Parralaxion by Agent Smith

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Well I've only just gotten up the last version of my map after fixing the error. Due to the nature of the map, VIS had a bit of trouble compiling it, taking a total of around 24 hours. This version or the previous one (not the beta) are both fine, I just had a small error, nothing significant, to fix.

So either this one, or if you've already downloaded the other one Lep, are fine. Of course i'd prefer if you used this new one :)
Sorry about the Link above everyone. The reason for it is that I am currently recompiling my competition map due to an error I found after uploading it. Due to long compile times it may not be done in time, in which case the download link above will be reactivated. If it is finished in time the link will go up and I'll let you know in here. Thanks.
Here's the finished product, and it took damned near 16hrs to compile on a P4 2.8 with a gig of DDR RAM, God knows why. Anyway its available for download, hence the link above, and is the final product submitted for the competition. Enjoy.
Here's a beta of the almost finished map, just some minor tweaking and a full compile to go. Once the finished one is released you can ditch this one.
Don't know why, but whenever I update my maps it never seems to work. Anyway, this map is almost finished and is one of my quicker creations, built over the last few days, and is my comp entry. It is an experiment in mapping different to the standard HLDM, eliminating walls and creating a quake like floating arena.

The setting is amongst the ruined pieces of an old building that have been blown from this reality into a parallel reality. They are suspended in a dark void and form the map. It is also surrounded by a spinning debri field, giving the impression of being in the middle of a vortex.

It's fast paced and frantic, the best kind of DM map, and allows for a lot of vertical and horizontal play. It also will require a lot of skill as one wrong move could send you into the void.

Everythings working pretty well, though the jump pads do have some issues. They only work correctly if you jump at them from the planned location. jumping on them from above will send you into the void and the trigger_pushes are not too friendly to rockets, sending them off course if not laser guided. Apart from that its pretty fun.

Still got some tweaking to do with weapon placement and lighting, but basically finished for the comp. Thanks
Well I've finally made some progress on this map, and its going to be my entry into this years snarkpit mapping competition. Still can't give away too much, but its coming along nicely.
This is a new map I have just started today. As it is quite early in its development I have no screenshots yet, nor any comments on the ideas to be incorporated, as I do not want to tempt anyone with some ideas from an as yet uncompleted map.

Anyway I'm aiming so far for a smallish death match arena styled map, with some unique architecture and mooding. There are also going to be some ideas in it that I have been developing since Blizzard. Keep an eye for screens coming soon and updates.

Discussion

Posted by 7dk2h4md720ih on Wed Aug 4th 2004 at 2:37pm

No problem, hopefully you'll get it working ok. Looking forward to playing it. :smile:
Posted by Agent Smith on Wed Aug 4th 2004 at 2:31pm
[Author]

thanks for the tut alien_sniper, its atually the one I used to get a basic idea of how to set them up. The idea of the triggers is a great idea though, one I didn't consider, so I'll give it a go. Thanks a lot. :smile:

If I can that idea to work I'll try and post a copy of the map tomorrow, otherwise it'll be up sometime before the deadline.
Posted by 7dk2h4md720ih on Wed Aug 4th 2004 at 2:14pm

There's a tutorial here, but it's probably no use to you:
http://www.game-edit.org/tutorials/halflife/generic/bounce_pad/bounce_pad.html

We gonna get a look at this before the competition deadline? :smile:

Did you try making the first push trigger the second one so you have to pass through that first?
Posted by Agent Smith on Wed Aug 4th 2004 at 2:08pm
[Author]

Apart from the bounce pads everything is ready to rock and roll. I tried what you suggested Fishy, but it didn't work. no matter how much fiddling around I did it would only push up, down, or 360 on the x axis. The bounces as they are a bit buggy, not always delivering you to the desired location. I'm still using the method of two pushes, one that pushes you up and into the other that pushes in the right direction. If anyone knows exactly how to do it, or a tut that could tell me how, I'd be forever grateful. Thanks.
Posted by fishy on Sun Jul 25th 2004 at 3:39pm

it's done with the pitch/roll/yaw property. i dont remember exactly, but i tthink you would use a combination of changing the middle 0, (of the 0 0 0 in the p/r/y), and the compass tool thingy.

experiment a little and you'll get it.
Posted by Agent Smith on Sun Jul 25th 2004 at 3:02pm
[Author]

Its not hard to change the stairs, but they are currently at the right combined height, width and length. If I was to change that, I would then have to alter the parts of the map they are connected to, to ensure that things lined up. Then the spacing between the parts would have to be changed to suit the new sized segments. Its just a bit of a hassle I don't have time for, particularly when the stairs are fine and its not really going to make a noticeable difference in the R's.

Anyway, I have deleted some of the smaller debri which has decreases the R's to no higher than 1250, which I figure is acceptable, without ruining the effect.

I know this ain't the editing forum, but to save time I'll ask it here. The jump pads are causing some trouble. Most are directional, as opposed to the standard straight up in the air jump pad. But as some might know it causes problems. I use two pushes, one that pushes you up and into the other that pushes in the right direction. This means they only work if you jump at them from the right spot. I you jump from above you hit the directional push which throws you off the map. Does anyone know how to get them to work without the need for two pushes, as its the only remaining major flaw in the map. Thanks
Posted by ReNo on Sat Jul 24th 2004 at 1:55pm

I highly doubt doubling your step height would INCREASE polycounts, and while it does look a bit daft in some maps, it could be worth checking out. Perhaps not double them up anyway, just go for 12 unit height or something (the BIG ones in maps are normally 16, typically the small one people use are :cool: .

I'd be incredibly surprised if it required more than 10 minutes work to alter the size of the stairs also :razz:
Posted by Agent Smith on Sat Jul 24th 2004 at 1:39pm
[Author]

By regular sized steps Alien_Sniper, I'm assuming you mean the jumbo steps used in most DM maps, ones designed for clowns, with extra length to allow for the big shoes :biggrin: .

On a serious note that would likely make more polys and also require serious altering of the map. So thanks for the wonderful suggestion, but perhaps not :smile: .
Posted by 7dk2h4md720ih on Sat Jul 24th 2004 at 2:08am

Want to save polys? Use regular sized steps instead of the littly girly ones you have now. :smile:
Posted by Campaignjunkie on Sat Jul 24th 2004 at 1:28am

I'm pretty damn sure they would be rendered...they are not sealed away
by VIS in any way so the majority of the map would be rendered at all
times. I'm with Reno in the thought that only the furthest and outer
most edges of the chunks could be NULLed. Why not vary the sizes of the
platforms? so some 3,4,5,6 sided ones to mix it up.
All backfaces (or bottomfaces I should say) are culled during rendering. Maybe if you fell down into the abyss you
would see them, but most of the time you wouldn't see them. Except the
2<sup>nd</sup> story platforms and such.