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Re: . Posted by Moike_the_Squid on Mon Aug 8th 2005 at 10:36pm
Moike_the_Squid
39 posts
Posted 2005-08-08 10:36pm
39 posts 34 snarkmarks Registered: Mar 19th 2005 Occupation: Convergent Technologist Location: CA, USA
Mods please delete this thread... I hosed the map attachment.

Thanks,

-Mike-
-Mike- is: Biker ~ Slacker ~ Iconoclast ~ Eclectic Thinker
MoikeNET ~ www.moike.net - Bad Cat Racing ~ www.badcatracing.com
Re: . Posted by omegaslayer on Tue Aug 9th 2005 at 2:32am
omegaslayer
2481 posts
Posted 2005-08-09 2:32am
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
Hey Hey another guy from Santa Cruz!!! (I'm from the bay area as well)
Which explains why this map is quarky and "zaney" (KEEP SANTA CRUZ
WIERD!). While the brush work was very simple, the randomness and "fun
house" feel of everything made up for it.

But I must suggest that you work on the hallways a bit more (things are
bland and boring), touch up the rock work (make some lumps and stuff),
and add in some clip brushes (to make navigation easier). With some
work this map could be a good submission for the snarkpit contest.
Posting And You
Re: . Posted by Moike_the_Squid on Tue Aug 9th 2005 at 3:13am
Moike_the_Squid
39 posts
Posted 2005-08-09 3:13am
39 posts 34 snarkmarks Registered: Mar 19th 2005 Occupation: Convergent Technologist Location: CA, USA
Yeah, it's quite plain and blocky at the moment. It will get dressed up down the road with proper textures/detail props/displacements... I'll worry about that once I'm happy with the mechanical aspects of the map. There are still empty areas/rooms that have themes currently in development.

Beleive it or not... there are tons of clip brushes in place already. Normally I'm very good about making sure there are not sticky areas. Where in the map were you getting hung up at? I'll make the fixes.

Right now I'm trying to see if there is a way I can tie in the trapdoor teleport deaths to award to the player triggering the trapdoor switches. This is proving to be difficult.

Thanks for the input!
-Mike- is: Biker ~ Slacker ~ Iconoclast ~ Eclectic Thinker
MoikeNET ~ www.moike.net - Bad Cat Racing ~ www.badcatracing.com
Re: . Posted by Underdog on Fri Aug 12th 2005 at 11:07am
Underdog
1018 posts
Posted 2005-08-12 11:07am
Underdog
member
1018 posts 102 snarkmarks Registered: Dec 12th 2004 Occupation: Sales-Construction Location: United States
What kind of machine you building this map upon? The frame rates are pathetic considering the basic design. I think a bit more attention could be employed but thats just me. If you do not fix anything else, please align the textures in that barber pole tunnel.
There is no history until something happens, then there is.
Re: . Posted by Moike_the_Squid on Fri Aug 12th 2005 at 5:42pm
Moike_the_Squid
39 posts
Posted 2005-08-12 5:42pm
39 posts 34 snarkmarks Registered: Mar 19th 2005 Occupation: Convergent Technologist Location: CA, USA
Underdog said:
What kind of machine you building this map upon? The frame rates are pathetic considering the basic design.
Yeah, don't sweat the framerates... that'l all get fixed. There's no optimization at all in the map you're playing. With a couple days of work I could easily quadruple the FPS in the slow places. But like I said initially, I want to test the playability and get some feedback on that before I start cementing the desigin and worrying about making it run fast.
Underdog said:
I think a bit more attention could be employed but thats just me. If you do not fix anything else, please align the textures in that barber pole tunnel.
That's as good as they get. I spent a day on that one to get it to look that nice. I must have tried a couple hundred different variations of texture scale and rotation to try and get everything to align. No dice. If you know a secret to get the textures to line up... I'm all ears, I'd like it to look nice.

Thanks for the reply,

-Mike-
-Mike- is: Biker ~ Slacker ~ Iconoclast ~ Eclectic Thinker
MoikeNET ~ www.moike.net - Bad Cat Racing ~ www.badcatracing.com
Re: . Posted by Underdog on Fri Aug 12th 2005 at 5:57pm
Underdog
1018 posts
Posted 2005-08-12 5:57pm
Underdog
member
1018 posts 102 snarkmarks Registered: Dec 12th 2004 Occupation: Sales-Construction Location: United States
User posted image

See the base of the tower, I bet you anything that the same issue was present. He solved it and so can you. I would contact this guy if possible. If not then I guess you're settling for what you have.

Sorry I cannot be more specific cause I do not know how it was done either. :sad:
There is no history until something happens, then there is.
Re: . Posted by parakeet on Sun Aug 14th 2005 at 4:59pm
parakeet
544 posts
Posted 2005-08-14 4:59pm
parakeet
member
544 posts 81 snarkmarks Registered: Apr 30th 2004 Occupation: n/a Location: Eastern US
select all the similar textures with the texture select , and press the
button "set as one" then i think you could scale it down and rotate it
about 30 degrees if it looks like this

||||||||

instead of this

|///////|

its under the same menu where theres the rotation and stuff

depending on your texture it may help , give it a shot

edit: i've tried it with a simple texture and i've seemed to achieve
the effect with some simple button mashing and trial and error didn't
take too long , maybe 10 minutes

http://www.arclan.net/cpg133/displayimage.php?album=lastup&cat=0&pos=1

It CAN be done

http://www.arclan.net/cpg133/displayimage.php?album=lastup&cat=0&pos=0

But , if you dont have the right scaling its impossible to perfectly align them all the way around
.else /me ~kill you
www.arclan.net
Re: . Posted by Moike_the_Squid on Sun Aug 14th 2005 at 11:24pm
Moike_the_Squid
39 posts
Posted 2005-08-14 11:24pm
39 posts 34 snarkmarks Registered: Mar 19th 2005 Occupation: Convergent Technologist Location: CA, USA
That seems to have got it...

http://moike.net/dm_plastic_beta1/plastic2x.jpg

Thanks,

-Mike-
-Mike- is: Biker ~ Slacker ~ Iconoclast ~ Eclectic Thinker
MoikeNET ~ www.moike.net - Bad Cat Racing ~ www.badcatracing.com
Re: . Posted by parakeet on Mon Aug 15th 2005 at 8:28pm
parakeet
544 posts
Posted 2005-08-15 8:28pm
parakeet
member
544 posts 81 snarkmarks Registered: Apr 30th 2004 Occupation: n/a Location: Eastern US
any time ^_^ , if i see any more problems i'll try to help
.else /me ~kill you
www.arclan.net
Re: . Posted by Moike_the_Squid on Sat Aug 20th 2005 at 4:26am
Moike_the_Squid
39 posts
Posted 2005-08-20 4:26am
39 posts 34 snarkmarks Registered: Mar 19th 2005 Occupation: Convergent Technologist Location: CA, USA
###

Preface:

I'm probably 75% done at this point. There's not too much left aside from tweaking the weapons placements, dialing in the lights, and putting in all the light props, detail props, decals, overlays... etc. The eye candy and dress up stuff.

Once that's all finished I'll do the Optimization overhaul. Which is a very tedious and boring task. So map Optimization is the LAST thing I'll do. So you'll see FPS down in the 20's in some of the large open places on the map.

With that in mind...

Remember kids, this isn't in any way a tuned final version, it's just a playable beta so I can get some feedback and comments for changes and improvement.

###

The big new features...

The trapdoors have been rigged so that when the trapdoor operator captures someone they get credit for the trapdoor kill. This was no easy task to make work, but it seems to work well, and it's quite fun to toggle between trying to get people in the maze with the trapdoors, and defend assaults on the trapdoor control room.

A sniper tower has been placed in the glass maze. It has a floor made up of two large breakable crates. There are windows in the sides of the sniper tower that allow the crates to be shot out from under the sniper. This drops them down a shaft to watery death.

I was able to salvage one variable gravity room while keeping the 'in:' rate on the server under 300. It's filled with cars and trucks, all weightless and slow moving, all with a mass that will kill you if you get stuck between them and something else. Using the ggun to hop around the room weightless while fighting is a blast. It still may prove to lag the map too much, so the jury is still out on if it will make the final cut.

###

Map: dm_plastic_beta2a
Map Type: deathmatch
Rel: In a few months
Author: Mike Jones - [EM] Moike_the_Squid
Email: moike@squick.net
Spawns: Several
Size: About 7.5 megs

###
  • Screenshots:
http://moike.net/dm_plastic_beta2a
  • Download
http://moike.net/dm_plastic_beta1/dm_plastic_bet2a.zip
  • EFNet #Motorcycles Server with the map in rotation
66.127.103.165 / moto-games.squick.net

Since this map is in the very early stages, Feedback is Greatly Appreciated...

###

Features:
  • Four player controllable trapdoors. Three of which cause death, scoring the trapdoor operator a frag for the trapping of the opponent.
  • One large variable gravity room. Effects objects and players, and prone to violent chain reactions.
  • Rotating center column containing a ladder that leads up to the trapdoor control room. Sits on a triggered moving platform, confusing -and- fustrating.
  • A sniper tower in the glass wall maze that has a floor that can be shot out from below. Dropping the sniper into watery death.
  • Hanging heavy bag room that will kill any opponent in it with the loft of one grenade or combine ball
  • Spinning puke tunnel that can kill you.
  • End to end under map trolley system.
  • Some hidden areas
  • Glass wall maze

-Mike- is: Biker ~ Slacker ~ Iconoclast ~ Eclectic Thinker
MoikeNET ~ www.moike.net - Bad Cat Racing ~ www.badcatracing.com