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 Agent Smith on Sat Jul 24th 2004 at 1:18am
[Author]

I'm agreeing with Reno on this one. The only real places available for nulling would be the outside faces of the rubble, which wouldn't matter because you don't see them anyway. I can't null the undersides of the platforms because most can be seen from other places in the map, making it look stupid.

I could cut down some of the faces on the pieces, but that would seriously reduce the variation in them, making them look less like rubble and more like tiles. I could do it to some though.

Also the screens show the entire map, just in case anyone wasn't clear on that.

But be aware I dont have much time to do any major changes before the competition deadline, having started back at uni this week. Apart from some minor tweaking and weapon placement it'll have to do. Thanks for the suggestions though. :smile:
Posted by Gorbachev on Sat Jul 24th 2004 at 1:11am

Campaignjunkie said:
The undersides will never be visible/rendered though, so they will have no effect on r_speeds. Maybe reduce the compile time a little, but that's it.
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.
Posted by Ferret on Sat Jul 24th 2004 at 12:17am

new screens!now!!!!!
Posted by Campaignjunkie on Fri Jul 23rd 2004 at 11:31pm

The undersides will never be visible/rendered though, so they will have
no effect on r_speeds. Maybe reduce the compile time a little, but
that's it.
Posted by Gwil on Fri Jul 23rd 2004 at 11:21pm

I think you can probably NULL the background-platform things, but
anything else would look silly or only affect compile time. I think you
would probably benefit from 5-sided platforms too; maybe only use those
on the areas that aren't used as much.
the underside of the non rotating platforms could probably be nulled.

weapon balance has a lot more to play in this map - ie, make the gauss the only power weapon..
Posted by Gwil on Fri Jul 23rd 2004 at 11:18pm

As far as I can tell, everything being rendered here, is on
show, and therefore nulling it would make the scene look daft. You can
null all you want, but you won't get the same looking scene. I think
the only faces you could null without noticing, would be the outside
faces of the rubble, and that isn't being rendered from anywhere that
frame rates matter anyway.
surely you can't null the faces if the func_rotating has been implemented?
Posted by Campaignjunkie on Fri Jul 23rd 2004 at 10:12pm

I think you can probably NULL the background-platform things, but
anything else would look silly or only affect compile time. I think you
would probably benefit from 5-sided platforms too; maybe only use those
on the areas that aren't used as much.
Posted by Ferret on Fri Jul 23rd 2004 at 8:12pm

maybe use 5 sided platforms rather than 6 or something? just little reductions like that an help.
Posted by Loco on Fri Jul 23rd 2004 at 7:55pm

Woah! Nice mapping there! This is definitely one for me and my brother to play on LAN! Good work.

As for polygon reduction, it should be alright - but I'm only saying
that because I've no idea how you would reduce the r's there!
Posted by ReNo on Fri Jul 23rd 2004 at 7:04pm

As far as I can tell, everything being rendered here, is on show, and therefore nulling it would make the scene look daft. You can null all you want, but you won't get the same looking scene. I think the only faces you could null without noticing, would be the outside faces of the rubble, and that isn't being rendered from anywhere that frame rates matter anyway.