And then in the center, the lasers all meet together and form some sort of extremely bright laser into the starry night above.
Ha!
[addsig]And then in the center, the lasers all meet together and form some sort of extremely bright laser into the starry night above.
Ha!
[addsig]
/streches his fingures
Ok guys, here's my idea for what we'll do. Read it carefully and reply.
The map will revolve around a single element. Water. With water, Hornpipe2 can have his water wheel idea. With water, we can make steam, flooded areas in the map. Waterfalls and much other stuff.
What I must ensist however, is that you can use whatever textures you want but try and keep most of your texturing to a dark set. You can have bright textures, but not everywhere.
Dont worry about a comonality between each of your maps, I will look it over when we have something done. As well, I will make a center-piece to the map, An outdoor area similar to what I used in Dark Complex and Cliff Complex. This will add some vertical play to our map and make a neutral area between all of your sections.
When making your map, start with a limit of 512*512 horizontally and say about 128 vertically. This way it will be much easier for me to connect the sections without having 1 persons stuff in someone elses work. Once I have a basic connection, I will resend the map to 1 person at a time so he can modify his area.
You guys can use custom light emiting textures, but try not to have too many. The more different lights and lighting we have, the more strange our map will look. (my opinion anyways) As well, since I have never worked with custom lighting, someones gonna have to help me out with this.
Remember, you guys can get custom textures anywhere you want, just send me a copy of the WAD (or a download link) and tell me which textures you are using. I will make our own WAD.
Do not worry about player spawns and weapons. Once the design of the map is finished (or almost so) then we will work on that. Doc, I havent forgotten your offer on this. DocRock will help each section mapper with spawns and weapons. He will make suggestions, its for you guys to take it as you see fit.
If you guys want to get a comonality started now, you'll all have to agree on what it will be. So far, I have read 2 ideas. Lines and lasers.
As well, you guys must tell me if you want a skybox in your section because we will have to agree on a sky texture. (my eyes are set on a rocky nighting setting.)
Thats about all I can think of. Keep the R's under - I'd prefer 800, but as long as they stay bellow 1000 Im happy. E_polys shouldnt be a problem. Try and do some kind of Vis_blocking where your section is to connect to an other section. If not we might have huge R's problems. Assume your buddy hasent done Vis blocking.





I still think 512 x 512 is a little small. I drew it up in Hammer..this was when we had only a limit of 128 height.
If we were to allow ourselves rooms of 2048 x 2048 x 1088, we'd have plenty of room plus, in the hammer grid, we could fit 9 of these size rooms. We wouldn't have to fill each area competely...but it would allow for higher ceilings and better game flow.
Here is a larger room:
What do you guys think?
The whole point of the 512 limit is to keep the map size relativly small. remember doc, there are going to be ten of these areas. besides, if you are limited to a volume of 134 million cubic units (512^3) that really is allot of space. forget about the 128 height limit as that only allows 31 million cubic units, which really is too small. don't limit yourself to a 512 unit cube though. you could for example make an area that was 724 (512*sqrt(2)) units on a side and 256 units high. I realize that this is still on the small side, but we want to be able to compile and play this thing when we are done. plus it would be nice if it would work with fewer than 32 players. do you see what I mean?
oh, and WC, it really doesn't matter what shape our ares are, since you can reposition them however you want to make your central area work.
[addsig]
Alright, seeing Doc's pictures of the 512*512 area I now notice that it is really small. Sorry I didnt have VHE open at the time I said the size limit.
I guess I cant really put a limit then, but just remember that there are 8 sections + 1 centerpiece to this map. Keep your size in consideration when you map.
Ok, now we come to who's making what.
there are 8 sections. Which mean 8 mappers. And 1 centerpiece which I will be making.
Now comes picking time I need you guys to reply and tell me which section you want.
the sections are:
Upper Left
Upper Center
Upper Right
Middle Left
Middle Center (centerpiece) Wild Card
Middle Right
Lower Left
Lower Center
Lower Right
If there are more mappers interested than there are sections, ... err... we'll figure something out.

I'll do the upper right please.
Now, questions...will there be multiple levels? Are we going to use any of the Half-Life wads? Who will place the light_environment? What sounds can we use (custom or stock)?
The general theme is water/lasers with dark textures and a night setting?
When are we going to shoot for release or beta v1?
/scribles Doc for Upper Right
you can build multiple levels (perhaps a max of 3 or 4 floors). If you mean other mappers making something above or bellow the Upper Right section, for now, its no. But seeing as there are only 8 sections and probably more mappers, then we might have to make sections above or bellow.
For sure we will be using the HalfLife.WAD, we cannot forget where this game came from. But dont need to use it too much.
As for a light_environment, we'll worry about that later on.
I cant say if we can use custom sounds or not because I dont know the procedure for using them. If someone can fill me in. I guess for now, yes, but you might have to remove them. whats a stock sound?
The general theme of the map is water, using mostly dark textures and a night setting. You can have lasers, just not too many.
Once you guys have a section (confirm with me first) you can start mapping. It might be too early for a deadline, but perhaps a first BETA around February 2004. Sounds good to you guys?

Aight. Most importantly, day or night? Indoors or outdoors? This dictates the light_environment for us.
Let us use hl.wad, xeno.wad, decals.wad, liquid.wad, and spla.wad. If you need a specific custom sprite, sound, or whatever, make sure you make it available to everyone so we don't accidentally duplicate where we could reuse. I don't know about lasers, it seems we want simply water everywhere. So my question is the theme, I don't want to make (for example) a big water-powered mill on a hillside and then you walk into the next area, a military complex.
PS Give me lower left.
Dark night with water flowing everywhere? In some sort of Phantasy Star Online-style forest? or perhaps you were thinking more of... sewage treatment plant? ![]()

/scribles Hornpipe2 for Lower Left
its a night time map with mostly dark textures. Dont worry too much about the light_environment.
The map will revolve around water. An industrial type of setting. Sorry, no windmills and less you can fit it in somehow ![]()
Maps are mostly indoors but you can have some outdoors. The only pure outdoor area will be the centerpiece.
I must step on your statement for the textures though Horn. You use whatever .WAD you want to use. But you must send that wad to me or give me a download link so I can make our own .WAD. I will never give you our WAD because it will be in constant change everytime someone gets a new texture or a new .WAD to use.

How about just a futuristic-type base, pretty linear, with rocks and waterfalls off the rocks...something slightly akin to the snark9 map, but ours will be full of more moisture.
Snark9 is pretty linear too..some higher areas...
Custom sounds...ambient_generics..wavs....all the same thing. We'll need a commonly named folder in valve/sound to pull the wavs from. So we're all on the same page, why not name any folders we make "spla"...spla for models, sounds, sprites...each in their own respected folders.
valve/sound/spla
valve/models/spla
valve/sprites/spla
valve/maps/spla
Map needs to be uniform this way so that when it downloads, the required files will pull from distinct folders, and not just from all over the place.

The folders are just as important as the wad or sky. It really needs to be done or it will be chaos at the end when the final .res file calls for many different pathnames for sounds, sprites or models. ![]()
If we don't do it the right way from the start, we will be begging for mercy at the end.

