to build a small train station map because we were actually lacking one. We needed 3 and I only had 2 to work with, so my options were to either build one myself, copy one I already had, or see if someone else wanted to do it, since I am already pressed for time. Aaron took the offer and has done a splendid job.

Now, what remains before we can make an Alpha_2 release is:
  1. completing construction of train tunnels
  2. Complete assembling train and get working with tracks and timing
  3. Construct connection hall between Redwood's map and Hlife_hotdog's cave map
  4. Construct connection hall between Aaron_da_killa's map and Hlife-Hotdog's "Valve Studios" map
  5. Construct connection hall between Aaron_da_killa's map and Riven's map
  6. Construct connection hall between Hlife-Hotdog's "Valve Studios" map and Riven's map
  7. Construct connection hall between Riven's map and Natus' map
  8. Add in spaces for individual trophy models and individual plaque decals.
  9. Create Plaque decals and place in map.


Now any of the items in that list I have no problem lending to others to work on individually. There are no deadlines and I don't care who would want to do it. If you have time, you're eligible!

Quoting aaron_da_killa
I'm going to use a few sharer effects (reflection/wet shine) and possibly use a custom rock texture for those rocky walls if Riven lets me

-We're trying to keep the custom content on this map low. Beyond the trophies and decals, I would rather everything else be original assets from the game itself. That's how the competition was run, and that's how I think the map as an entirety should run. Normally I wouldn't care what content you'd want to use, but in this case I don't see the need to have wet rocks. If it's not in the original art assets of the game, then you'll have to find the next closest thing to it. That's the creativity in it. Using what's at hand to make something original.

And to show it's still in development, here's an In-hammer shot of the map in its current iteration:







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Re: Compilation Map 2008
Posted by haymaker on Tue Mar 24th at 1:34am 2009


Aaron, that looks stellar! Great job so far. Liking the use of space there. One thing, that platform looks high for the train itself, I forget what I set the original ones to but I know it was an easy jump onto them. I'll look at the vmf if I can get that hard drive to boot smiley

Riven that top-down looks promising. Much has changed I see. Kudos for showing us the progress in your busy schedule!

Umm I have to insist you edit your to-do list so that I am not represented as the author of all those components lol




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Re: Compilation Map 2008
Posted by Riven on Tue Mar 24th at 2:20am 2009


Woops, Fixed. I was writing that from memory, and I just thought "hmm, starts with an 'H' smiley" And went from there. My bad.





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Re: Compilation Map 2008
Posted by G4MER on Tue Mar 24th at 5:46am 2009


Looking good.. Sorry I have not been more help to any of you recently.. I have been rather busy with my current project.

TOY SOLDIERS

http://s26.photobucket.com/albums/c149/MuhnayShot/Toy%20Soldiers/




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Re: Compilation Map 2008
Posted by Riven on Tue Mar 24th at 6:36am 2009


Whoa, pretty neat there. You should start a separate thread about it and keep us up to date with it! I know I have a few questions I'd like to ask about it!





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Re: Compilation Map 2008
Posted by Le Chief on Mon Apr 20th at 8:49am 2009


Alrighty, latest screenshots of the train depot I'm working on for this map.








Going to polish a few things and the work on the soundscape for it and I think I'll be finished. Any thoughts?






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Re: Compilation Map 2008
Posted by RedWood on Mon Apr 20th at 3:56pm 2009


Looking good!!!
The playable area in the thing is going to be huge.



Reality has become a commodity.



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Re: Compilation Map 2008
Posted by Le Chief on Mon Apr 20th at 4:15pm 2009


Quoting RedWood
Looking good!!!
The playable area in the thing is going to be huge.


Thanks, that exit pathway on the platform is actually leading to your map. I'm going to make a sign in decal form for that pathway like maybe "Loading Depot" or "Warehouse" or whatnot. I was wondering what exactly your map is and if you had any ideas of what you wanted on the sign, after it sort of "belongs" to your level in spirit.

I tried contacting you on steam but it seems you weren't there. smiley







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