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 Ferret on Fri Jul 23rd 2004 at 6:45pm

Looks quite swell. Can't wait until I see the last release of it.
Posted by Ferret on Fri Jul 23rd 2004 at 6:44pm

you telling me you can't null a s**t ton of those faces? cmon yes you can! Also I"d suggest using maybe a sprite+lightpoint combo to get some light differences in there.
Posted by ReNo on Fri Jul 23rd 2004 at 5:43pm

Never heard of it? Clearly not an HLDM player :razz:
Posted by Crackerjack on Fri Jul 23rd 2004 at 3:49pm

gauss jump?! what is this nonesence you speak of!
Posted by ReNo on Thu Jul 22nd 2004 at 11:04pm

I don't know what you could null here that would be of much use to be honest. The only ones I can think of would be the outside faces of the spinning rubble, and those won't be rendered from anywhere but around the outside of the rubble, where frame rates really don't matter and it would be more important to have a good look for screenshot purposes.
Posted by KingNic on Thu Jul 22nd 2004 at 10:19pm

Tried converting the rubbe to models?
Posted by Agent Smith on Thu Jul 22nd 2004 at 10:11pm
[Author]

The rubble isn't solid at this stage Reno. While it would be fairly cool if it was, it would give the players a chance to see even more of the map at once. while those R's wouldn't go higher than about 1500, it adds some problems as well. the illusion of the vortex would be somewhat destroyed, as the player would be able to see no other pieces beyond the ones already there. Also the chance of actually landing on one of pieces, which are spinning at speeds between 40 and 50, are pretty slim. I figured the problems outweighed the small increase in game play.

Thanks for the suggestion of the null texture Adam, I had completly forgotten about that, and will give it a go tonight.
Posted by Adam Hawkins on Thu Jul 22nd 2004 at 3:03pm

Don't forget the 'null' texture. Apply it to any brush-faces that won't be visible to the player at any point. That might save you a few r's - but other than that I don't see how you can really reduce them without removing brushes, which would be a shame as you've obviously put a lot of effort into realising your idea.
Posted by ReNo on Thu Jul 22nd 2004 at 2:18pm

Is the rubble solid, and can therefore be used as part of the map if you gauss jump around?
Posted by Agent Smith on Thu Jul 22nd 2004 at 1:36pm
[Author]

I was slightly wrong regarding the r_speeds in game, they get to about 1350, which I'll admit is a bit high. I might reduce it a bit by deleting some of the rubble vortex, which should take it down to about 1200. Even so it might be alright as it is.