Parralaxion by Agent Smith

Map Rating

  • 0
  • unrated

Map Download

Map Info

Map Description

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 ghost of evilspy on Thu Jul 22nd 2004 at 11:25am

Omg, looks sweet! If filesize isn't too much I'm going to put this on my friend's server :biggrin:
Posted by JFry on Thu Jul 22nd 2004 at 7:49am

looks cool, reminds me of diablo 2 a bit.
Posted by wckd on Thu Jul 22nd 2004 at 5:26am

Looks very Escher-esque. Great architecture, looks differnet from anyting else I've seen.
Posted by Agent Smith on Thu Jul 22nd 2004 at 4:05am
[Author]

Well first of all thanks for your comments, I really appreciate the input everyone gives.

The reason i was saying it doesn't seem up to my usual standard is because it usually takes me a lot longer to get a map up to a high quality. But don't get me wrong, I'm loving how this map has turned out, it just feels a little rushed.

Anyway, like I said before its a bit of an experiment outside of the usual bounds of HLDM. Like you Reno, I though the R's would be huge, considering you can see lots of the map at anytime, and the whole map is in one area. But I was pleasantly surprised to find that the R's were a lot lower than expected. The highest they get is 1500, but only when you noclip up into the air and can see the entire map at once. The highest it gets at any point on the map is 1200, which is a little bit high, but well worth the sacrifice for the spinning rubble vortex.

And, thanks for the suggestion Campaignjunkie, but the rubble already spins. It's all divided into six func rotates that spin the same way but at slightly varied speeds, making it look a lot less uniform than one would expect, considering each func rotate is constructed using the exact same brushes.

I was a bit worried about the lighting, but the nature of the map makes fixed/visible light sources a problem, they would also cause a significant jump in R's. The current effect at the moment gives the impression of lots of downlights shining from above, and it looks ok. Also the jump pads have some problems (see profile for description), but theres not much else I can do with them. I had thought about replacing them with teleporters, like you suggested KIIIA, but bounces suit it a bit better I think.
Posted by Ferret on Wed Jul 21st 2004 at 9:09pm

then rig a simple 6 or 7 sided cylinder and do a func_scroll or something and make something ELSE disorrient you. LIke clouds or race cars or CJ's face.
Posted by KIIIA on Wed Jul 21st 2004 at 8:40pm

Looks like a talented mapper had the balls to try suppin` completely different! Nice!

But I miss teleporters. On a platform map like this , I think teleporters are kind of a "must have" :smile:

But the spinning effect is a great idea too. But anyway , good BW!
Posted by Campaignjunkie on Wed Jul 21st 2004 at 8:00pm

thwacks Ferret

Anyway, this map looks great. Got me thinking about a possible cool
effect - make all the background-pieces (I'm assuming they're brushes)
part of a func_rotating or something, and have it constantly rotating
around and around the central arena. Would make for a really
disorienting effect and give the illusion of the arena spinning around.
:smile:
Posted by Ferret on Wed Jul 21st 2004 at 5:05pm

oh wow. This room is f'ing awesome! God I wish I had a place for that type of an area in my map. And fairytales isn't THAT good. With some neat little lighting effects you could really make yours like better than mine! Top notch like campaign junkie's persion letters map.
Posted by ReNo on Wed Jul 21st 2004 at 3:22pm

Cassius said:
Awesome, a staggering improvement over your previous work.
I was thinking much the same actually, I don't know why you said it isn't up to your usual standard when in my eyes, this looks to exceed your prior works. I admit I haven't seen all of them, such as your DoD maps however.
Posted by Kage_Prototype on Wed Jul 21st 2004 at 3:10pm

It looks cool, no doubt about that.