Hex
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Re: Hex
Posted by ReNo on Wed Jul 6th at 1:20am 2005


Captain P: The map isn't anything like that sort of scale I'm afraid - its 1x1 scale, just split into a hexagonal heightmap of sorts.

Forceflow: It wouldn't fit together as a grid if they aren't the same size.

Habboi: Can't quite make out, well, anything there <img src=" SRC="images/smiles/icon_biggrin.gif"> But yeah, hexagons rock, as this P.N.03 wallpaper demonstrates...

http://www.cubedomain.nl/images/wallpapers/pn03_2_1024.jpg

Maze: I think I'll probably go with something along these lines, and try to continue the hexagon theme into them (eg. hexagonal knots in the wood grain of wooden objects). I may also go slightly away from the hexagons by having non hexagonal objects above the initial "heightmap".

Thanks for all the comments so far guys <img src=" SRC="images/smiles/icon_smile.gif">






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Re: Hex
Posted by Orpheus on Wed Jul 6th at 12:16pm 2005


Personally, I don't like the colors much. I like the theme however and suggest that if you didn't consider it yet.. Make this a "King of the hill" style map.

There are to few king type maps, and even less that are done well... You have the skill necessary to make a proper king type map if you chose to do so.

Good luck Duncan. <img src=" SRC="images/smiles/icon_smile.gif">





The best things in life, aren't things.



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Re: Hex
Posted by mazemaster on Thu Jul 7th at 7:54am 2005




Wait, there are hexagons in that picture? <img src=" SRC="images/smiles/confused.gif">

Oh, right.






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Re: Hex
Posted by Orpheus on Thu Jul 7th at 9:22am 2005


There is something disturbing about people who notice animated females.

And you guys have the nerve to say I am weird with my "pee and poo" thing. <img src=" SRC="images/smiles/icon_lol.gif">

*toddles off to change plastic lined undergarment*





The best things in life, aren't things.



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Re: Hex
Posted by Myrk- on Fri Jul 8th at 1:52pm 2005


But the game developers make women for the women players! Yerrss... thats it...




-[Better to be Honest than Kind]-



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Re: Hex
Posted by im.thatoneguy on Mon Jul 18th at 8:28am 2005


Personally I think it looks like on the of the coolest most innovative Half Life 2 maps to date. And I love the solid colors.

Something you might want to consider doing and I can't tell from the screenshots whether this is happening, is someone figured out a way to fake cell shading without a mod. Really quite clever... everything has a shell that's a unit or two large with a black texture on the inside. The outside is nodraw, so only the outline shows up. I remember that's how we used to do it (although not with hollowed boxes) in pre-rendered apps before all these fancy dancy renderers such as Toon! came out, and it usually works pretty well, especially with rigid bodies... such as a hexagonal map. Then you could have bold outlines and narrow ... inlines... I guess you could call them.

Just something to think about.





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Re: Hex
Posted by ReNo on Mon Jul 18th at 2:43pm 2005


I gave that a shot actually while playing around with a few ideas, but it isn't without its problems. One of the problems is that it doesn't like objects to touch, as then the "outline" brushes you made overlap the adjacent objects, and that causes somewhat unwanted visual results. There may be a way around this (I've seen a few different cel-shading effects over the years), but the couple of approaches I tried didn't end up too successful.

Thanks for the suggestion though, and I'm glad you like the look of the map <img src=" SRC="images/smiles/icon_smile.gif">






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Re: Hex
Posted by im.thatoneguy on Mon Jul 18th at 8:24pm 2005


Were those screenshots taken with AA on? Or will it not antialias textures within a brush?



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Re: Hex
Posted by ReNo on Mon Jul 18th at 9:29pm 2005


My computer is seriously odd with the HL2 settings - many of them don't SEEM to work. I've set my graphics card settings to "application controlled" so I'm not forcing AA/AF off or anything, but they don't seem to do much regardless. My new 6800GT should be here tomorrow, so I'll see how it looks then.






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Re: Hex
Posted by habboi on Tue Jul 19th at 9:20pm 2005


Got any update pictures yet? I was hoping to see some new ones as I saw last reply Reno...





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Re: Hex
Posted by Ferret on Tue Jul 26th at 7:03am 2005


Settlers (the board game above) is an amazing game for anyone who likes board games. I rarely buy them and I ditched out 40$ american for it. Reno already knows how I feel about his level :P




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Re: Hex
Posted by rs6 on Fri Jul 1st at 2:38am 2005


That looks cool. which remeinds me, I should get started on a contest map.



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Re: Hex
Posted by Dietz on Fri Jul 1st at 2:45am 2005


Reminds me a lot of Haste's &quot;Stolatene Mine&quot; for Quake 3 ... <a href="http://www.planetquake.com/nunuk/geocomp2maphaste.htm" target="_blank">http://www.planetquake.com/nunuk/geocomp2maphaste.htm</a> <br> <br>Nicely done so far!



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Re: Hex
Posted by Captain P on Fri Jul 1st at 11:38am 2005


This sooo reminds me of the board game 'Settlers of Catan'... smiley <br> <br>Anyway, nice style, though I'm wondering how you will turn this into a playable DM map that's still interesting enough. The hexagon theme alone lacks a bit character to make up a full map, I think. <br>Especially that unlit, cartoony feel makes the map look very un-Sourcy, in a bad way I think. It's too simple to become really interesting right now.



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Re: Hex
Posted by Agent Smith on Fri Jul 1st at 12:28pm 2005


Interesting concept Reno, and I see you are going to continue across the flatshaded theme from last years competition. Hopefully you'll have more success than last time, though with the simple nature of the architecture and the new engine that shouldn't be problem.



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Re: Hex
Posted by ReNo on Fri Jul 1st at 12:47pm 2005


Yeah Agent, the island setting for last year's entry was really pushing the boat out a bit far for the HL1 engine really, but this time around I think it should be quite managable. I'm not using any complex materials, all these are just single pass diffuse maps - all unlit so not even any lightmaps, let alone normal maps/specular maps to drag down performance. Combined with the fact that everything is fitting together in a hexagonal grid (so there isn't going to be much in the way of face splitting), it should run pretty damn nicely even if it grows to be quite massive. My only concern performance wise at the moment is that all the outlines on the hexagons are brush based just now, which is complicating the brushwork no end. If I can be bothered making some textures with the borders in place, it could actually mean each hexagon needs only two brushes, and you can't ask for more simple than that! <br> <br>CP, I think the hexagonal style actually offers more gameplay potential than you might expect. I may experiment with using smaller hexagons in order to allow for more detail, but I think that might detract from its &quot;board game&quot; style. <br> <br>Dietz, I had seen that before, so when I was playing around with a block type of level and not having much joy, I was reminded that hexagons can work. My first approach was along the same lines as his - a beehive type structure - but after playing around with this setting I decided it was working out better. Glad you like it so far smiley <br> <br>rs6 - get on it man, the contest is looking quiet so far so we need to drum up more entries!



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Re: Hex
Posted by Oski on Fri Jul 1st at 2:45pm 2005


I like it! Reminds me of an &quot;inside the data in the computer&quot; theme. Much like that game Darwinia. Maybe you could add some more of that. Like loose data flying around ala the movie &quot;Hackers&quot;. Or perhaps that would ruin it. Cool sound effects with blipping sounds spread of through the map. That would be awesome! <br> <br>Keep it up




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