Re: Your hilariously most ambitious mapping project
Posted by hl_world on
Mon Jul 16th 2007 at 1:10am
144 posts
144 snarkmarks
Registered:
Jan 30th 2007
I remember when I was making a map for Dark Forces 2: Jedi Knight with a tool known as "JED" I tried to make a room about the size of a hall about 20m width x 50m length x 20m height that connected to a 2nd room through a 4m? doorway "corridor". Well the game engine couldn't handle it.
Why not?
This 2nd room that I created was big enough to fit the entire PLANET EARTH!
Looking back, I thought it was stupid and funny of me to think that I could run the map, start in the first room, go to the second room, enable the fly mode cheat and fly around at high speeds, stop somewhere and think, "this is where Asia would be".
Your experiences...?
Re: Your hilariously most ambitious mapping project
Posted by Vash on
Mon Jul 16th 2007 at 2:26am
Vash
member
1206 posts
181 snarkmarks
Registered:
Feb 4th 2003
Occupation: Afraid of Spiders
I tried to make a map where you were a guy trying to make a map for a mod about making maps.
Some say it drove me mad.
Mad.
Mad.
Re: Your hilariously most ambitious mapping project
Posted by Cash Car Star on
Mon Jul 16th 2007 at 6:14am
1260 posts
345 snarkmarks
Registered:
Apr 7th 2002
Occupation: post-student
Location: Connecticut (sigh)
Wait a second. This thread seems to infer that killbox = ambitious? I must disagree on principle.
Re: Your hilariously most ambitious mapping project
Posted by Gorbachev on
Mon Jul 16th 2007 at 6:50am
1569 posts
264 snarkmarks
Registered:
Dec 1st 2002
Location: Vancouver, BC, Canada
My first "real" attempt of mapping was quite a bit better at least in visual aspects than my first ever map (which was lost in a HDD crash unfortunately, the rest of my history I have.) The problem at that point was I had no idea of the concept of any sort of engine limitations and it had way too many brushes and open areas (engine-wise, not killbox-ish) and overloaded the compile process after I had like 1/6th of it mapped out.
Needless to say my next project was TOO heavy on the angled areas, but the combination of those learning experiences led to me at least at one point knowing the GoldSrc engine pretty damn well.
Re: Your hilariously most ambitious mapping project
Posted by Andrei on
Mon Jul 16th 2007 at 8:38am
Andrei
member
2455 posts
1248 snarkmarks
Registered:
Sep 15th 2003
Location: Bucharest, Romania
I remember making huuuuuuge outdoor maps for Q2 and HL1 with dozens of overlapping domes as hills and huge arenas with proportionally huge buildings, "brought to life" by dozens of ugleh func_tracktrain tanks and helicopters. And strangely, both engines managed to run my horrid creations although compiling DID take up to 8 hours (on a PI 150Mhz 32 ram). :heee:
Re: Your hilariously most ambitious mapping project
Posted by midkay on
Mon Jul 16th 2007 at 10:28am
Posted
2007-07-16 10:28am
midkay
member
398 posts
120 snarkmarks
Registered:
Apr 15th 2005
Location: United States
Haha. Hmm. I wasn't going to post here, since I've done hardly anything that nobody's seen, but Andrei's story reminded me of something I did do before dm_residential.
I was calling it dm_industrial_warehouse. And dear god, it was pretty ridiculous. I created this massive... well, industrial-looking warehouse-type thing. And I put like two little rooms in it, and I spent several days basically doing nothing at all with it, trying to figure out how to fill all the space I had given myself. Just flying around and doing worthless little tweaks to what little I had.
Haha. It really sucked. I can't believe it. :smile:
-- midkay
Re: Your hilariously most ambitious mapping project
Posted by Yak_Fighter on
Mon Jul 16th 2007 at 7:18pm
1832 posts
742 snarkmarks
Registered:
Dec 30th 2001
Occupation: College Student/Slacker
Location: Indianapolis, IN
the snarkpitcrew map, nuff said
maxed out almost every compiler limit possible and this was with ZHLT's much higher limits
Re: Your hilariously most ambitious mapping project
Posted by Cash Car Star on
Tue Jul 17th 2007 at 3:40am
1260 posts
345 snarkmarks
Registered:
Apr 7th 2002
Occupation: post-student
Location: Connecticut (sigh)
If we're just talking making out the node size and all that, my map
Daydream rubbed up against most everything HL liked to limit. But
I won the struggle.
Re: Your hilariously most ambitious mapping project
Posted by G.Ballblue on
Tue Jul 17th 2007 at 9:35pm
1511 posts
211 snarkmarks
Registered:
May 16th 2004
Occupation: Student
Location: A secret Nuclear Bunker on Mars
Most ambitious thing I'm working on is Momma Mesa -- my leaf count is sitting somewhere right around 91%, with a clipnode count somewhere in the 80's :/ The fact that Momma Mesa has some 7000 + brushes isn't making my life any easier, either.
Breaking the laws of mapping since 2003 and doing a damn fine job at it
Re: Your hilariously most ambitious mapping project
Posted by Cassius on
Sat Jul 21st 2007 at 8:46pm
Cassius
member
1989 posts
238 snarkmarks
Registered:
Aug 24th 2001
I wanted to make a fantasy-themed map that would be the basis for a mod: there would be distinctly-designed castles in three different settings - snowy, grassy, and volcanic - divided from one another by stretches of open terrain, from which side passages would lead to areas controlled by non-player monsters. Wildlife and herbage on the plains, as well as two dozen neutral NPCs per fortress, would be models. The strongholds would all be open-roofed and visible from the plains. I originally conceived this as an HL1 map.
Re: Your hilariously most ambitious mapping project
Posted by DrGlass on
Mon Jul 23rd 2007 at 1:59am
DrGlass
member
1825 posts
632 snarkmarks
Registered:
Dec 12th 2004
Occupation: 2D/3D digital artist
Location: USA
I made this one map for HL2 that was the bridge section of a massive space battle ship. It had a massive glass dome with a number of floors, lifts, ramps, etc. all looking out into this huge sky box with other battle ships which were in a huge battle with each other. far off ships would shoot lasers at each other and when ever a laser hit the ship that the players were in the gravity would turn off for a few moments.
The only failure was really on my part, I rushed it so much because I was so excited to see it in action. Once I did get it running it was nothing like I had expected. There was no sense of space and the lasers didn't work. The gravity was a cool effect but never really came together.
Thats how it has been for many of my maps, well build stage that never really lights up how I expect so I drop it and never give it the time it needs.
Also the map in my collection dm_cliff, that was ambitious. Map set on the edge of this huge canyon. Really a nice map to take screen shots of but not a cool map to play.
Re: Your hilariously most ambitious mapping project
Posted by Hornpipe2 on
Tue Jul 31st 2007 at 7:11pm
636 posts
123 snarkmarks
Registered:
Sep 7th 2003
Occupation: Programmer
Location: Conway, AR, USA
I worked on this HL1 map with three or five other Snarkpit members where we each passed the RMF around and built a section or two. Problems abounded: missing lights.rad, missing wad files, bad visblocking, no planning...
The SPLA map may be a shared 'most ambitious mapping project' for several of us : )
This signature text is probably longer than my post.
Re: Your hilariously most ambitious mapping project
Posted by FIDDLER on
Wed Aug 1st 2007 at 4:29am
39 posts
14 snarkmarks
Registered:
Feb 4th 2003
I once made a map using green textures on some walls and yellow/orange textures on other walls... After messing around with the lighting I compiled it and... it was purple and pink due to the lighting.
I colored the lights black. Kinda like you would find at a dance hall. Ya know... the lights that make your white shoes purple :wink: .
Needless to say I released it... op4_cottoncandy.
The name came from the appearance of the map. Looked just like the pink and purple cotton candy you would see at a fair.
Re: Your hilariously most ambitious mapping project
Posted by DrGlass on
Thu Aug 2nd 2007 at 12:38am
Posted
2007-08-02 12:38am
DrGlass
member
1825 posts
632 snarkmarks
Registered:
Dec 12th 2004
Occupation: 2D/3D digital artist
Location: USA
the map mosaic project was very ambitious and while it workers pretty well I had to go to college and was never able to get the web site automated well enough. There is still a place for it I feel, perhaps I should find someone with lots of time to do the grunt work for me.
Re: Your hilariously most ambitious mapping project
Posted by hl_world on
Fri Aug 31st 2007 at 4:31am
144 posts
144 snarkmarks
Registered:
Jan 30th 2007
I just remembered a map that I made for Spirit of Half-Life back in mid 2004. After reading through the Features guide I thought the Movewith ability would be very useful and so I started up Hammer. I made a corridor about 8m? stretching the maximum length possible. I made a func_tracktrain that started at one end of the corridor that had an indoor control center with front windows and an open area at the back surrounded by railings (like a pickup truck but about 2 1/2 times bigger each dimension). You had to climb a ladder to enter the train from the open area at the back and the railing style gate(func_train) had it's own set of path_corners so it would slide in then along. There was a func_tank set up at the back and a func_door with glass to the control room.
At the same end of the corridor, there was a huge door that you could open from the func_tracktrain and theoretically, once the door was open the gargantua on the other side would chase you as you travelled along the corridor in the train.
What went wrong?
Well, I forgot to turn all the walls in the cockpit into func_walls.
The simple light entity in the cockpit didn't movewith (Not even after SmartEdit Off).
The railing door path_corners didn't movewith at least not properly.
As a result, the control room minus the floor was left behind.
After fixing that, I was left with wierd lighting inside.
The garg couldn't be bothered chasing the train despite me using the turret at the back to provoke it.
The railing door was all over the place.
It was just a huge mess, I just gave up.
Re: Your hilariously most ambitious mapping project
Posted by Naklajat on
Sat Sep 1st 2007 at 5:20am
1137 posts
384 snarkmarks
Registered:
Nov 15th 2004
Occupation: Baron
Location: Austin, Texas
I believe there are web-based project management apps that can do something along those lines, most likely a few free/open source ones. Don't ask me beyond that, I've never used anything of the sort, but hopefully that'll be a good place to start searching.
If you got the map mosaic started again I'd definitely build a chunk or two, I always liked the idea.
o
Re: Your hilariously most ambitious mapping project
Posted by FatStrings on
Sat Sep 1st 2007 at 1:53pm
1242 posts
144 snarkmarks
Registered:
Aug 11th 2005
Occupation: Architecture Student
Location: USA
i didn't partake of the last mosaic, but I would definitely do it if it's started again
Re: Your hilariously most ambitious mapping project
Posted by $loth on
Mon Sep 24th 2007 at 7:20am
$loth
member
2256 posts
292 snarkmarks
Registered:
Feb 27th 2004
Occupation: Student
Location: South England
The first map for the source engine I tried to make was a hogwarts map, however I sucked with forward thinking and it didnt turn out well. I think I may just use it as a castle style map!
Re: Your hilariously most ambitious mapping project
Posted by Flynn on
Fri Sep 28th 2007 at 3:23pm
Flynn
member
454 posts
695 snarkmarks
Registered:
Oct 1st 2004
Location: England
Hiya lads, loved reading all the stories! I have a nagging question-how do you know how much a brush is in metres? I thought the Hammer measurements were in units!
Just Kidding
Just Kidding
Re: Your hilariously most ambitious mapping project
Posted by Crono on
Sat Sep 29th 2007 at 2:37am
Crono
super admin
6628 posts
700 snarkmarks
Registered:
Dec 19th 2003
Location: Oregon, USA
While the game can render and 'understand' the real world measurements, the actual player representation in game is very bizarre. The view is warped with a wide FOV (Notice the corners of the screen still have that stretching effect ... or artifact, depending how you look at it). The "Gordon" character has some odd properties as well, so looking at all this properly built stuff looks plain wrong.
Blame it on Microsoft, God does.
Re: Your hilariously most ambitious mapping project
Posted by Naklajat on
Sat Sep 29th 2007 at 6:39am
1137 posts
384 snarkmarks
Registered:
Nov 15th 2004
Occupation: Baron
Location: Austin, Texas
Basing your brushwork on real-world measurements would be sure to give you headaches aligning textures and even just working in such small grid snaps, and like Crones said it'll look wrong in-game to boot. The best way to go about it would be to base brushwork off of power-of-2 dimensions and design your level by what 'feels' right, the more experience you have the easier this gets.
I think it'd be nice if Hammer had a way to put an image as a viewport background, have support for cameras (complete with lens and FOV settings) a la 3D modeler that don't move unless you move them, and add transform widgets (especially in 3D view). That way if you wanted to build an area from reference you could set the image as viewport background for a camera, match the FOV and whatnot to the image, and point the camera where you want to build it and line up your brushwork according to that.
I'm a dreamer, I know.
My most ambitious project is DM_Soylent, hands down. It's months of work in the making and still months of work away from completion. It's about twice- maybe a bit more -the floorspace of DM_Lockdown by my estimate, and I'm planning on having custom props and textures everywhere. I'm determined to finish this one, too, I think the floorplan is balanced and interesting. Anyway I've got to complete a map eventually, I've poured so many hours into this one so far it wouldn't make much sense to throw it away or otherwise abandon it at this point.
o