Hex by ReNo

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Map Description

Merely a proof of concept at the moment, I've no idea how or if I plan to develop this rather novel level any further.

Discussion

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

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

Keep it up
Posted by ReNo on Fri Jul 1st 2005 at 12:47pm
[Author]

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!

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 "board game" style.

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 :)

rs6 - get on it man, the contest is looking quiet so far so we need to drum up more entries!
Posted by Agent Smith on Fri Jul 1st 2005 at 12:28pm

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

This sooo reminds me of the board game 'Settlers of Catan'... :D

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

Reminds me a lot of Haste's "Stolatene Mine" for Quake 3 ... http://www.planetquake.com/nunuk/geocomp2maphaste.htm

Nicely done so far!
Posted by rs6 on Fri Jul 1st 2005 at 2:38am

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