Posted by ReNo on Fri Jul 1st at 2:49pm 2005
So yeah, the map description says it all really. This is my WIP entry for this year's contest, and is somewhat akin to my entry last year in that it is a flatshaded island. This time around though, everything is based on a hexagonal grid. Pretty crazy I know, any isn't exactly taking advantage of the source engine too impressively, but its a very fun way to map, and its something different (which is I guess the point of this contest).
Comments, suggestions, criticism, etc... are all welcome. I'd particularly be interested in hearing whether you think I should add in non-hexagonal detail or keep going with the way it currently looks. Also ideas on what I could do about physics props, as obviously nothing "usual" is going to fit here.
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Posted by Myrk- on Fri Jul 1st at 3:03pm 2005
We don't have both... When you post a forum thread it removes comments... I prefer having both, but maybe only comments on final versions so you can see if its worth downloading.
Anyway, your map. Looks cool, but I feel its lacking- not quite there. Maybe your should expand the grid to a 3 dimensional hexangonal grid? That would be crazy. Just looks like its lacking detail and I can't see how much could be added on the current theme, which may be a little too HL1 based.
Also ask yourself- does it have to be an island? It restricts your choices of what you can do considerably. I think maybe a Hexangonal gridded HL2 style level would be interesting, like an alternate universe where everything is hexagonal, but relates to the existing world.
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Posted by ReNo on Fri Jul 1st at 3:18pm 2005
Initially I was going for something entirely abstract, then I played around with a beehive kinda thing, but eventually I settled on this island setting. I think its because I've been playing the Wind Waker that I've been turned back to this sort of theme
The 3D hexagonal grid idea sounds far too complex in my opinion. Hexagonal prisms all slot together nicely on a grid, but I don't even know if a shape exists that comprises wholy of hexagonal sides
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Posted by Myrk- on Fri Jul 1st at 3:40pm 2005
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Posted by BlisTer on Fri Jul 1st at 3:59pm 2005
i agree with myrk that it looks too simple and HL1 -even with the fact that probably only 10 ppl in the world are using hexagonal grid right now
That technologically new approach will soon be overlooked i think, and ppl will only see the simple shapes and colors.
If you restrict yourself to hexagons in 2D you can only work in terms of pillars -like in those screens- which will always keep it too simple i think, even if you make it impressive in scale and grandeur. As great as your last-year's entry looked, i dunno if you're gonna achieve the same "wow"-effect (+the fact that it's not new anymore, only the hexagonal bit)
Anyway, it seems everyone is going back for their last year's theme so far ![]()
Posted by G.Ballblue on Fri Jul 1st at 5:52pm 2005
I got a pretty good amount of "wow" when I saw the visual style of the map
I'm assuming you are using the cel-shading method? It's hard to tell if the black lines are somehow built into the textures, or if they are actual polygons.
Based on what I have played of the original HL1 map, my major recomendation would be to make the water... actual water " SRC="images/smiles/icon_biggrin.gif"> I realize, that since this is DM that could be hard to do for the engine, but meh, worth a shot I guess.
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Posted by ReNo on Fri Jul 1st at 6:55pm 2005
It isn't cel shading, at the moment I just have black brushes around the edges of all the faces. Its not ideal as it bumps up the poly count when black trimmed textures would do the trick, but it was just last nights experimentation so nothing was finalised. I'm pretty set on this theme now I think (its quick and easy - if I feel like something else as well, I can probably manage) so I'll work on optimising the technique. Performance should be fine regardless, as even if there are a lot of world polys on show, the materials used are all very basic. They just use the unlitgeneric shader, meaning they are just single pass diffuse maps, without the addtional complexity of even lightmaps, let alone normal or specular maps.
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Posted by Windows 98 on Fri Jul 1st at 7:50pm 2005
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Posted by Finger on Sat Jul 2nd at 12:51am 2005
I like it sofar... fan of windwaker " SRC="images/smiles/icon_smile.gif"> What would be cool is to possibly mirror the general architecture here, with an alternate 'realistic' setting. You could then warp from abstract to realistic at certain points of the map and get the sense of an alternate yet parrallel universes.
Posted by Cassius on Sat Jul 2nd at 3:05am 2005
Posted by Crono on Sat Jul 2nd at 8:07am 2005
Finger has a cool idea too.
something that would be pretty cool, and disorienting, is having a teleport at the edges of the map that circle the player around. You could have "traps" that fling them in directions and such. A "flip" grid on the bottom that would rotate up with a switch, trigger, whatever, revealing the same land mass, but realistic would be really cool. Obviously, launching the player in the process. You could probably get certain paths going (based on force and position, with some testing you'd figure out common spots in the air) and place some obscure blockade that can come up out of the ground or something as such.
It'd probably require the playing feild to be half way between the bottom and top of the map. Having the realistic side on the bottom (upside down) and what you have no on top. You could then have some nicely placed teleporters and enough draw distance to make it looks seemlessly circular. (You could get launched in the air and smack into the floor that is underneath everyone else, get it?)
Or you can completley ignore me.
But those are some suggestions based on what you currently have.
Posted by Myrk- on Sat Jul 2nd at 1:46pm 2005
Hmmm... Or, if you feel like doing alot of entities instead of size and grandure, a mass button that removes all the hexagons, and makes it all normal. So a button that transforms Hexagons to normal, and a button that does the reverse, Assuming you use quite a few clip brushes and some kill entities, should be pheasable, and more impressive than a huge hexagonal map.
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Posted by Supa on Sat Jul 2nd at 8:14pm 2005
I've just about finished a beehive map, Breakhive, based on a breakable staggered hexagonal grid. It does stress the source engine in that each hex is a entity and its pretty much maxed out the model and entdata pools. The nice thing about the structure is that as you dig through the honeycomb you have 12 directions to go. (3 up, 3 down, 6 sideways)
Posted by Andrei on Sun Jul 3rd at 12:21pm 2005

It has an option to turn the hexgrid off or on so that's why it's missing here.
Posted by mazemaster on Sun Jul 3rd at 12:46pm 2005
Posted by Captain P on Sun Jul 3rd at 8:06pm 2005

Still reminds me of that game...
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Posted by Forceflow on Mon Jul 4th at 4:03pm 2005
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Posted by G.Ballblue on Mon Jul 4th at 4:45pm 2005

Still reminds me of that game...
That looks like something out of "Jumping Flash". " SRC="images/smiles/icon_wink.gif"> I would say this is a great idea, have an individual world for each hex (and maybe still hold the cel shading?
" SRC="images/smiles/icon_biggrin.gif"> ) Also, have you considered having any floating hexez?
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Posted by Myrk- on Tue Jul 5th at 1:13am 2005
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Posted by habboi on Tue Jul 5th at 9:50am 2005
Zone of the Enders 2 had this boss fight with hexagons flying everywhere!
It was crazy hmm let me see if I can get a picture:
http://www.gamehope.com/s0106/img06/2b325e8ef4.jpg
Damn it is so small but you can see tiny floating things around him " SRC="images/smiles/icon_smile.gif">
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