SPLA Map
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Re: SPLA Map
Posted by DocRock on Tue Oct 21st at 8:31pm 2003


Just need to have a very strong path for the map.

You're taking care of the wad, sky, final build. You'll need to have all the wavs, sprites, models, etc in folders so you can ensure the paths are correct in each entity.

If Doc places a sound in valve/sound/ambience and if Wild Card places a sound in valve/sound/spla, that would mean that with the zipped final map, there would need to be 2 seperate sound folders.

Confusing. Not only to the mapper's, but to the guy who wants to play it when it's done and doesn't understand why he has 2 sound folders..

It's tricky keeping it all sorted, but if we keep it straight from the beginning, then at the end we'll have all our soldiers in a row





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Re: SPLA Map
Posted by Hornpipe2 on Tue Oct 21st at 8:37pm 2003


My intention of the WAD Master was to keep a constantly updated SPLA.wad file (with changelog) on a webpage somewhere so it's available for everyone. Not only will that allow us all to pool our shared texture resources for the map, but reusing textures someone else is already using in their part will bring about more cohesion than everyone using a separate texture set.

I'll host the wad file, and handle all the updates, if you'd like. I could write a PHP upload script that would place everything into an INCOMING directory, ready for the next include. (I'd use WALLY).

[addsig]




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Re: SPLA Map
Posted by Wild Card on Tue Oct 21st at 9:11pm 2003


Alright, I understand the folders now.

If thats what you meant Horn, I can do that, or you, which ever, but that would mean we would have to send you notices everytime we use a new texture and then notify the other mappers to download the new .WAD. It would get very confusing that way.

If we do it my way, its much simpler because then at the end we add all the custom textures.

Just my opinion,





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Re: SPLA Map
Posted by G4MER on Tue Oct 21st at 9:13pm 2003


Whew sleep for 8 hours and U wake up to 2 new pages of post..

LASER - could be powerd by the elements all coming together in the center.. The laser could be a force thats powering a shield that keeps us all alive like in the High Lander movie. ( So it would be dark )

(*note LAVA is to an element, its molten rock.. so its earth set on fire.. =) lol )

Textures,sprtes, and what ever used should be sent to each other mapper.. so that a commen wad can be created and updated as needed.

Ok are we about at a set of goals and objectives? if so can we get the group leader to spell it all out and hand out the marching orders?

($)

[addsig]




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Re: SPLA Map
Posted by Tracer Bullet on Tue Oct 21st at 9:14pm 2003


Doc is absolutly right. I had been just assumeing we were all on the same page there, but I see that it was a mistake.

if everyone just puts their custom resources in an xxx/xxx/spla folder than there will be no problems when, we are done.

WC, put me down for wherever there is still room. I don't care.

everyone just use whatever dark industrial type textures you want. then at the end, WC or horn will combine all the custom wads into a single SPLA.wad.

[addsig]




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Re: SPLA Map
Posted by Schmung on Tue Oct 21st at 10:05pm 2003


Middle left please. I shall begin mapping. I'll keep trakc of this so I know what to do WAD wise, lighstyles wise I'll post a sort of mini RAD with any customs that I use wherever seems most relevant.



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Re: SPLA Map
Posted by Gorbachev on Tue Oct 21st at 11:37pm 2003


I'll take lower centre. [addsig]



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Re: SPLA Map
Posted by Sinner_D on Tue Oct 21st at 11:50pm 2003


ok ok ok...seems like everytime i get on here the rules/theme/# of + pages changes...lol

ok well ive already started my section... its playing of our stream idea, and im gonna have (pipes) dumping toxic waste into the water, layout is still hazy.

ok, so are we implementing lazers into our theme aswell? i kinda like the whole color lazers for each section meeting in the center for a huge brighter laser. need to start handing out colors soon though...i got dibs on red

umm, im not sure what sections are still left, so suprize me WC

ive got a problem with the folders thing...all my work is done on a slave HD which doesnt have HL installed so i dont have the valve dir to place our dirs in...lol but what ive noticed is, if we all simply place our (resources) in the respected dirs within our WC (worldcraft not wildcard ) dirs, thenwhen it comes time to stick everything together, we will all have common dir structure.

the size limit? are we sticking with 512*2 horizontal, and reasonable height. i can always go bigger, just dont tell me we've downsized now...lol

another thing, if we are all planning on having a stream(connected between sections) i suggest we choose a water texture now, might get ugly down the road for WC when it comes time to piece this shiet together.

[addsig]




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Re: SPLA Map
Posted by G4MER on Wed Oct 22nd at 1:51am 2003


Ok, Ill begin work tonight on my section.. Im gonna have a Huge Molten Metal Flow, droping like a water fall, into many differant containers, coming to a final channel and being sent on into a large pipe.

Stick this where ever it fits..

($)

[addsig]




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Re: SPLA Map
Posted by Sinner_D on Wed Oct 22nd at 2:00am 2003


another thing ive been thinking about, maybe we should have someone make up a "prefab" light ficture for this map, this would make it look less pieced together and more like a single map. just a thought. [addsig]



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Re: SPLA Map
Posted by Tracer Bullet on Wed Oct 22nd at 2:44am 2003


I don't think that consistant lighting would be that great of a thing. this is going to be a disprate map. why not embrace the diversity? [addsig]



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Re: SPLA Map
Posted by Tracer Bullet on Wed Oct 22nd at 2:45am 2003


Okay, here is how things stand as I see it.

>>

Name: mappername.rmf eg. Tracer.rmf this way when we post up the files for Wild Card, he won?t end up with 9 files called spla.bsp

>>

Theme: almost whatever you want, but based around a flowing liquid, with an industrial and or futuristic feel.

>>

Commonality: Each section must incorporate a monochromatic laser, the color being unique to the area.

>>

Size: 1024^3 as an absolute maximum volume.

>>

Custom resources: all custom resources will be placed in a sub directory called spla. For example: Half-Lifevalvesoundspla as long as this convention is followed you can include any custom resources you want within reason.

>>

Textures: use whatever you want, but make it fit the theme, eg dark industrial/futuristic. Any custom wads you use will be baked into a single spla.wad in the end.

>>

Texturelights: rename any textures you use for lighting and include your spla.rad file so that they can be simply added together in the end.

>>

Light_environment: do not place one. WC will do this at the end.

>>

Skymap: as it stands this will be a dark night or evening. Again WC will decide.

>>

R-speeds: 1000 w_poly max

>>

Weapon/Item/Spwan: Initial placement by WC. To be edited upon beta testing. Only place weaponry if it is integral to a feature of your area. For example, you might have a really tricky way of obtaining a super weapon you want to implement.

>>

SP texture artist: after we have a beta together. We should submit it to the texture artist around here and see if they want to come up with any goodies for us to replace our other textures.

>>

Mappers: Tracer Bullet, Wild Card, Schmung, Sinner_D, Hornpipe2, MoneyShot, Gorbachev, Finger, Kapten_Ljusdal, DocRock.>>

If I?ve missed anything, or there are more suggestions, let me know.>>

[addsig]




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Re: SPLA Map
Posted by Gorbachev on Wed Oct 22nd at 4:11am 2003


? posted by Tracer Bullet

Okay, here is how things stand as I see it.

>>

Name: mappername.bsp eg. Tracer.bsp this way when we post up the files for Wild Card, he won?t end up with 9 files called spla.bsp

>>

Theme: almost whatever you want, but based around a flowing liquid, with an industrial and or futuristic feel.

>>

Commonality: Each section must incorporate a monochromatic laser, the color being unique to the area.

>>

Size: 1024^3 as an absolute maximum volume.

>>

Custom resources: all custom resources will be placed in a sub directory called spla. For example: Half-Lifevalvesoundspla as long as this convention is fallowed you can include any custom resources you want within reason.

>>

Textures: use whatever you want, but make it fit the theme, eg dark industrial/futuristic. Any custom wads you use will be baked into a single spla.wad in the end.

>>

Texturelights: rename any textures you use for lighting and include your spla.rad file so that they can be simply added together in the end.

>>

Light_environment: do not place one. WC will do this at the end.

>>

Skymap: as it stands this will be a dark night or evening. Again WC will decide.

>>

R-speeds: 1000 w_poly max

>>

Weapon/Item/Spwan: Initial placement by WC. To be edited upon beta testing. Only place weaponry if it is integral to a feature of your area. For example, you might have a really tricky way of obtaining a super weapon you want to implement.

>>

SP texture artist: after we have a beta together. We should submit it to the texture artist around here and see if they want to come up with any goodies for us to replace our other textures.

>>

Mappers: Tracer Bullet, Wild Card, Schmung, Sinner_D, Hornpipe2, MoneyShot, Gorbachev, Finger, Kapten_Ljusdal, DocRock.>>

If I?ve missed anything, or there are more suggestions, let me know.>>

Don't follow the reasoning for having compiled versions seperate to send to WC. He'd need .rmf files to be able to join them.

[addsig]




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Re: SPLA Map
Posted by Sinner_D on Wed Oct 22nd at 4:31am 2003


i believe thats what he meant, mappername.rmf

also...should we hand out laser colors? or do you guys care if 2 sections have the same color laser?

"Custom resources: all custom resources will be placed in a sub directory called spla. For example: Half-Lifevalvesoundspla as long as this convention is fallowed you can include any custom resources you want within reason.

>>

Textures: use whatever you want, but make it fit the theme, eg dark industrial/futuristic. Any custom wads you use will be baked into a single spla.wad in the end."

again this mightbecome a problem with me, as all my work is done on a slave HD cause i run win2k and for some reason my compiler doesnt like win2k's file structure. if anyone has any suggestions, or if anyone cares if i just disregaurd this rule let me know

also, so as an absolute max 1024x3 right? hopefully this will be implementable into my design. i swear, if we change the size one more time ima go on a rampage...lol

[addsig]




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Re: SPLA Map
Posted by Tracer Bullet on Wed Oct 22nd at 4:39am 2003


Yes, I meant mappername.rmf

I don't think it will be a problem if you don't have the dirctory structure right sinner. you should work it out with WC though.

1024^3 was a compromise for Doc. but yes, that is the maximum, unless there is an overwhelming majority that want's somthing different.

[addsig]




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Re: SPLA Map
Posted by Sinner_D on Wed Oct 22nd at 6:17am 2003


ok well WC...looks like your gonna have to setup my custom resources shiet...ill make it easy on ya and include a txt with my rmf with a list of ents that need changing...okey?

or i could setup a fake hl dir structure on my slave HD, that wouldnt be too much trouble. either way dont matter to me

anyways, should i be worried? my leafportals is taking forever in my compile...ive never been good with compile tech, so what is this?

[addsig]




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Re: SPLA Map
Posted by Orpheus on Wed Oct 22nd at 11:40am 2003


this thread is just to long for my tired eyes to read thru ATM, but let me suggest a few pointers, that may or may not have been covered already, use this advice, or ignore it, doesn't matter, but do not come up later and cry, because you didn't listen

1) planning out a maps layout is all fine and dandy, but in practicality, you are only wasting your time, usually something or someone will skew it and it will go to s**t rapidly, just chose the order of who will add what, and when and you will be ok, thats about all the layout you will need in advance.

2) chose a theme, stick to the theme, do not vary from it.

3) chose a texture set, and stick to it, remember not everyone has broadband, and you will seriously handicap anyone on 56k if you add 25 megs of custom textures and sky's.

4) pick a time limit on each persons addition.. a week to no more thaN TWO is sufficient.

5) additions can be made in advance, for those wanting to add theres rapidly upon receiving of the rmf..

6) KEEP the format in RMF, because after you go thru the trouble of visgrouping, and some asswipe removes it all by sending you the .map file, you WILL BE PISSED!

7) r_speeds will not be an issue, just because it is a multi-member creation, if you adhere to visblocking and so forth, the r_speeds will be fine, in spite of its size, remember not to create oversized func_walls, because YOU WILL effect everyone elses r_speeds.

8) pick a leader, doesn't matter who, but let them decide the decisions that will arise... group decisions only work so far, then they become moot.

9)finally, try to incorporate your addition without the need for miles of interconnection, and boring hallways.. do not forget, you have an UP and a DOWN direction as well as linear layouts..

i wish you all good luck, and want you to realize, this project will be the best fun you have ever had, but, its not finished till its completed, so if you are thinking its already a done deal.... you will be disappointed..

[addsig]




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Re: SPLA Map
Posted by Schmung on Wed Oct 22nd at 2:17pm 2003


Right. Now everythings clarified I 'spose I better get mapping then..



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Re: SPLA Map
Posted by Wild Card on Wed Oct 22nd at 5:08pm 2003


Alright guys, Im just gonna catch up on some reading, think a little and post, expect something in like 20 minutes



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Re: SPLA Map
Posted by Wild Card on Wed Oct 22nd at 5:35pm 2003


Ok, heres the mapper list so far.


  • Upper Left: Tracer Bullet
  • Upper Center:
  • Upper Right: DocRock
  • Middle Left: Schmung
  • Middle Center: Wild Card
  • Middle Right: Sinner_D
  • Lower Left: Hornpipe2
  • Lower Center: Gorbachev
  • Lower Right: MoneyShot

Ok, now the map theme is water oriented. Dont worry about colored lasers. Dont worry about a comonality in the maps just yet. Make your sections water oriented.

There arent really size restrictions, just dont make anything overly big (or small).

Save your sections as such WildCard(centerpiece).RMF or mappername(section).RMF.

When you send me something, send me your section in .RMF format only. I will not accept .MAP (because I hate it) and .BSP (because It`s of no use to me).

Feel free to use custom sounds, textures, sprites, textured lighting. However, READ THIS CAREFULLY

For custom sounds, I need a copy of the .WAV (or whatever format) file.

For custom textures, I need a copy (or download link) to the .WAD. You must give me the name of the textures you are using (ei: crete3_wall01). Without this, I cannot make the custom .WAD because it will be harder for me to find all the used textures.

For custom sprites, I need a copy of the .SPR? (whatever the file is) file.

For custom textured lighting, I need the .WAD its in as well as your RGB and brightness values.

Skymaps, dont worry too much, I`ll decide, however, if its important to you, please tell me.

Do not add weapons/items/player spawns.

------------------------------------------------------

Thats about all I can think of for now. Theses are your instructions, follow them.

Once your sections are somewhat do, send them to me so I can get a "first look" at how much trouble I'll be in when I have to put everything together






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