Cave

Cave

Re: Cave Posted by Stadric on Sat Jul 29th 2006 at 2:14am
Stadric
848 posts
Posted 2006-07-29 2:14am
Stadric
member
848 posts 585 snarkmarks Registered: Jun 3rd 2005 Occupation: Slacker Location: Here
You've probably seen this on the front page already, if so, don't bother reading it again. (Well you can, but you don't have to).

In response to the accusation (by Jimmi) that one person can't make a mod, I give my response, my one-man map. I'm doing all the mapping, story-writing, faceposer workings, and even some modeling and skinning if it comes to that.

This mod has been in production for well nigh a year, and most of the levels are either complete, lack scripting, or almost complete and lacking scripting.

-you start as part of a group of rebels, storming an island compound controlled by the combine, you get there with combine dropships, you fight for a while, then a strider comes out and shoots you, you black out, and the map ends. (Early production)

-you wake up to the "wake up" soundbyte from Donnie Darko, and find yourself in a bed, in a strange room, you try to leave, but there are only two exits, one is an endless hallway, and the other is a bathroom, with a toilet that explodes when you get there, leading you into a sewer, which leads you into a cave. you follow through the cave, getting a crowbar, revolver, and gravity gun in the process, and eventually come to an underground tomb. You get out of the tomb, and that leads you to another part of the cave. The map ends.

-The cave is like before, only brighter, and at some points open-air. There are many zombie attacks, but i'm sure Freeman can hold his own. The cave proceeds to man-made tunnel. The tunnel leads to a large-ish cavern, which contains flood lights, and looks like it has been used to dig for a long period of time. In the cavern, there is a hole which leads inside a bank vault, which is nearly empty, save for a trolly covered with bricks of some strange substance. Then you hear an elevator coming down, and you meet a rebel, possible dressed in a tye-dye shirt (he's a hippy!), with a pistol, he talks to you as if you are part of his crew. He takes you up the elevator, and you step out of a bank vault, to find that metro cops are attacking the bank, trying to stop the robbers, but you and the hippies escape in a train. End of map. (Half-done, half in production).

-The train takes you and the crew of hippies (that survive) to their commune, a small farm house on te edge of a cliff, with only the train track and a small road connecting it to the rest of the world. After you get out of the train, combine dropships show up, and block the road, so your only option is to take shelter inside the farm house or one of the sheds. One of the hippies (possibly Kleiner) tells you that there's an abandoned tram under the cliff, and you can get to it from the basement of the farm house. You go inside the house, into the basement, hit a button to open blast doors that lead to an elevator, that elevator takes you into a clean room, which scans you with a force-field thingy, takes all of your weapons, then takes your picture with a combine scanner. After the scanner leaves, a gravity gun is dispensed from the ceiling. When you pick it up, a door opens, and you can proceed, but the map ends when you've gone a ways through the hallway behind the door. (Completed save for minor faceposer work.)

-When the next map loads, you can proceed through the hallway, to a tram waiting for you, what follows is a display of the combine and their weaponry against rebels and their weaponry, and some stolen combine weaponry. All you have to do is sit back and enjoy the ride. The train eventually ends at a small station, and you may or may not have to climb your way to a door that, when opened, leads to the next map. (The first half is done, tram ride maps are huge.)

-Next up is the hippies underground base, apparently not all hippies are good for nothing! When you arrive, Kleiner shows up, either because he was always there, or because he took the good train ride, the faster one. He takes you on a small tour of the facility, but, when you get near the end of the tour, Kleiner teleports to the top floor, and wants you to do the same, but you are stopped by a power failure, which is caused by the combine, who start attacking the base, armed with only a gravity gun, you are forced to escape by back-tracking through the base, and eventually getting inside of an office complex which has vents you can get into. while going through the vents, they break, and you fall into a set of catacombs, which lead to the sewer. You go through the sewer, and eventually come out in the top floor bathroom. Leaving the bathroom, you meet Kleiner again, and he takes you to a locked room, a shuttle bay. As he explains, the combine are being controlled by an antlion queen (ant antlion guard), from a spaceship orbiting earth at the moment. They were planning an assault on the ship, but the combine thwarted their plans before they could build more spaceships, and now all they have is the original prototype. Wouldn't ya know it? You get to pilot it! The map fades out. (Map done save for major faceposer work.)

-The next map has no player control, it's just a view from the outside of the spaceship, showing you taking off, going through some clouds, and then ending the map. (In production)

-When the world fades in, you suddenly have a lot more guns, enough to kill all the antlions on the ship, and then some. The ship itself is the one from Unreal Tournament 2004, Hyperblast 2.

You blast your way through the antlions, find a few ammo dispensers to satisfy your bloodlust, and eventually take down an antlion guard. The ship starts to blow up, time slows down, the map fades out and ends. (In production.)

The next map loads relatively quickly, since all it is is the rubble of the combine fortess you attacked in the first map, you awake to a female rebel shaking you, asking if you are alright, and telling you that they have successfully taken over the island. End of map, credits role, and I start on a new project. (In production.)

If anyone has a suggestion, comment, or complaint, feel free to PM me.

I have some screenshots.
From the introductory map:
http://img88.imageshack.us/img88/5333/cvintro0007jc2.jpg

From the Cave:
http://img129.imageshack.us/img129/7950/cave0077ee6.jpg

From the second cave half:
http://img147.imageshack.us/img147/6431/cave20001yt6.jpg

From the commune:
http://img129.imageshack.us/img129/7052/hippyfarm0022ct8.jpg

From the tram ride:
http://img147.imageshack.us/img147/3143/tramride0083oe0.jpg

Several from the underground base:
http://img147.imageshack.us/img147/9716/pyramidroom0033yo3.jpg
http://img147.imageshack.us/img147/4223/pyramidroom0040op3.jpg
http://img147.imageshack.us/img147/8087/pyramidroom0037fl4.jpg

From the space ship:
http://img470.imageshack.us/img470/5306/hyperblast00128fd.jpg

:razz:
Also change the texture of the dock. Docks are rarely tile. -Facepunch
As I Lay Dying
Re: Cave Posted by Jimmi on Sat Jul 29th 2006 at 11:20am
Jimmi
217 posts
Posted 2006-07-29 11:20am
Jimmi
member
217 posts 22 snarkmarks Registered: May 17th 2006 Location: South Africa
Lol, it is impossible for one person to make a mod :biggrin:

I love the way my name manages to appear on nearly every front page in the world :rolleyes:
Re: Cave Posted by Crono on Sat Jul 29th 2006 at 11:37am
Crono
6628 posts
Posted 2006-07-29 11:37am
Crono
super admin
6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
Tell that to the guy who made Out of Hell.

I can't really see anything.
Blame it on Microsoft, God does.
Re: Cave Posted by Naklajat on Sat Jul 29th 2006 at 12:00pm
Naklajat
1137 posts
Posted 2006-07-29 12:00pm
Naklajat
member
1137 posts 384 snarkmarks Registered: Nov 15th 2004 Occupation: Baron Location: Austin, Texas
@Jimmi: You sir, are wrong. It may take longer, but I don't see any logical barrier preventing any person from learning all the skills it takes to make a mod, and using them to do just that. Just because YOU can't make a mod, does not mean there aren't people more skilled than you that can.

@Stadric: Those URLs lead to thumbnails, and it would be good to use [ url] tags or a combination of [ url] and [ img] tags to have the thumbs displayed here and link to the full image. Also from what I see you have some places that look pretty bland, just a surface covered in a brick texture. And light from fire isn't that orange. Good luck with your mod, in any case :smile:

@Crono: Hi Crono!

o

Re: Cave Posted by fishy on Sat Jul 29th 2006 at 12:10pm
fishy
2623 posts
Posted 2006-07-29 12:10pm
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
didn't one man originally make counter-strike?
i eat paint
Re: Cave Posted by Stadric on Sat Jul 29th 2006 at 4:55pm
Stadric
848 posts
Posted 2006-07-29 4:55pm
Stadric
member
848 posts 585 snarkmarks Registered: Jun 3rd 2005 Occupation: Slacker Location: Here
@Baron
The blandness will disappear in time, as I haven't added a lot of excess detail to quite a few of those maps.
Commune
Tram Ride
The first Cave (for those screens)
Hyperblast(the space ship)
Thanks for alerting me about the screens.

Yes, one guy did make Counter strike, some crazy japanese guy I believe;
and boy do we thank him.
Also change the texture of the dock. Docks are rarely tile. -Facepunch
As I Lay Dying
Re: Cave Posted by G.Ballblue on Sat Jul 29th 2006 at 5:27pm
G.Ballblue
1511 posts
Posted 2006-07-29 5:27pm
1511 posts 211 snarkmarks Registered: May 16th 2004 Occupation: Student Location: A secret Nuclear Bunker on Mars
I thought it was two people who made CS? At least, that's what I read. Minh Lee (Crazy japanese guy) was one of them, I know that much.

Don't know if anyone mentioned this yet, but those rocks need some work! :razz: They look kinda... Flat. Even in the source engine, you can still use crappy old HL1 techniques to get them to look good. I'd also consider trying some displacements. That tunnel, in the first screen, looks quite simplistic -- perhaps you can beef it up in some way? :smile:
Breaking the laws of mapping since 2003 and doing a damn fine job at it
Re: Cave Posted by Stadric on Sat Jul 29th 2006 at 7:38pm
Stadric
848 posts
Posted 2006-07-29 7:38pm
Stadric
member
848 posts 585 snarkmarks Registered: Jun 3rd 2005 Occupation: Slacker Location: Here
Keep the input coming, I want this mod to actually be worth a damn. :razz:
Also change the texture of the dock. Docks are rarely tile. -Facepunch
As I Lay Dying
Re: Cave Posted by Elon Yariv on Sat Jul 29th 2006 at 9:31pm
Elon Yariv
130 posts
Posted 2006-07-29 9:31pm
130 posts 63 snarkmarks Registered: Mar 4th 2006
Jimmi it is possible. You even played many long mods made by only one player!
For example the mod timefall.
Elon Yariv
Re: Cave Posted by Crono on Sat Jul 29th 2006 at 9:57pm
Crono
6628 posts
Posted 2006-07-29 9:57pm
Crono
super admin
6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
Keep the input coming, I want this mod to actually be worth a damn. :razz:
You know what game I thought had awesome rock formations? Republic Commando. They're just badass.

In the goldeneye alpha that's floating around there's a cave map in it with phenominal rock displacements. You should check that out too. Because a map in a cavern doesn't have to be dull and boring and to be honest, yours seems to have both attributes.
Blame it on Microsoft, God does.
Re: Cave Posted by Crono on Mon Jul 31st 2006 at 5:14pm
Crono
6628 posts
Posted 2006-07-31 5:14pm
Crono
super admin
6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
Because we're talking about full modifications. Minerva added very little to the game it self. It's mostly just maps. Very good maps, but just maps. There's very little custom content, I think the only thing added of value is the water tide stuff.
Blame it on Microsoft, God does.
Re: Cave Posted by Stadric on Tue Aug 1st 2006 at 12:48am
Stadric
848 posts
Posted 2006-08-01 12:48am
Stadric
member
848 posts 585 snarkmarks Registered: Jun 3rd 2005 Occupation: Slacker Location: Here
I love epiphanies.
This whole time i've been worrying about shaping single displacements to make realistic caves. That's not what i should've been doing, I should've just been adding more displacements.

In one room of the third level (the continuation of the cave), I've added four extra displacements, aside from the ones that make up the walls. It looks much better.

Thanks for pointing me to Goldeneye, Crono, those caves certainly are something to aspire to.

A pic from the third map:
User posted image
Also change the texture of the dock. Docks are rarely tile. -Facepunch
As I Lay Dying
Re: Cave Posted by reaper47 on Thu Aug 3rd 2006 at 10:39am
reaper47
2827 posts
Posted 2006-08-03 10:39am
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
I'm looking forward to this! :biggrin:
Re: Cave Posted by DrGlass on Thu Aug 10th 2006 at 1:03am
DrGlass
1825 posts
Posted 2006-08-10 1:03am
DrGlass
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1825 posts 632 snarkmarks Registered: Dec 12th 2004 Occupation: 2D/3D digital artist Location: USA
oh oh I'm doing a one man MOD too! I'm even going to try and have voice acting (by real unpaid college students). I can't wait to see how this turns out. I've only been working on mine for, a week... but most of the consept is fleshed out.

good luck stadric
Re: Cave Posted by Stadric on Mon Aug 21st 2006 at 7:39pm
Stadric
848 posts
Posted 2006-08-21 7:39pm
Stadric
member
848 posts 585 snarkmarks Registered: Jun 3rd 2005 Occupation: Slacker Location: Here
Update
I've done a lot of work for the second and third levels, Cave and Cave2, and here are a few screenshots to hopefully entice:
User posted image User posted image User posted image
The first is from Cave, the other two are from Cave2

I've added a whole lot of displacements to Cave, and am almost done with them.

Beyond mapping, I've started making the skins for thge "hippies":
User posted image

School starts in less than a week for me, so progress will slow down radically, but I hope to have Cave2 and the Tram Ride levels complete before the end of the year. Unfortunately, I can't release a beta of Cave2, since it contains too much custom content, most of which is important to the puzzles therein.
Also change the texture of the dock. Docks are rarely tile. -Facepunch
As I Lay Dying
Re: Cave Posted by Stadric on Sat Nov 25th 2006 at 4:00am
Stadric
848 posts
Posted 2006-11-25 4:00am
Stadric
member
848 posts 585 snarkmarks Registered: Jun 3rd 2005 Occupation: Slacker Location: Here
OK, I've pretty much completed my polishing of "cave", here are screens:
User posted image User posted image User posted image User posted image

The storyline - if you can call it that - hasn't changed, by the way.

And a new link, courtesy of filefront, since savefile doesn't want to cooperate.
http://files.filefront.com/Cavezip/;6242713;;/fileinfo.html
Also change the texture of the dock. Docks are rarely tile. -Facepunch
As I Lay Dying
Re: Cave Posted by Captain P on Sat Nov 25th 2006 at 2:57pm
Captain P
1370 posts
Posted 2006-11-25 2:57pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
Looks nice, that cave. I like the grey-blue foggy look of it combined with the hot-red torches. Makes it feel like a volcano to me. I do think some of the area's in your map (in your previous post specifically) are a bit too abstract for me, but maybe it works just fine for what you're trying to achieve.

I'd change the torches a bit, though: they create circular light spots, which personally I find a bit odd-looking. Smoothing these out a bit might look better.
Create-ivity - a game development blog
Re: Cave Posted by Stadric on Fri Jan 5th 2007 at 2:10am
Stadric
848 posts
Posted 2007-01-05 2:10am
Stadric
member
848 posts 585 snarkmarks Registered: Jun 3rd 2005 Occupation: Slacker Location: Here
Good news, I've been hosted!
In the space between my last post here and today, I've obtained webspace for my mod at http://www.Halfwit-2.com/aild.
Coolness. Downloads, media and progress updates will follow.
Also change the texture of the dock. Docks are rarely tile. -Facepunch
As I Lay Dying
Re: Cave Posted by Captain P on Mon Jan 8th 2007 at 11:55pm
Captain P
1370 posts
Posted 2007-01-08 11:55pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
I downloaded it now. I found the instructions on your site to be somewhat misleading: I saw only 'update' files, no initial files, so I downloaded the map through the link in it's map profile here first, only to find myself downloading Cave twice.

Oh well. Cave was definitely athmospheric and strange. Nice work with the rumbling and the sound and also with the almost mythical structures here and there. I think the combines at the end spoiled the whole setting somewhat, and with some anticipation they were easy to beat as well (I moved to the far end of the room, and none of them bothered to look behind themselves untill I shot two of them :razz: ).
However, I think the map is still somewhat unpolished: some rough edges here and there made movement harder than necessary, and the lighting didn't always look superb: some black/greenish area's here and there and at the start, some overbright hallways and overly simple brushwork.

As for TramRide, I liked the style of the track. Reminds me a bit of the intro of one of the Myst games. I think the outside area was looking very bland though: too bright, no interesting shadowwork to speak of. The train itself looked rather simplistic, too.
I found this map to be very confusing in terms of gameplay: the button that opened the celldoors was obvious, but what the other button (hidden in one of the too-many cells behind too-many crates - it felt like work, not like play :razz: ) did wasn't clear. Somehow the door earlier on was unlocked but I can't see a logical relation between the two, realistically speaking. The last button had the same problem: there's nothing that tells you the train can continue after pressing it. Overall, poor gameplay here.
I liked the crate-containing-multiple-crowbars joke though. It'd be better if you only used it once, to keep it fun, but the idea is funny. :smile:
Create-ivity - a game development blog
Re: Cave Posted by Stadric on Tue Jan 9th 2007 at 3:47am
Stadric
848 posts
Posted 2007-01-09 3:47am
Stadric
member
848 posts 585 snarkmarks Registered: Jun 3rd 2005 Occupation: Slacker Location: Here
The server I'm on has a basic scheme for every mod hosted on it, the full version and upload downloads are the default download organizers, since the scheme is for completed mods.

I know what you're talking about with Cave's unpolished edges (I have a milling machine in my garage...), those will all be ironed out in the final version, so don't worry. In order to not sound like I'm making promises I won't keep, I have recognized the following problems, and they will all be fixed.
-The bed in the beginning sucks. This was a residual prefab from a map I was making with a similar (read: exactly the same) beginning in my early mapping career.
-The hole in the bathroom is hard to get into. That's a quick fix, making the hole bigger, I just couldn't be arsed because I was adding all of the displacements.
By the way, how did you like those? Most notably the ones in the chamber with the magnum?
You can fall into holes and not get out. This is a hard situation to get into, I didn't even realize it was there until I was taking screenshots a few days ago for the site. The clipping texture is my eternal friend.
You really thought the combine at the end were anti-climatic? What if they all walk out, and they're friendlies (they're still combine, you just can't hurt them), then they gesture for you to enter the elevator? I was pondered that sequence, but never used it.
By bright lights, were you referring to the lights in the first part? Also, as a last point on cave, did you think that the time you spent in the sewer wasn't long enough?
These are the kinds of things I, as the mapper, won't notice, since I'm focusing on what I've just done. Truth be told, most of the times I went to the end of the map, I just threw a grenade into the elevator while it was coming down. :smile:
I don't know what you mean by black/greenish areas, though.

I've had those same complaints with Tramride, before, and they'll all be dealt with. Some of them have already, since that's an old version of the map, the only reason I'm using it as a download is because the newer one contains too much custom content. Here's a screen shot from the newer one, a continuation of where the tunnel ended:
User posted image
I personally think it needs more lasers and dragons, though.
The 'puzzle' (read: chore), is going to be simplified (didn't you get the color association?). Did you try going past the combine force field after hitting the second switch, by the way?
The outside really couldn't be improved upon without lagging the hello out of the game (the same goes with the train itself, but I might end up using a model), but if you have some low-frame rate improvement ideas I'd love to hear them.
You're only the second person to compliment me on the crowbars. My brother was the first, and I was in the room.
Also change the texture of the dock. Docks are rarely tile. -Facepunch
As I Lay Dying