Parralaxion
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Re: Parralaxion
Posted by Agent Smith on Wed Jul 21st at 1:36pm 2004


Well here is my highly rushed entry into the comp. It's not really up to my usually high standard but I always miss out on entering, but not this time. Not that I'll win with maps like dm_fairytale to compete with (top stuff Ferret, by the way), but I've decided to give it a go. Its a fast paced, have no mercy type of map, and a move away from the standard HLDM map, that is a map with walls. It's a bit of a fun experiment for me and probabaly the last HLDM map I'll do with HL2 coming soon and other better DM games to map for.

Any brief details of the map are above in the profile if you want an idea what the setting is, etc. I just wanted to get some peoples opinions on this rush job of a map. take into account that it is still being worked on, lighting and stuff, while the main structure is finished. thanks for your time.





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Re: Parralaxion
Posted by ReNo on Wed Jul 21st at 1:58pm 2004


I think it looks pretty cool! Nice, unique setting, and good textures make it look the part. I'm a little concerned about r_speeds with all those floating bits though, there are a whole lot of faces on show here. [addsig]



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Re: Parralaxion
Posted by Adam Hawkins on Wed Jul 21st at 2:25pm 2004


I have to agree...it does like kinda cool Could maybe benefit from an extra wall here and there for cover but other than that I like it a lot! Of course, i'd be crap on it as i'd just keep falling off every time someone shoots at me [addsig]



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Re: Parralaxion
Posted by Cassius on Wed Jul 21st at 3:10pm 2004


Awesome, a staggering improvement over your previous work. [addsig]



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Re: Parralaxion
Posted by Kage_Prototype on Wed Jul 21st at 3:10pm 2004


It looks cool, no doubt about that. [addsig]



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Re: Parralaxion
Posted by ReNo on Wed Jul 21st at 3:22pm 2004


? posted by Cassius
Awesome, a staggering improvement over your previous work.

I was thinking much the same actually, I don't know why you said it isn't up to your usual standard when in my eyes, this looks to exceed your prior works. I admit I haven't seen all of them, such as your DoD maps however.

[addsig]




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Re: Parralaxion
Posted by Ferret on Wed Jul 21st at 5:05pm 2004


oh wow. This room is f'ing awesome! God I wish I had a place for that type of an area in my map. And fairytales isn't THAT good. With some neat little lighting effects you could really make yours like better than mine! Top notch like campaign junkie's persion letters map.



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Re: Parralaxion
Posted by Campaignjunkie on Wed Jul 21st at 8:00pm 2004


*thwacks Ferret*

Anyway, this map looks great. Got me thinking about a possible cool effect - make all the background-pieces (I'm assuming they're brushes) part of a func_rotating or something, and have it constantly rotating around and around the central arena. Would make for a really disorienting effect and give the illusion of the arena spinning around.
[addsig]




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Re: Parralaxion
Posted by KIIIA on Wed Jul 21st at 8:40pm 2004


Looks like a talented mapper had the balls to try suppin` completely different! Nice!

But I miss teleporters. On a platform map like this , I think teleporters are kind of a "must have"

But the spinning effect is a great idea too. But anyway , good BW!





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Re: Parralaxion
Posted by Ferret on Wed Jul 21st at 9:09pm 2004


then rig a simple 6 or 7 sided cylinder and do a func_scroll or something and make something ELSE disorrient you. LIke clouds or race cars or CJ's face.



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Re: Parralaxion
Posted by Agent Smith on Thu Jul 22nd at 4:05am 2004


Well first of all thanks for your comments, I really appreciate the input everyone gives.

The reason i was saying it doesn't seem up to my usual standard is because it usually takes me a lot longer to get a map up to a high quality. But don't get me wrong, I'm loving how this map has turned out, it just feels a little rushed.

Anyway, like I said before its a bit of an experiment outside of the usual bounds of HLDM. Like you Reno, I though the R's would be huge, considering you can see lots of the map at anytime, and the whole map is in one area. But I was pleasantly surprised to find that the R's were a lot lower than expected. The highest they get is 1500, but only when you noclip up into the air and can see the entire map at once. The highest it gets at any point on the map is 1200, which is a little bit high, but well worth the sacrifice for the spinning rubble vortex.

And, thanks for the suggestion Campaignjunkie, but the rubble already spins. It's all divided into six func rotates that spin the same way but at slightly varied speeds, making it look a lot less uniform than one would expect, considering each func rotate is constructed using the exact same brushes.

I was a bit worried about the lighting, but the nature of the map makes fixed/visible light sources a problem, they would also cause a significant jump in R's. The current effect at the moment gives the impression of lots of downlights shining from above, and it looks ok. Also the jump pads have some problems (see profile for description), but theres not much else I can do with them. I had thought about replacing them with teleporters, like you suggested KIIIA, but bounces suit it a bit better I think.





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Re: Parralaxion
Posted by JFry on Thu Jul 22nd at 7:49am 2004


looks cool, reminds me of diablo 2 a bit.



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Re: Parralaxion
Posted by ghost of evilspy on Thu Jul 22nd at 11:25am 2004


Omg, looks sweet! If filesize isn't too much I'm going to put this on my friend's server [addsig]



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Re: Parralaxion
Posted by Agent Smith on Thu Jul 22nd at 1:36pm 2004


I was slightly wrong regarding the r_speeds in game, they get to about 1350, which I'll admit is a bit high. I might reduce it a bit by deleting some of the rubble vortex, which should take it down to about 1200. Even so it might be alright as it is.



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Re: Parralaxion
Posted by ReNo on Thu Jul 22nd at 2:18pm 2004


Is the rubble solid, and can therefore be used as part of the map if you gauss jump around? [addsig]



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Re: Parralaxion
Posted by Adam Hawkins on Thu Jul 22nd at 3:03pm 2004


Don't forget the 'null' texture. Apply it to any brush-faces that won't be visible to the player at any point. That might save you a few r's - but other than that I don't see how you can really reduce them without removing brushes, which would be a shame as you've obviously put a lot of effort into realising your idea. [addsig]



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Re: Parralaxion
Posted by Agent Smith on Thu Jul 22nd at 10:11pm 2004


The rubble isn't solid at this stage Reno. While it would be fairly cool if it was, it would give the players a chance to see even more of the map at once. while those R's wouldn't go higher than about 1500, it adds some problems as well. the illusion of the vortex would be somewhat destroyed, as the player would be able to see no other pieces beyond the ones already there. Also the chance of actually landing on one of pieces, which are spinning at speeds between 40 and 50, are pretty slim. I figured the problems outweighed the small increase in game play.

Thanks for the suggestion of the null texture Adam, I had completly forgotten about that, and will give it a go tonight.





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Re: Parralaxion
Posted by KingNic on Thu Jul 22nd at 10:19pm 2004


Tried converting the rubbe to models?
[addsig]




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Re: Parralaxion
Posted by ReNo on Thu Jul 22nd at 11:04pm 2004


I don't know what you could null here that would be of much use to be honest. The only ones I can think of would be the outside faces of the spinning rubble, and those won't be rendered from anywhere but around the outside of the rubble, where frame rates really don't matter and it would be more important to have a good look for screenshot purposes. [addsig]



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Re: Parralaxion
Posted by Crackerjack on Fri Jul 23rd at 3:49pm 2004


gauss jump?! what is this nonesence you speak of! [addsig]




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