Re: dm_shipshape_alpha1
Posted by haymaker on
Tue Oct 23rd 2007 at 3:52am
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Shoulna started it, but here it is, 90 min compile and all. I've broken many rules building this, and it may turn out to be too cramped for fast gameplay. The cranes and crowsnests are climbable and accessible in aft to forward jumps. There are 2 cargo holds, connected by an upper hallway and a lower passage; there is a connected engine room aft, and a similar bow compartment. The bridge sits upon 3 floors of (empty) cabins. I've been lazy finishing the prow as you can see from the screens.
As a result of all this the fps on my machine is not great on the outer decks. It's areaportaled pretty well but not heavily. The water may have to be altered perhaps.
Re: dm_shipshape_alpha1
Posted by Andrei on
Tue Oct 23rd 2007 at 4:04pm
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The boat looks great, but it's proportions look a little strange to me. Maybe it's because of the angle, but i think it should be a little longer.
Re: dm_shipshape_alpha1
Posted by haymaker on
Wed Oct 24th 2007 at 3:07am
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haha found one problem at least, I had TWO sets of water brushes inside eachother, NOOB.
Re: dm_shipshape_alpha1
Posted by Naklajat on
Thu Nov 15th 2007 at 10:06pm
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I don't think the new setting is far fetched at all, the seas drying up is part of HL2 canon if memory serves me. The combine are using portals to take natural resources from Earth back to wherever they came from, including vast amounts of water. Plus with all large bodies of water being infested with xen leeches, open sea might be considered more far fetched in the HL2 universe.
I had a run through A2 a while ago and the level flow out on open water, with gameplay confined to only the ship definitely had the potential to be an issue for this map. A good design decision here IMHO.
Some of the interior corridors are quite narrow and dark, making navigating the level a confusing affair at points. In my opinion every part of the map should be large enough to allow strafing in a firefight, unless it's specifically intended to be a choke point.
This would be considered more of a stylistic choice/matter of preference, but mid-day sunlight is closer to pale green-yellow (yellow green-yellow) than orange in reality. The light_env brightness you have in these latest screens is more like "just after sunrise" or "a little before sundown" than the time of day the sun's angle would suggest. But it looks good as it is and like I said it's more of a matter of preference than anything, so feel free to ignore this point. The perceived color of sunlight also varies with geographic location, season/time of year, and atmospheric/smog conditions in addition to time of day, so whatever floats your boat, so to speak.
The ship's hull is a damn impressive piece of work to have been made in Hammer, good job on that. Overall it looks very promising, plenty of Z-axis gameplay, varied and believable areas, I'm looking forward to the next release of this map.
o
Re: dm_shipshape_alpha1
Posted by haymaker on
Fri Nov 16th 2007 at 7:43am
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Thanks for the compliment!
Agreed on all points too. That is the old brightness there, I'll try something else.
Re: dm_shipshape_alpha1
Posted by haymaker on
Fri Nov 16th 2007 at 8:47pm
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Thanks for the compliment!
Agreed on all points too. Layout will be seeing some changes.
Re: dm_shipshape_alpha1
Posted by haymaker on
Wed Dec 5th 2007 at 3:59am
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An alteration to the previous concept. I just couldn't get get my head around the piles of mud, snow makes more sense. Now I'm wrestling with the annoying daytime brightness of the snow, plus the terrible movement the modified friction delivers.
The cliffs are placeholders for now, they're not close to the heights I'm after. I'm not expert enough to make a sheer displacement cliff to the scale I want without ugly texture tiling.
Re: dm_shipshape_alpha1
Posted by haymaker on
Fri Dec 7th 2007 at 2:28pm
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Thx Reaper. I've created VMT's for customs before but not for one in the GCF, I'll have to figure a way to make the game look at mine first. The glare I've gotten under control by lowering the light_environment variable for the moment.
There is some interior work to do but I hope to have a beta by Christmas
Re: dm_shipshape_alpha1
Posted by Juim on
Wed Jan 16th 2008 at 2:54pm
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This is an awesome map Haymaker. I would have to say it's quite possibly the first viable representation of a ship for DM that I have seen. FPS are amazing in the wider views, nice job there.There are so many little touches which make this map stand out. I love the invisible lifts you are using(?) for the smaller ladders, and the hatches having func_illusionary bottoms so as not to impede passing. I only have a few smaller suggestions. First, (and excuse my lack of ship side knowledge), I guess you would call it the right side of the ship(looking from the bridge towards the bow), I would add a fast way to get back on board somewhere mid-ship. Perhaps a rope ladder if there is such a model to be found.
Secondly I was wondering how the ship got so burried amidst rocks?. The sea would have had to have dropped like 50 to 80 feet or more for such a grounding. I thought it might be nice to open up the rocks behind the ship and allow visible access to a 3d skybox with water and icebergs of some sort. You could also add a giant propellor spinning in shallow water back there, further enhancing the theme of running aground. Thats just my imagination though and by no means a crit of the map.
Thirdly, I was staring at the bigger picture from the bow and I thought what a wonderful opputunity this would be for a night time setting. The ship, having been run aground but still having lights and power would obviously have people concerned with rescuing it, so there would be ample oppurtunity for more drastic lighting with work/spot lights, generators, etc. It would be very awe inspiring visually to have subtle shades of light hilighting the arena area. Inside the ship would be fine as is.
The rest is just fine tuning and I have no doubt you will be fine there. Great , awesome job so far, I look forward to a releasable playable version of this. If you need a playtest of a beta I'm sure I could get my friends at the [FF] servers to give it a run. Multi-play on a linux server, thats the real test.
Re: dm_shipshape_alpha1
Posted by haymaker on
Thu Jan 17th 2008 at 3:20am
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Thanks for the comments Juim!
I agree with all your points too. Although funnily enough there IS a rope ladder on the starboard side, I was toying with the idea of restricting traffic on the port. I forgot to add an HP bonus in that zone.
The setting has been thorny ever since its inception, I was hoping I could BS the story line thusly; ship drifts into a rocky cove with a cliff, world freezes, world thaws. The holes in the hull are not the Titanic-rip I would have liked but my main focus outside is performance, and more performance. That explains the lack of a floor/horizon in the canyon too. Again I was actually thinking about removing some rocks here and there, and perhaps even the cliff; I am trying to keep my brush count as low as possible tho so more detail is a risk. Water I fear will be a nono.
LOL the night setting, yeah, I actually like it on the cordon compiles I've done without the light_env, more dramatic. But I find night maps frustrating to play so that will be a remix perhaps.
I have actually played this on my server with about 9, and it didnt crash, which is good. Thanks for the FF offer, I play there a bit and find it a tad below average for lag, because of the silly deathbeams I figure. So that would be good playtest, yes. I am so close to beta I think I'll just hang on though. :smile:
Re: dm_shipshape_alpha1
Posted by haymaker on
Wed Feb 13th 2008 at 7:36am
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Just about at the end of my rope with this one, so b1 is out.
I have concentrated efforts on performance optimizaton for this version, Source is known to suck at distance rendering. Some drawbacks to this that sharp eyes will notice include:
-very aggressive prop-fading and collision negation
-aggressive texture scale and lightmap stretching
-near-complete absence of decals to the detriment of visual appeal, the stains in the hold are not decals
-some props are non-dynamic by necessity, eg the crane hooks
-lack of certain details that are fundamental to marine architecture. This ship has no anchors, portholes, liferings, foremast, stair rails, deck vents, screw, crane control, coils of rope or chain, or even a master's wheel ( the foremast and anchors I am sad about ).
-Also, a ship is a skeleton with a steel skin; had I framed it with studs, beams and hull ribs etc it would not run at all I am sure. So there is a big hit on realism in my eyes there.
-The engine room is an exercise in artistic license, anybody who a has seen a real engine room will know there is no room to swing a cat in it. Similarly the bow section is a gross distortion of reality.
-The 3d skybox has no ocean/floor.
-The repackaged snow textures were necessary to overcome the friction modifier in Valve's versions.
This was compiled on:
AMD 64 3000+, 6600GT
Re: dm_shipshape_alpha1
Posted by Juim on
Sun Feb 17th 2008 at 2:07pm
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I've just had a run through with this latest version, and as Reaper47 says, it's awesome. It does seem a bit vacant in the interior at some points, but performance must be considered. I don't mind the doorways at all. Choke points are good for gameplay. my only suggestions would be to maybe get alittle more varied with the interior lighting. Some color would highlite the key areas IMO. And in the freight holds, a container maze of some sort would help seperate the exterior walkways. I also agree with Reap about the water.
This is shaping up to be a very amazing map.
Re: dm_shipshape_alpha1
Posted by haymaker on
Mon Feb 18th 2008 at 2:19am
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Well you two, many thanks for the respect; without your input this would be a lesser thing I am sure.
-the crane ladders I lifted above the deck in order to prevent inadvertent mounting. I never did try them low; I just thought a bit too far ahead perhaps. Ladders I always find a pain in this game. I will try lowering them and see what happens.
-The skybox thing in reality probably is a result of laziness, performance issues notwithstanding. There is a definite need for something, yes. Thinking back on my decision to leave it empty, I was considering a) custom skybox with an ice-like bottom or b) fooling around with fading horizons in the 3d box. Both of these details are new to me and at this point I'm on the downward slide of my learning curve!
-Gameplay I actually find frustrating to the way i play, lol. It is pretty funny when 4 or so converge, but yes, hide and seek happens with 4 or less on the map. The map really is too big for the state of the game today.
-I see your points about over-optimising Reaper, but at the moment I'm inclined to stick with my current MO. I actually find decals to be a bigger hit than you imply, as I have them turned off in my game I have noticed an average increase of around 10% in firefights. The sheer size of the visible sets here limits their effectiveness I think; if I put one, I have to put 200. So for the moment the sea snark is decal-free...Texture scaling is redundant, I agree, yet I was watching "lightmaps" in showbudget and I managed to cut their impact by 25%. Whether or not that translates to better performance was actually secondary to me; I am a compulsive tweaker of everything tweakable.
-Juim, I assume the vacancy you're mentioning is above the engine room. Again, I was nearing lag-zone with that engine; it has 48 models and 12 sounds. I was finding some bad pockets in and around that area so rather than lose the engine I was starting on lighting contrast. In which I agree with you, there could be a little more variation in that respect. In reality, the lighting in the cargo hold was a last-minute change to fit the texture change there.
-The way the cargo hold is laid out is a direct influence from overwatch; I didnt want major gravgun fights on the outside. I wanted to keep the side passages open to cball and xbow fire while being escapable at the same time.
So you guys, thanks again for your time! Nice to make acquaintance with mappers who play the game, as we know that it can be the most fun out there. HL2DM FTW !
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Re: dm_shipshape_alpha1
Posted by Juim on
Tue Feb 19th 2008 at 8:50pm
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Hey!.........maker, ...ahem.
There was a "new" map playtest on the [FF] server last night, and yours was one of them. The general consensus was , of course, "awe" and a very many oohs!, and what have you. (There was even a discussion about whether or not you had a nautical background). And in the end, the group vote was an overwhelming "YES". So this means that your map will be in the next cycle unless you have any reservations about that, or a newer version you'd like used. Congrats, the map played very well on the Linux server.
The only negative comments I heard, (If you can call them negative) were:
one or two of, "Man this is a big map!, gonna need alot of players to keep it fun".
and:
"I can't hear people on the ladders so they can sneak up on me!".
I don't know if there's an appropriate sound you could associate with the little ladder lift thingies, but it does deserve minor consideration I suppose.
All in all it was a great playtest.
Nice job mate.
Re: dm_shipshape_alpha1
Posted by haymaker on
Wed Feb 20th 2008 at 4:10am
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Good to hear this, Juim. Thanks for the post!
I have been fully expecting reservations on the map's size. It is the chief weakness. For that reason there will likely be no new versions for awhile, though I am taking all suggestions into consideration ( One idea I came up with is to crush the cliff against the port side, forcing players onto the deck at either end. The ladder noise thing I hadn't foreseen, I will try some low-cpu solutions ).
LOL I am so glad I can take a break from that nonexistent place. Hopefully will bump into you on the FF sometime soon :smile:
Re: dm_shipshape_alpha1
Posted by Juim on
Fri Feb 22nd 2008 at 1:49am
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Well I was just thinking. You know, there comes a time in every maps development, when you have to decide whats best for maximum playability. You have to look at whats important to others as well as yourself. I personally have scrapped major parts of previous maps due to size/performance constraints. Consider if you will, how important it is to have this vast snowy canyon of displacements and custom materials surrounding the ship. What if it were, say, a dry dock of some sort?. A completely believable environment with a more uniform brush based architecture would smooth out the FPS and explain the closed area. Just off the top of my head of course. Thats it for now, you may now return to mapping. :rolleyes:
Re: dm_shipshape_alpha1
Posted by haymaker on
Mon Jul 21st 2008 at 6:54am
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Hey Aaron, yeah going for some kind of arctic icefield thing. I'm thinking about making the ship nuclear-powered, would explain the electrical being on, though there's not many images of a ship's nuclear power plant out there to reference.
Like I said before, the backstory seems fishy, perhaps something along these lines:
climate change-self-powered ship becomes icebound-used as distant early warning / safe house by rebel outfit.
Re: dm_shipshape_alpha1
Posted by Juim on
Mon Jul 21st 2008 at 1:20pm
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I always said this would make an excellent night time map. I like the changes so far. Download soon?
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Re: dm_shipshape_alpha1
Posted by haymaker on
Mon Jul 21st 2008 at 8:38pm
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Yes the effect is much more dramatic in a dark setting, for sure. Lots of challenges cropping up in the lighting department, but nothing compared to my attempts at retooling the end zones' displacements...therefore a DL is still many hours away I fear. I'm hoping mid-Septemberish perhaps. Thanks for looking!
Re: dm_shipshape_alpha1
Posted by Naklajat on
Sat Aug 9th 2008 at 8:13am
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I'm digging the new skybox, is it custom? I'm not sure what that greenish glow is, but I like it.
o
Re: dm_shipshape_alpha1
Posted by haymaker on
Sun Aug 10th 2008 at 4:55pm
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Hey thanks Baron. It is my first attempt at a custom skybox, yes. Of course the moon distorts the more you turn away from it but that's unavoidable as far as I can see, using a sun sprite causes other anomalies. The green glow is the beginnings of an aurora effect, I'm trying to figure out a way to have an intermittent animation in it somehow, perhaps a couple of fade in-fade out func_brushes...
Having said that, I have not done anything on it the past month :razz: