Compilation Map 2008

Compilation Map 2008

Re: Compilation Map 2008 Posted by Riven on Wed Jun 10th 2009 at 6:29am
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Posted 2009-06-10 6:29am
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Ok, So I've not been able to do any work on this for about a week now, and should have about less than another week to go before I can, so I decided to start thinking about making some drafts for the linking areas between some of the sections in the compilation map. I wanted to tackle the most bizarre connection point first. It is the section that connects hlife_hotdog's undergrond level, aaron_da_killa's industrial level, and hlife_hotdog's other film studio level. So my task (and the task I'm asking help for) is to come up with a space that coherently connects an underground cave, an industrial alley-way, and a film studio together. Here's the catch though, the underground cave is about 3-4 meters higher than the film studio :lick:. Here's an overview diagram of what the temporary connection looks like:
User posted image
The red box is the space I have to work with to fit this space. I plan to use zero (0) amount of any kind of custom content; strictly hl2dm content only. The little mini-images with fingers pointing to their respective doors are views taken in Hammer from within those member's levels looking toward the exit space (looking toward the temporary hallway). So knowing that, I did some brainstorming, and the best idea I could come up with was a short hillside leading down to a shallow ditch just outside an urban industrial zone/film studio building. Although I can't imagine fully fleshing out that idea quite yet, so what can you guys come up with?
Blog: www.playingarchitecture.net
LinkedIn: Eric Lancon
Twitter:@Riven202
Re: Compilation Map 2008 Posted by haymaker on Fri Jun 12th 2009 at 1:55am
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Posted 2009-06-12 1:55am
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a shallow ditch meaning exposure to skybox?

i like that idea, the only major drawback I can see will be the vis load standing at that lower intersection you've drawn out, engine will see a lot of detail, like both inside and outside of the building. Plus then you have to spend time making up a building facade.

Perhaps you could hide it with a psuedo-tunnel part of the way, put a bend in it and then go outdoors? then traverse the ditch to the top left in your sketch. You could hide the building facade with an ( improbable ) hill, much faster
Re: Compilation Map 2008 Posted by Riven on Fri Jun 12th 2009 at 4:45am
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Posted 2009-06-12 4:45am
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WOW! you about spoke in detail what all I've been making for the past day! That's exactly what I'm doing! -Right down to the tunnel part of the way, and it going outdoors and then traversing the ditch and the hill hiding part of it... Yea, you must have read my mind!

I'm not finished with it yet, but yea the building facade will be exposed, and there will be some other detail around the space... I'll post some screenshots as soon as I can... :hee:
Blog: www.playingarchitecture.net
LinkedIn: Eric Lancon
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Re: Compilation Map 2008 Posted by Riven on Sat Jul 11th 2009 at 5:13am
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Posted 2009-07-11 5:13am
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At last, the first part of alpha2 is complete you may download it right here: Alpha2 Part 1.

What do ya mean, Part 1?
When working on this I realized how much time this project was actually going to consume and then multiplied it by 3, and figured it would take way too long for feedback on the Alpha2 release. So I decided to break it up into 3 parts. This is part 1 and you can consider it finished in terms of visuals and gameplay. Any bug fixes here will be seen in part 2 of Alpha 2 (which will include part 1) and so on...

The Work flow of this project works like this:
  • Release #1: Alpha 1
  • Release #2: Alpha 2 Part 1 (that's this one)
  • Release #3: Alpha 2 Part 2
  • Release #4: Alpha 2 Part 3
  • Release #5: Beta 1
  • Release #6: Beta 2
  • Release #7: Final
Even though it was literally 8 months since the last release, the rest listed here will go much much faster. I expect to have the final release (#7) out by mid to late September. I have been working on and off sporadically on different portions of the map than what you only see released in Alpha 2 Part 1. Also, I've talked with Fishy about having him complete some portions, so that too will help speed things up!

All the credits are listed in the dynamic MOTD I created for this map. (It's an HTML file linked to by the motd file packed with this map) It explains all for what I'm looking for in terms of feedback. If you feel like recording a demo feel free, but I'm not asking for them. I did a few private playtests before releasing, so whatever you run into, I'm sure you could explain it in words just as well.

And of course, here are some screenshots to show you the new sector if you can't play this new version:
User posted image
User posted image
User posted image
Enjoy!
Blog: www.playingarchitecture.net
LinkedIn: Eric Lancon
Twitter:@Riven202
Re: Compilation Map 2008 Posted by Skitch on Sat Jul 11th 2009 at 5:54am
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Looking awesome and plays pretty damn well :)
Re: Compilation Map 2008 Posted by haymaker on Sat Jul 11th 2009 at 6:40am
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Posted 2009-07-11 6:40am
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holy shat man! fkkin beauty job so far, dynamite!

Of course it won't conform to today's standards of hl2dm gameplay so much, ie first thing I was wondering where are all the items. Thta's a different animal than the one you're tackling so well though. I love what you've come up with , it's as slick as anything Valve has done for this game that's for sure.

Question about the 767 yard: That's gonna be accessible? because it sure seemed like it wanted to be.

Top shelf job on a difficult challenge, Good stuff!
Re: Compilation Map 2008 Posted by G4MER on Sat Jul 11th 2009 at 4:51pm
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Damn it, I have to reinstall steam now. Your gonna pay for this RIVEN, PAY I SAY!

Have I sent you the trophies yet Riven?
Re: Compilation Map 2008 Posted by Riven on Sat Jul 11th 2009 at 5:56pm
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No actually, :lol:; you haven't sent me the trophies yet :p I haven't needed them yet, but having them NOW will help to move things along! But did I ever tell you thanks for making them? I can't wait to punt them around in-game!
Blog: www.playingarchitecture.net
LinkedIn: Eric Lancon
Twitter:@Riven202
Re: Compilation Map 2008 Posted by Finger on Sat Jul 11th 2009 at 10:50pm
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Posted 2009-07-11 10:50pm
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I agree - looks fantastic!
Re: Compilation Map 2008 Posted by reaper47 on Sun Jul 12th 2009 at 2:46pm
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Posted 2009-07-12 2:46pm
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This is looking great!

Those floating text bits you walk through when entering each area are kinda distracting, though. Are they supposed to stay for the final?
Re: Compilation Map 2008 Posted by G4MER on Sun Jul 12th 2009 at 6:56pm
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Posted 2009-07-12 6:56pm
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Let me look for them, and I will send you a PM with a link to them off my web page.

I also had a hallway I built for you to place them in.. but I think it was lost on one of my many system upgrades since then.. but I may of saved it to CD, will have to look.

But yeah man, it is looking fantastic!
Re: Compilation Map 2008 Posted by Riven on Sun Jul 12th 2009 at 8:31pm
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Posted 2009-07-12 8:31pm
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reaper47 said:
Those floating text bits you walk through when entering each area are kinda distracting, though. Are they supposed to stay for the final?
Nope, they'll be removed when the first beta gets released and will not make it to the final; I simply placed them there for temporary purposes to help show people new to the project who's map is who's. In the final, we should have some plaque models or decals to place by each entrance instead that will serve the same purpose but be less distracting. These were quicker to make :smash: until I get the plaques.
Blog: www.playingarchitecture.net
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Re: Compilation Map 2008 Posted by Le Chief on Mon Jul 13th 2009 at 11:08pm
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Posted 2009-07-13 11:08pm
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Very nice, the new spaces are great and work seamlessly with the competition entries.

I especially like the 767 yard. It had a Ravenholm/Canals-at-night feel to it that was nice. That fenced off pathway that weaved around the rock was such a tease. I didn't mind that the 767 yard was inaccessible. It makes a nice vista I guess.

I didn't mind the clipless walls labeling the exits/entries either. Although I thought the current ones where probably a bit informal, I really wouldn't mind if they remained in the final version. At least some sort of notification is good.

When can we expect to see another release for this? Can't wait!
Aaron's Stuff
Re: Compilation Map 2008 Posted by Riven on Tue Jul 14th 2009 at 5:34pm
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Posted 2009-07-14 5:34pm
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Thank you all for the kind words. I'm happy to know that there is still a great deal of support for this project despite the time taking to create it.

I've already started work on the next section which will span between hotdog's 'Valve Studio' map and my 'Machinery' map. It's the longest connection to make in the level and will take place partly outside (though mostly inside). I've tested some of the logic entities already and know that what I have planned for it will work. I'm in the process of designing and laying it all out in dev textures. I will post screenshots of it as soon as I get the chance (honest this time :hee: )

I hope I can have it done by sometime next week. -but I don't know when alhpa 2 part 2 will be done. ;)
Blog: www.playingarchitecture.net
LinkedIn: Eric Lancon
Twitter:@Riven202
Re: Compilation Map 2008 Posted by Kampy on Sat Jul 25th 2009 at 7:24pm
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hey what an awesome project! count me in on the next compilation :cowjump:
Re: Compilation Map 2008 Posted by Riven on Mon Jul 27th 2009 at 4:00am
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Well, I wanted to give you guys a small media update on the progress. We have pictures!

First off, now that I have my scanner working again, I wanted to show you guys the simple sketches I made for the two new areas released with the last update. Here is the overview sketch of the connection between hlife_hotdog's cave map and aaron_da_killa's map:
User posted image
And here is a not so well done perspective sketch of the '767' yard (but then known as the 636 yard :p):
User posted image
Which was based off of this picture I found online:
User posted image
Then plans for one of the new sections which is what I'm currently working on. It doesn't have accurate lighting yet, so I'm not posting screenshots yet...
User posted image
And then we have another new connection zone that's already been completed by aaron_da_killa that links my map and Natus' map together, and it looks like this:
User posted image
User posted image
User posted image
User posted image
We still have fishy working on the two last connection zone sections which I haven't even seen yet, but once he gets those to me, we can make the alpha 2 part 2 release!

Hang tight!
Blog: www.playingarchitecture.net
LinkedIn: Eric Lancon
Twitter:@Riven202
Re: Compilation Map 2008 Posted by fishy on Mon Jul 27th 2009 at 11:38am
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eek, now I'm in the frame. /me opens hammer......
Re: Compilation Map 2008 Posted by Le Chief on Tue Jul 28th 2009 at 10:16am
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Posted 2009-07-28 10:16am
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Sweet, drawings look good, you can draw better than I can! Although.. well my name is spelt wrong in this one, at least you underlined it so that made my feel a bit better, makes me feel a bit more special seeing as none of the other text is underlined.

And I see you released some sweet new screenshots too! They look great man, really really nice! ... What? Oh they're mine. I mean .. they're alright, I guess I could have done a bit more work on that space. :p
Aaron's Stuff
Re: Compilation Map 2008 Posted by G4MER on Wed Jul 29th 2009 at 11:48am
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Look'in real good bro, keep up the fantastic work.
Re: Compilation Map 2008 Posted by Riven on Thu Dec 24th 2009 at 9:32pm
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Update Time! Beta 1 Prelude

Ok, it's been over 5 months since the last update; and I've repeatedly told people over chat that my deadline for a beta release was always going to be Christmas. Well I'll tell you right now, I don't think I'm gonna make that deadline. HOWEVER, I will stick with New Years day as my new deadline :p The Truth be told, I've been working long these past couple of days since I've been out from school, trying to make up for all the lost time from my architecture projects, and I've made quite a bit of headway. So much headway, that in fact I'm skipping the alpha 2 part 2 & 3 releases I had originally planed. And while I may not be supplying a download just yet, I may be able to wet your appetite with some screenshots. But first, the current lay of the land with the new projected release list:
  • Released: Alpha 1
  • Released: Alpha 2 part 1
  • Cancelled: Alpha 2 part 2
  • Cancelled: Alpha 2 part 3
  • ToBeReleased: Beta 1 (scheduled at or before Jan. 1)
  • ToBeReleased: Beta 2
  • ToBeReleased: Final
Now it would seem we're not that far off from having this thing done! Here's the current status in words:
  • All spaces to be projected into the map are now occupying their place. Meaning, we now have every space mapped out, and successfully compiled as a whole.
  • The entire map as a whole runs awesome (on my test comp at least), and is passing every fps challenge I've thrown at it.
  • The train tunnel models are completed and already in the map; yes, you may walk their length. It's all connected now.
  • There are absolutely no known huge cosmetic bugs to be found in the map, & no showstoppers yet to be found either. So far so good!
  • The map's optimization runs like a champ, and I'm actually quite proud of it. The most intense area to your fps might be aaron_da_killa's train depot map, I have not yet bothered to optimize the version he sent me, so I want to see if it's worth the trouble when the beta is released.
  • The map has exceeded two Source Engine limits I've already had to suppress. 1. It's passed the number of t-junctions allowed (t-junctions are everywhere a func_detail touches world geometry) I've had to apply some parameters to get around that, and let the compiler continue. Also, we have reached up to 91% of the allowed number of brushes for a Source map. That's thousands & thousands of brushes. 2. We've surpassed the number of entity data allowed in a map (125% listed in the compile window). I'm guessing that translates into also the number of entities allowed for a map.
So, as you can see, The map while although running quite well, is pushing what Source can handle. This thing is larger than most single player maps I've played. for the onset of this project, I never thought this map would be THIS huge. But, I've said enough, let me bring you gentlemen some tasty appetizers before the first Beta release next week.

Here's the new Overview: (green denotes non-playable spaces)
User posted image
The following are screenshots from in-game of some of the new areas you guys haven't seen yet. Click the spoiler button to expand the images.

[*]Alrighty, first we have connection zone #4 by Zein: This is the zone between my and aaron_da_killa's map.
[center][img]http://genecy.net/snarkpit/spcm2_files/beta1/area2/spcm20038%20copy.jpg[/img]

[img]http://genecy.net/snarkpit/spcm2_files/beta1/area2/spcm20039%20copy.jpg[/img]

[img]http://genecy.net/snarkpit/spcm2_files/beta1/area2/spcm20040%20copy.jpg[/img][/center]


[*]Next up, is connection zone #3 also by Zein: (It's pretty small, so no need for a lot of images) This is the connection zone between Redwood's and hlife_hotdog's cave map.
User posted image
[*]I don't know if this was ever posted, but this is train station B by haymaker: These images are heavily doctored because they were so dark, so that you may see all the detail.
[center][img]http://genecy.net/snarkpit/spcm2_files/beta1/area3/spcm20028%20copy.jpg[/img]
[img]http://genecy.net/snarkpit/spcm2_files/beta1/area3/spcm20029%20copy.jpg[/img]

[img]http://genecy.net/snarkpit/spcm2_files/beta1/area3/spcm20030%20copy.jpg[/img]

[img]http://genecy.net/snarkpit/spcm2_files/beta1/area3/spcm20031%20copy.jpg[/img][/center]


[*]Now we have connection zone #2 by me: Some of these images too, are heavily doctored so that you may see all the detail, because it is relatively dark in the game.
[center][img]http://genecy.net/snarkpit/spcm2_files/beta1/area1/spcm20032%20copy.jpg[/img]

[img]http://genecy.net/snarkpit/spcm2_files/beta1/area1/spcm20033%20copy.jpg[/img]

[img]http://genecy.net/snarkpit/spcm2_files/beta1/area1/spcm20034%20copy.jpg[/img]

[img]http://genecy.net/snarkpit/spcm2_files/beta1/area1/spcm20035%20copy.jpg[/img]

[img]http://genecy.net/snarkpit/spcm2_files/beta1/area1/spcm20036%20copy.jpg[/img]

[img]http://genecy.net/snarkpit/spcm2_files/beta1/area1/spcm20037%20copy.jpg[/img][/center]


[*]And here are some wireframe overviews: The blue wireframes are that of the models in the map. The long tubular blue wireframe is the new tunnel models.
User posted image
User posted image
User posted image
User posted image
[*]I also took the time to make one huge overview that's high-res. I stitched a bunch of close-up overviews together to give you folks an idea of the enormousness. It's so big, I'll just give a download link to a zip file containing it. you can grab that here

Now, what's holding me back from releasing the beta? Two things: I have yet the chance to make the plaque decals for each individual author to have placed in the map yet. I want them to denote which member made what, and they will stay with the map for final release. #2. I'm having an issue lighting up the tunnels the way I want to right now. If they were lit up, I'd give you a screenshot of them, but they're not quite yet the way I need them to be, so I will need to continue working with them in order to get them to that stage. Muhnay has already sent me the snark Trophies for the winners from the original competition, and you will be able to find them on pedestals within their respective maps, and they can be thrown around like other physics objects in Source, so that will be cool. All this is expected to make beta1 release.

Here's what we have left on the list to do before final:
  • Complete construction of actual train, and get working with the tracks and timing.
  • Figure out final spawn placement, and weapon balance spawns.
  • Fix some missing overlays and decals and textures for models
That's it! The thing is practically done; the last hard step will be to model and implement the 'Snark Express' train itself, but I have a bit of experience with path_tracks and trains in Source, so I have no quarrel there, it's the model that gets me worried a little. I'm willing to take the challenge, but help would be appreciated.

Thanks for all who made this update possible! :D
Blog: www.playingarchitecture.net
LinkedIn: Eric Lancon
Twitter:@Riven202
Re: Compilation Map 2008 Posted by Niborius on Thu Dec 24th 2009 at 9:54pm
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Posted 2009-12-24 9:54pm
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Amazing screenshots Riven! You really got talent in mapping.

But even when you worked so hard, you didn't make the deadline. Oh well at least you don't need to hurry anymore as much as before with the previous deadline :)

Good luck with the rest to you and everyone else working on this map.
Youtube Channel: https://www.youtube.com/c/Nibgames
Re: Compilation Map 2008 Posted by haymaker on Fri Dec 25th 2009 at 2:25am
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Posted 2009-12-25 2:25am
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wow all i can say is holy shit. and a hallelujah for good measure.

I know it's one of the banned words for 2010 but "epic" just about fits the scale of work you've taken on here, Riven. That's hundreds of hours there by my timescale.

The new areas look sexy too. The more I see this the more I realize it is almost made in the wrong game config, I hate to say it really but it looks a lot like a bang-up SP campaign more than a dm map. I mean, there's been SP releases with less bsp than this. Maybe there could be a competition to convert this one to SP! I'd throw a prize contribution at that, even though there's no way I could figure all that out. Or even an L4D port, seeing as its reasonably linear...

Don't get me wrong, Riven, i think you've done fantastic work! I had actually forgotten about this, what a nice Christmas surprise.

As for your lighting comment, I'm assuming you've tried -staticproplighting -staticproppolys in vrad?
Re: Compilation Map 2008 Posted by G4MER on Fri Dec 25th 2009 at 7:05am
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Posted 2009-12-25 7:05am
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Riven is a mapping God.

I hope you guys like the trophies.. the wife and I worked hard on them for you.
Re: Compilation Map 2008 Posted by Le Chief on Sat Dec 26th 2009 at 5:52am
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Posted 2009-12-26 5:52am
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Looking pretty solid. I can't wait to check this out in game!
"Riven" said:
The map's optimization runs like a champ, and I'm actually quite proud of it. The most intense area to your fps might be aaron_da_killa's train depot map
Nawwww I take that as a compliment. :D
Aaron's Stuff
Re: Compilation Map 2008 Posted by Riven on Sat Dec 26th 2009 at 9:18am
Riven
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Posted 2009-12-26 9:18am
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Success! Lighting for the tunnels will be available after all. I've been giving them a lot of tests to figure out what will work best, and the best solution was offered by haymaker:
haymaker said:
As for your lighting comment, I'm assuming you've tried -staticproplighting -staticproppolys in vrad?
Turns out, I had never used the '-staticproplighting' parameter before; I heard about it, but never had the opprotunity. Well, Lo-&-behold it worked! Mind you it will still take a bit of tweaking on my part to get it just right, but from what my tests show, it looks as though it should get the feel across just fine.

Now, here are some shots of the tunnels :P
User posted image
User posted image
User posted image
There are some drawbacks to this method however, and could in the long-run be not used.

From the VDC Wiki article on VRAD:
-StaticPropLighting
Generate per-vertex prop_static lighting. This is always enabled for light_spot entities.
Note:Depending on the number of static props in the level, this can dramatically increase the size of the .bsp file and the length of time needed for vrad to finish.
Note:When using this setting, it disables all info_lighting entities in your level and it will light models as if there wasn't one linked to them.
So as you can see, it has the potential to raise the size of the already huge bsp to even larger factors. That's not such a big concern as of now, but what does worry me is its effect on performance, if any. I have yet to test this in the actual compilation map (compile time with lighting is 12 minutes), so I will get on that ASAP. But it also means that I may have to traverse the map and fix any props that may be receiving strange lighting, since some of them actually do depend on info_lighting entities to give them a better value which will be disabled with this parameter active.

Off to investigate some more! :sherlock:
Blog: www.playingarchitecture.net
LinkedIn: Eric Lancon
Twitter:@Riven202
Re: Compilation Map 2008 Posted by Niborius on Sat Dec 26th 2009 at 9:35am
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Posted 2009-12-26 9:35am
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That looks just great! I somehow always liked tunnels in games :hee:
Youtube Channel: https://www.youtube.com/c/Nibgames
Re: Compilation Map 2008 Posted by Riven on Tue Dec 29th 2009 at 6:17am
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Posted 2009-12-29 6:17am
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Beta 1 is Released! Download Beta 1 here

Also, If you're interested, our member TH3 K1LL1NG MACH1N3 has uploaded it to his HL2DM server for a 24/7 rotation. The ip for that server is: 8.9.36.83:27015

At long last, and before my (2nd) deadline, I present to you the first Beta release of the SnarkPit Compilation Map 2 Project. This release includes all sections of the map, and all ambient sounds.
Known Issues:
  • button within Riven's map is missing texture
  • Train tunnel models don't light properly at seams
  • Not all track is electrified
  • A lot of sticky geometry in Riven's map
  • Sticky geometry on the lower half of RedWood's map
  • Sensitive explosive canister if walked on the wrong way in aaron_da_killa's entry map
  • A few cosmetic glitches here and there.
  • Access by foot through the train tunnels (this will not be possible in the final release)
All-in-all, the map should run well. -Or at least that's the intentions of this Beta 1 release.
Here's what is not in the map:
  • The train
  • expected hidden easter egg.
  • final placement on weapon and player spawns
  • respawnable physics props
So there you have it folks, the Beta 1 release. We should be expecting it to be available on a 10 person 24/7 server soon. As soon as that is available, I will update the front page news post and this post and first post of the thread.

Enjoy :D
-Riven
Blog: www.playingarchitecture.net
LinkedIn: Eric Lancon
Twitter:@Riven202
Re: Compilation Map 2008 Posted by G4MER on Tue Dec 29th 2009 at 9:52am
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Posted 2009-12-29 9:52am
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floaty snark rage
member
2460 posts 360 snarkmarks Registered: Sep 6th 2003 Location: USA
Riven, up until Asshat 1 and 2 showed it was fun. The Map is phenomenal, great work. Love the easter egg idea.. everyones work came together as one great map, I am really impressed.
Re: Compilation Map 2008 Posted by Niborius on Tue Dec 29th 2009 at 11:22am
Niborius
1007 posts
Posted 2009-12-29 11:22am
Niborius
member
1007 posts 1116 snarkmarks Registered: Mar 23rd 2009 Location: The Netherlands
You did an amazing job Riven, as well as the other ones that made the map. I think I just joined after Muhnay left, since those 2 "Asshat's" were still in the server spamming the voice chat with their annoying songs.

I'll have another look at it later, there's just so much to see :D
Youtube Channel: https://www.youtube.com/c/Nibgames
Re: Compilation Map 2008 Posted by haymaker on Thu Dec 31st 2009 at 1:45am
haymaker
439 posts
Posted 2009-12-31 1:45am
haymaker
member
439 posts 921 snarkmarks Registered: Apr 1st 2007 Location: CAN
I'm bummed I missed the big debut :(

Riven, you have done an outstanding job of stitching these disparate parts together, the whole thing is quite cohesive. Architecturally I'd say it's a resounding success!

I have gotten frustrated at a few transit routes, ie the nice combine gate was open one time and then closed the next time I revisited it, and in my aimless wanderings I ended up stuck behind the forcefield in the tramstation, stuff like that. Considering these and other factors, again I'll say it seems ill-suited for this particular game in terms of gameplay. Maybe one of those monster co-ops would work or something, but it's really not DM as I know it.

These are niggles really considering the original concept. I was pretty amazed while flying over in spectate, it's like a whole town!

Oh, and the snark-trophies are great, they don't seem out-of-place at all. Nice job there too Muhnay
Re: Compilation Map 2008 Posted by Riven on Thu Dec 31st 2009 at 11:53am
Riven
1640 posts
Posted 2009-12-31 11:53am
Riven
Wuch ya look'n at?
super admin
1640 posts 1266 snarkmarks Registered: May 2nd 2005 Occupation: Architect Location: Austin, Texas, USA
Ah, I'm glad you had the opportunity to run around and comment!

To address some of your woes:
haymaker said:
ie the nice combine gate was open one time and then closed the next time I revisited it,
There are buttons on both sides. Should have a green sprite about them when they're available to be pressed.
haymaker said:
in my aimless wanderings I ended up stuck behind the forcefield in the tramstation
I've edited the "known bug list" to let other people be aware, but yes, this concern came up quite a bit in testing. Explanation: I opened the tunnels to foot traffic for the beta only to allow players to traverse them if they so desired. Because there is no train yet, A player can get a good feel and indeed check out, how big the new tunnels are. In the final release however, the tunnels will all have some kind of mechanism that keeps foot traffic out of them, and only passengers on the train will be able to go through them. So, they're basically for eye-candy only as you ride the train; they have no collision beyond player clipping.

If you're on sometime, maybe we can meet up on the server and I could address any other concerns you may have, and listen to any more bugs you may find. :D
Blog: www.playingarchitecture.net
LinkedIn: Eric Lancon
Twitter:@Riven202
Re: Compilation Map 2008 Posted by Le Chief on Fri Jan 1st 2010 at 8:19am
Le Chief
2605 posts
Posted 2010-01-01 8:19am
Le Chief
member
2605 posts 937 snarkmarks Registered: Jul 28th 2006 Location: Sydney, Australia
I think that a lot of the area portal windows need to be open from a further distance because most (if not all) are blocking the player's line of sight to some degree and I don't think that's a good thing because it allows them to be exploited.
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