Compilation Map 2008

Compilation Map 2008

Re: Compilation Map 2008 Posted by Riven on Wed Oct 1st 2008 at 7:28am
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[UPDATE]: December 28, 2009; Monday
Well, our first milestone; The awesome Beta 1 release. You can now download it here:
spcm2_beta1
Also, It is currently available online to play on this HL2DM server: 8.9.36.83:27015

[UPDATE]: July 10, 2009; Friday
Ok then; long time since last big update: This is Part 1 of 3 of the second Alpha. You can now download it here:
spcm2_alpha2_part1

[UPDATE]: Nov. 29, 2008; Saturday
Here we go, the first landmark in a series of follow-ups. I present to you the first Alpha of our Compilation map which can be downloaded here: spcm2_alpha1.
ORIGINAL POST BELOW THIS LINE:
Well, as you may know, the SnarkPit '08 Mini-Competition is over. We had some great entries and are now ready to begin assembling them together to form one unified Half-Life 2 Deathmatch map.

[*]Here are the entries thus far along with their level overviews and arrows pointing to their potential exits:

--------------aaron_da_killa---------------------
User posted image
User posted image
--------------hlife_hotdog 1st-------------------
User posted image
User posted image
--------------hlife_hotdog 2nd-------------------
User posted image
User posted image
-1st Level-
User posted image
-2nd Level-

-------------------Natus-------------------------
User posted image
User posted image
-1st Level-
User posted image
-2nd Level-

------------------RedWood------------------------
User posted image
User posted image
-------------------Riven-------------------------
User posted image
User posted image
So, as you can see, we have a total of six entries so far. Anyone is welcome to submit their own anytime they want.

[*] Our Goal
  • -Our goal is to compile these levels into one solid HL2 DM map. Currently, I am the one doing the assembling; if anyone would like to help, let me know!

    So far, I have not yet drawn up a diagram as to how I think the levels should fit together. I am leaving that to you guys. If anyone feels like going into MS paint and making a simple diagram to show how they think the levels should go together, then be my guest. -Or if you're bored one day and feel like sketching something, take a scan of it and upload it for us to see! This is supposed to be a community-based map, so I'd like to get community feedback along the way.

    If I don't receive any suggestions for layout in the next week or two, then I'll make up my own, but as it stands now, I have a blank slate.
[*] You Wanna Join?
  • Easy, just follow the rules from the original map thread found here. Basically, you need your map to be within the specified dimensions and it needs to have at least two entrances/exits (two doorways)
Once I get started, I will be sure to keep you guys posted in this thread, so you can critique my every mishap. -And keep your eyes peeled, as I'm sure there will be playtesting!

-Oh, also. We have been lucky enough to find ourselves a host waiting eagerly to host this future map on their server! -I'm sure he will be 'popping' in sometime soon to say hello.

That is all for now,

-Riven
Blog: www.playingarchitecture.net
LinkedIn: Eric Lancon
Twitter:@Riven202
Re: Compilation Map 2008 Posted by Le Chief on Wed Oct 1st 2008 at 7:41am
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Posted 2008-10-01 7:41am
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YAY :D. This is going to be one hell of a map. So, are we connecting the different maps with pathways or teleportals?

And what happened to the honorary mentionings for each entry? I wanna see what I get :geek:.
Aaron's Stuff
Re: Compilation Map 2008 Posted by Riven on Wed Oct 1st 2008 at 8:17am
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We will most likely be connecting them through built pathways, or short hallways.

I didn't think about teleporters, that could be an option; they might make it a bit crazy though :dizzy:

The honorary mentions will certainly be a part of the map as well. I'll post those as soon as I can make them. For now, we'll worry about the layout first :D
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Re: Compilation Map 2008 Posted by G4MER on Wed Oct 1st 2008 at 7:01pm
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Those look really good man.. WOW I wish I could do caves that well.. that is some fine work there... never saw that one in the vote.

Looks to me this wont be to hard to stitch together.. many are very similar in style, and would fit well together.

I actually see a pretty clear idea of the whole map now.. the over heads really helped a lot.
Re: Compilation Map 2008 Posted by Le Chief on Thu Oct 2nd 2008 at 12:03am
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Posted 2008-10-02 12:03am
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I'm starting to come up with ideas for this thing. I'm thinking either we could have teleportals with a label like "RedWood Sewer" or we could have a combination of teleportals AND hallways which would be pretty awesome.

Maybe, we could have all the hallways have a particular theme (I have a few ones in mind), and each little hallway space would have one labeled teleportal to a map (or other "themed hallway") that is far away so that players can either walk through the "themed hallway" casually, or jump into a teleportal and end up on another one of the hallways (or in the middle of one of the maps) in total surprise. It would be a good way to keep a nice flow around the map so players could either stay in a particular area or move to nearby "maps" or quickly jump across to another map on the other side. And its good because all of a sudden, you could be fragged off guard by somebody who has just come through from a teleportal.

Just an idea?

Or maybe we could somehow have these "fake windows", which are just a screenshot of one of the entries converted to a source texture to help the player navigate through this compilation map.
Aaron's Stuff
Re: Compilation Map 2008 Posted by Riven on Thu Oct 2nd 2008 at 5:52am
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I'm liking the 'fake windows' idea. That could potentially help people navigate around. Also, perhaps a simple navigation room could work. We could make the layout like a star pattern, with the central room connecting all of them, and then each map connects to one another from the outer circle. Here's a diagram:
User posted image
Just an idea as well.
aaron_da_killa said:
"And its good because all of a sudden, you could be fragged off guard by somebody who has just come through from a teleportal."
Personally, I think that would make it less fun. Being fragged by someone who just popped out from a teleporter by chance to suddenly catch you off-guard would be a sleazy kill. Maybe not by other people's standards, but I think a traditional "walk where you need to go" design would be optimal here. -With a few teleporters, (like two maybe) -As you can see, I'm not a big fan of teleporters unless they're used with style like in some of the Valve DM maps.
Re: Compilation Map 2008 Posted by Le Chief on Thu Oct 2nd 2008 at 6:52am
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The star idea is pretty sweet, but rotating the entries could get messy that's my only concern. Also, would that outside circular connecting hallway be flat? I've noticed in most of the entries mine included that the different entry/exit doorways are at different heights and I think that's an opportunity to make something interesting, like having height variation between the different entries. If we could utilize that, that would be pretty nice.

Also, come up with another idea. I was trying to think of a way how we could give the player more sight lines to other parts of the map, and I thought we could have cameras/monitors in the hallways/connecting rooms or whatever showing different entries.
Aaron's Stuff
Re: Compilation Map 2008 Posted by Riven on Thu Oct 2nd 2008 at 5:45pm
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Well, In reality, the boxes wouldn't actually be rotated, they might be arranged around the central navigation room. -They might be rotated by 90°, but certainly not skewed. The outside walkway wouldn't be round either -or flat for that matter. This is simply a diagram and not meant to be taken literally. I just wanted to show you the placement of each part.

The camera idea would be nice, if only Source could comply. As it stands right now, AFAIK you can only show one camera picture at-a-time. Meaning you couldn't have an array of security-like cameras showing different parts of the levels all in front of you at the same time. You would have to have one monitor with a button that could switch amongst all the different cameras.

I have read ways to get around this with a little bit of programming, but I find it probably isn't worth the effort, if we could just have pictures show which way to go. Besides, in a fast-paced match, who's gonna stop to watch a monitor?

-I'll work on some more diagrams later, in the mean time, let's see what other people think the layout should look like.
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Re: Compilation Map 2008 Posted by RedWood on Thu Oct 2nd 2008 at 6:35pm
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Posted 2008-10-02 6:35pm
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O wow!! why is the pic of my map so foggy? On my comp i couldn't even see the fog unless i nocliped out of the map (i wanted a vary light fog.). If that is the way it looked on everyone's computer than I'd like to have the fog deleted. I think it looks like crap the way it is in the screen riven posted. Also a third door can be added just to the right of the top arrow via the tools black texture u see in the brick tunnel.

Can i get all the vmf's so i can try to arrange them like puzzle tiles before i comment on the layout?
Reality has become a commodity.
Re: Compilation Map 2008 Posted by Riven on Thu Oct 2nd 2008 at 9:53pm
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Duly noted about the fog and potential 3rd door RedWood.

Here are all six vmf files zipped:

SnarkPit Compilation Map 2 (spcm2_vmfs.zip)
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Re: Compilation Map 2008 Posted by G4MER on Thu Oct 2nd 2008 at 10:22pm
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Riven I DL the zip.. I have an idea.. I will give it a try and then upload it.. and we can see what you all think..
Re: Compilation Map 2008 Posted by Le Chief on Fri Oct 3rd 2008 at 1:49am
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RedWood said:
O wow!! why is the pic of my map so foggy? On my comp i couldn't even see the fog unless i nocliped out of the map (i wanted a vary light fog.). If that is the way it looked on everyone's computer than I'd like to have the fog deleted. I think it looks like crap the way it is in the screen riven posted.
Yeah, I had fog in your map when I played through it, maybe you have disabled fog in one of the cfg files to increase performance? I thought it was weird because the screenshot you supplied of your map in the other thread didn't have fog :P.

Also in my entry, there is another possible entry/exit in the narrow section, you can just see it in the screenshot in the far left.
Aaron's Stuff
Re: Compilation Map 2008 Posted by RedWood on Sat Oct 4th 2008 at 5:17am
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Actually... I'm running a 4870 now. :) So you can all eat my dust. lol
Reality has become a commodity.
Re: Compilation Map 2008 Posted by TH3_K1LL1NG_MACH1N3 on Sat Oct 4th 2008 at 5:25am
Posted 2008-10-04 5:25am
24 posts 32 snarkmarks Registered: May 8th 2007 Location: Canada
Hi everyone, I'm the guy who will be hosting this map on my server for you all to play :D I've been a member of the pit for a couple years now, but I haven't been very active. I'm going to try to get more active here. I'm really excited about hosting the map, because my server is barely being used right now, lol. It's currently being used as a clan server for my clan {SWAT}. As soon as the map is done, I will change the name. My server IP is: 69.28.220.22:27015

I can't wait :D
Re: Compilation Map 2008 Posted by Le Chief on Sat Oct 4th 2008 at 11:51pm
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Cool, thanks TH3_K1LL1NG_MACH1N3 :).
Aaron's Stuff
Re: Compilation Map 2008 Posted by hlife_hotdog on Tue Oct 7th 2008 at 1:30am
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Those look really good man.. WOW I wish I could do caves that well.. that is some fine work there... never saw that one in the vote.
Yeah, it was going to be my second entry but I couldn't get it finished in time. But I uploaded anyway for the compilation map.

I was thinking, perhaps we should get a few of the guyz to make 'corner' maps to fill in the gaps. Like my first map, that would be perfect as a corner. Maybe we should make a few more to patch it up??? Using The actual entry points of the comp maps so that they match up as well as possible??
Re: Compilation Map 2008 Posted by Riven on Tue Oct 7th 2008 at 7:24am
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hlife_hotdog said:
"I was thinking, perhaps we should get a few of the guyz to make 'corner' maps to fill in the gaps. Like my first map, that would be perfect as a corner. Maybe we should make a few more to patch it up??? Using The actual entry points of the comp maps so that they match up as well as possible??"
Sounds good to me! map away! (following the rules of course) -If you have time... Which I do not...

I'll get back to making some diagrams later this week one night. For now, I guess I'll have another sip ~o) and get back to work on my projects! :dead:
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Re: Compilation Map 2008 Posted by Le Chief on Tue Oct 7th 2008 at 9:16am
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You like that coffee emoticon huh riven :P :D

Anyway, random idea #736, what if we have the entries under water so you would have to swim short (short!) distances to go to the different maps. Each entry/exit is sealed by some sort of gel seal thing (like in one of the Star Wars movies (I think the first one)) or a sort of portal thing like in Portal. The water section could have like fish and seaweed and rocks and all sorts of other goodies.

I know its a strange idea but hey, its an original idea (or at least to my knowledge) and it would give the folks something to think about. I mean, if I heard of a map like this, I would totally download it.
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Re: Compilation Map 2008 Posted by Riven on Tue Oct 7th 2008 at 5:30pm
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-Yea, I like it a lot. takes yet another sip ~o) :D

The underwater idea sounds cool, but I wouldn't want it for EVERY connection between the maps. -Just like the teleporter idea; could be used once or twice with style...

In that respect, I wouldn't mind attempting to build a short underwater tunnel or 'wall of water' or whatever, as I have attempted this before, so I already know what the engine can and cannot do with 'underwater effects'. I will say this though: It's only going to look decent if you create custom content (which I already have some myself actually). So, If you are going to attempt this let me know, otherwise I'll look into it when I go to assemble the maps together.

-Great idea nonetheless!
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Re: Compilation Map 2008 Posted by hlife_hotdog on Thu Oct 9th 2008 at 1:45am
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Okay, i'll whip something up. That tunnel idea sounds interesting, but I agree with riven, too much of the same thing is a bad idea. We can use one of each idea, that would probably be best. We'll need to come up with some more though... What about a cave or collapsed tunnel to join two similar themed maps?? With some structual debris to make it a bit more interesting? :sherlock:
Re: Compilation Map 2008 Posted by haymaker on Sun Oct 12th 2008 at 8:04pm
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Umm...probably too little too late, but I had a fit of sleeplessness, and concocted a submission.

[URL=http://img222.imageshack.us/my.php?image=tram3b0005ko6.jpg][IMG]http://img222.imageshack.us/img222/5664/tram3b0005ko6.th.jpg[/IMG][/URL][URL=http://g.imageshack.us/thpix.php][IMG]http://img222.imageshack.us/images/thpix.gif[/IMG][/URL]

Theme is an HL1 Black Mesa tram station.

It has also occurred to me that the trams could be used as connection between other maps, seeing as I have 2 tracks they could all be connected by train as well as other means. The other stations could just be holes in the tunnel wall where a blockage is or something. I've never tried to build a ridable train so I may be talking horse.

Map is about 85% atm, needs some light and shadow tweaking.
Re: Compilation Map 2008 Posted by Le Chief on Mon Oct 13th 2008 at 4:16am
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I'm liking it haymaker, that looks good, nice brush geometry, not sure about that ramp though, stairs would look much more realistic in this environment.

The idea about the trams as transportation around the map is cool, Subtransit from Half-life 1 is my favorite Half-life 1 map, not sure how effective that idea would be though. The trams would probably be automatically moving to prevent people exploiting them, but a drivable tram would add a fair amount of interactivity (more than the automatically moving tram) and is just another player controlled variable in the map.

Now can everybody stop adding more awesome maps, in my eyes, my entry is looking worse and worse :cry:. I am feeling increasingly tempted to make some tweaks on it to improve it.
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Re: Compilation Map 2008 Posted by G4MER on Mon Oct 13th 2008 at 7:55am
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Very nice Haymaker.. very nice indeed!
Re: Compilation Map 2008 Posted by haymaker on Mon Oct 13th 2008 at 5:50pm
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Thanks guys. I haven't done any work on func_tracktrains here yet so I won't comment in case they turn out to be impossible.

Aaron, you forget that you actually got your entry done on time when you berate yourself! If mine isn't too late to be considered for integration that's all I can hope for.
Re: Compilation Map 2008 Posted by Riven on Mon Oct 13th 2008 at 8:20pm
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Wow, really nice one haymaker; I look forward to putting this one in our compilation map!

For anyone not sure if they can submit an entry: THERE IS NO TIME LIMIT!

-I will accept any entries ANY time during the construction of this map.

So if you feel enticed to start a map now, go for it; we aren't going to reject it because it was late; you can't be late with this project!

@aaron_da_killa: I wouldn't mind you going in and touching-up your map if it wasn't in the competition. Because it was, it's better if it is left in its original state whenever I go around and add the plaques to each entry denoting which one was in the competition. If you change it, then it will not be the map that placed where it did. And if you re-touch it and it becomes radically different, then future players will ask why it placed where it did. They wouldn't know...

However, if you would like to touch-it-up, I can leave out it's entry status...
haymaker said:
"It has also occurred to me that the trams could be used as connection between other maps, seeing as I have 2 tracks they could all be connected by train as well as other means. The other stations could just be holes in the tunnel wall where a blockage is or something. I've never tried to build a ridable train so I may be talking horse."
This could be a viable idea. -And a good one! That might be pretty interesting to see trams starting and stopping automatically (with doors that open and close too) that will take pit stops at two different locations in the map. I remember seeing this done before in a map. Same effect, but I don't think it was as elaborate
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Re: Compilation Map 2008 Posted by hlife_hotdog on Tue Oct 14th 2008 at 6:34am
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That looks awesome Haymaker! The tram idea can work, I think automatic trams would work and act like a subway station, they go back and forth between a few of the maps.
Re: Compilation Map 2008 Posted by haymaker on Tue Oct 14th 2008 at 7:05am
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Thamks guys

Check out a prebeta for the trams here:

http://www.snarkpit.net/index.php?s=forums&f=2&t=8449

One major stumbling block: Dynamic lighting is impossible on moving brush entities. The proper way to fix this is to use a model. I have found a way to fake it, it's not the best but it kinda works.

I'd say the station is 95%, tram layout will depend on the big picture
Re: Compilation Map 2008 Posted by Riven on Wed Oct 15th 2008 at 6:41am
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Well, I found some more time to make a more in-depth diagram. This time, with actual level overviews! you'll find the names for some of them are rotated, this is to reflect how each map may need to be rotated in order to fit other maps more comfortably. Maps with their name reading top to bottom, are situated North to South. I incorporated a possible train path, however this doesn't mean it will look like that at all (if it looks like it has a hard corner in the diagram, doesn't mean it will have that in the final map...). This is simply an idea and not set in stone. Also, all exit arrows are shown for each map (even maps with multiple floors) So as you can see, we probably won't use all of them. I'll churn out a few more when I get the chance. Cheers for now...
User posted image

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Re: Compilation Map 2008 Posted by Le Chief on Wed Oct 15th 2008 at 9:26am
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Posted 2008-10-15 9:26am
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Nice diagram Riven. Yes, the diagram is quite nice. One thing I notice is that every map has 2 entry/exits (except haymaker's map and your map), so this means that some maps have extra spots where additional entry/exit points could be made. Maybe if we used these potential exit/entry pathways it would give the players more paths to venture down and add extra flow and give the player more options and such, thing is, I don't know if that's something we want in this type of map, just thought I would mention that anyway.
Riven said:
@aaron_da_killa: I wouldn't mind you going in and touching-up your map if it wasn't in the competition. Because it was, it's better if it is left in its original state whenever I go around and add the plaques to each entry denoting which one was in the competition. If you change it, then it will not be the map that placed where it did. And if you re-touch it and it becomes radically different, then future players will ask why it placed where it did. They wouldn't know...

However, if you would like to touch-it-up, I can leave out it's entry status...
Hmm that's true. I think I'll pass on retouching up the map, but I am seriously disliking some aspects of the map.
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Re: Compilation Map 2008 Posted by G4MER on Wed Oct 15th 2008 at 11:04am
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Well I don't really like that set up.. but its not up to me.. It does not make sense.. and does not really link like minded areas to one another.
Re: Compilation Map 2008 Posted by haymaker on Wed Oct 15th 2008 at 2:13pm
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waa, can't see the image

actually I did put another entrance to my map, but I don't care if it has to go for efficiency
Re: Compilation Map 2008 Posted by Riven on Fri Oct 17th 2008 at 3:55am
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haymaker said:
waa, can't see the image

actually I did put another entrance to my map, but I don't care if it has to go for efficiency
Another entrance? -noted. Hmm, can't see the image? If you want, you can view the direct link of that last layout here: Level Layout 2

As for a new one, I did it yesterday afternoon (just didn't have time to post it then). Check at the bottom of this post to allow me to explain myself this time :P

Here ya go: Level Layout 3:
User posted image
Direct link to image: Level_Layout3

Explanation:
Alright, so yea, I took Muhnay's advice here and began to think about coherent spaces, and like-minded connections to common themes or designs. For example, immediately I noticed RedWood's docking map had that sewer tunnel exit and that could possible link up with hotdog's 2nd entry 'cave' map, so I connected those.
The problem lies in the fact that there simply isn't enough common points to links maps with, and so no matter how you arrange them (I think) you are going to end up with an odd connection somewhere (which may not be a bad thing actually. Can really surprise people as they explore the map).

Anyhow, I kept the train, as I think this will provide good gameplay potential. Because of that, I neglected to outfit the map with any teleporters (-as was mentioned by aaron_da_killa). With the train as a primary mode of transportation from one part of a map to another, teleporters would allow 'the other guy' not on the train a chance to outwit anyone riding the train, and thus make the train not fun to ride, because you'll know there's gonna be someone at the end waiting to kill you, then people will just want to avoid the train.

I didn't label it in the diagram, but we could possible have some underwater connections somewhere, but I'm not sure where exactly...

Also, I've been talking to Muhnay about what he thought, and he came up with a suggestion to have the train going through a whole mountain! -Sounds pretty awesome, don't you think? -Just an idea. But also, that had given me the idea about have sealed-off portions of maps show the train tunnel, so that players can look up and see the train passing overhead. -And if they see anyone in it, they know where to go to get a fight! So, what do you guys think?

-Also, Even though I've been doing these diagrams in Adobe Illustrator, I have made each layout in Photoshop. So, because of that, I feel that we might get more ideas if I simply release those to anyone who wants them. So here ya go:
spcm2_overviews.zip
[NOTE]: Some maps have two floors, so you will find those as separate .psd files but they are all named appropriately.

-Have at it!

[UPDATE]: Here is a new level layout that Muhnay came up with. I edited it to include the train. Which, BTW I figured people would want to see, but I suppose other's may not? -Personally I don't have any problem working it into the map, unless someone really doesn't think it belongs. Opinions? Questions?

Anyhow, here is another revised diagram:
User posted image
Direct link: here.

Notes:
The Red and Blue team start point to the map in general and not the part or section of the map specifically. Muhnay suggested we include a 'Wall of Shame' with each Snarker's picture along it in one of the tunnels somewhere that you could view as you rode the train (the train could slow down at that particular part.

Now, you may discuss! :P
Blog: www.playingarchitecture.net
LinkedIn: Eric Lancon
Twitter:@Riven202
Re: Compilation Map 2008 Posted by G4MER on Fri Oct 17th 2008 at 5:00am
G4MER
2460 posts
Posted 2008-10-17 5:00am
G4MER
floaty snark rage
member
2460 posts 360 snarkmarks Registered: Sep 6th 2003 Location: USA
I don't think we need the train, honestly. It could just be implied with the train depot map that was submitted and placed in the center train station plot point. You could attach the hall of shame still off the station and under or behind Natus map and tie the exit on the top of the map to it. You could take a picture of their map add a plaque under the picture with a small picture of the mapper to give credit to each mapper who entered.. would also be a good place to to show who won with a Golden Snark Model.. something I will make. I will make a Gold, Silver and Bronze version that will just be skins you select. I will even make the plaque if you give me a list of the winners.. and if they would be kind enough to send me a picture of them if your not wanting your face immortalized then send me a proxy... but it has to be something that relates to you, forum avatar something but I would prefer your image.. I promise to give them the utmost respect.
Re: Compilation Map 2008 Posted by haymaker on Fri Oct 17th 2008 at 2:05pm
haymaker
439 posts
Posted 2008-10-17 2:05pm
haymaker
member
439 posts 921 snarkmarks Registered: Apr 1st 2007 Location: CAN
? still can't see any images, in firefox or iexplore. Firefox gives me this message

The image “http://www.genecy.net/spmc2_2008/level_layout3.jpg” cannot be displayed, because it contains errors.

Iexplore just shows red-x'ed boxes and neither show anything on the snark page.

Anyway I'm sure the ideas are shaping up nicely! I'll be done the main section of the station this weekend, so you can have an overview. Something that's crossed my mind is the elevation of these maps, as I can't see images, it seems to me that Redwood, Aaron, and Hotdog's maps are surface, while Natus, Hotdog's tunnel, and mine are subterranean.
Re: Compilation Map 2008 Posted by Riven on Fri Oct 17th 2008 at 9:20pm
Riven
1640 posts
Posted 2008-10-17 9:20pm
Riven
Wuch ya look'n at?
super admin
1640 posts 1266 snarkmarks Registered: May 2nd 2005 Occupation: Architect Location: Austin, Texas, USA
Ok, fixed the images. You should now be able to see them. They were in CMYK color mode and apparently IE and older versions of Firefox can't render those properly. =news to me! But I changed them to RGB mode and they appeared for me in IE, so hopefully they're working for you now.

If you can get your map to me this weekend, I might be able to start putting these maps together! Start seeing what works and what doesn't. Also, I'm settling on the final layout I posted, unless someone else has some objections or other ideas? (But of course, we can always change even after I get started...)
Blog: www.playingarchitecture.net
LinkedIn: Eric Lancon
Twitter:@Riven202
Re: Compilation Map 2008 Posted by G4MER on Sat Oct 18th 2008 at 4:32am
G4MER
2460 posts
Posted 2008-10-18 4:32am
G4MER
floaty snark rage
member
2460 posts 360 snarkmarks Registered: Sep 6th 2003 Location: USA
RIVEN

I need ASPA! The Winner, Second and third Place, plus any honorable mentions. I have the award Model ready need to make the plaque textures.

Please list the Name of the winner and the name of the map together. TY.
Re: Compilation Map 2008 Posted by Riven on Sat Oct 18th 2008 at 7:07am
Riven
1640 posts
Posted 2008-10-18 7:07am
Riven
Wuch ya look'n at?
super admin
1640 posts 1266 snarkmarks Registered: May 2nd 2005 Occupation: Architect Location: Austin, Texas, USA
-Done. (over chat).
Blog: www.playingarchitecture.net
LinkedIn: Eric Lancon
Twitter:@Riven202
Re: Compilation Map 2008 Posted by Le Chief on Sat Oct 18th 2008 at 8:27am
Le Chief
2605 posts
Posted 2008-10-18 8:27am
Le Chief
member
2605 posts 937 snarkmarks Registered: Jul 28th 2006 Location: Sydney, Australia
Awesome, this thing is coming together :clap:.

I was playing around with making a layout from the psd files Riven offered but I screwed it up, might try it again a little later.
Aaron's Stuff
Re: Compilation Map 2008 Posted by haymaker on Sat Oct 18th 2008 at 4:49pm
haymaker
439 posts
Posted 2008-10-18 4:49pm
haymaker
member
439 posts 921 snarkmarks Registered: Apr 1st 2007 Location: CAN
Ah there we go thank you Riven.

Sample C looks like a pretty good start. They all work aesthetically too. I had wondered about putting Natus' off of the train station as they both could be the same building but it doesn't matter really.

Gameplay isn't really the focus here but it kinda looks like a CS layout, for sure you will be dead in the machine room or the hotdog-tunnel, it may be that one team will never see the other team's start. That is just conjecture really seeing as there's been no design for item placement. Maybe it's not bending the rules to move a few items around, eg there needs to be a big prize in the machinery room. With a little thought to power bases the whole thing could play out better.

If you rotated Natus 90 deg ccw the high exit could connect to the station entrance while the low one could connect to Riven, with a little T-intesection in that passage to a train platform.

If you rotated Redwood 90deg ccw you could connect the "door" exit to the other station entrance ( which is @ SE corner of the block in the pic atm, could be moved ) instead of to a train platform. Doing that would allow you to move Hotdog 2 to the west and shorten that tunnel to hotdog1 there.

The deleted train stop could be moved anywhere SW of hotdog2 with access in the hotdog1 to hotdog2 tunnel, making the circuit more even in terms of time on the train. ( I cant get Pshop to do what I want atm , a pic would be better I know )

Then again the original has its strong points too, making the train a little more useful. I was mainly concerned with relieving choke point pressure a bit, so all my comments are gameplay-based.

Two other perhaps redundant points, I don't see much for visblocking between maps, easy to address; and the train requires a ridiculous amount of room for a 90 deg turn, it's a wedge-shaped box with a selection footprint of 1200 by 1200 ( otherwise the train passes into the tunnel walls ).

Nice work so far everybody.
Re: Compilation Map 2008 Posted by RedWood on Mon Oct 20th 2008 at 3:44am
RedWood
719 posts
Posted 2008-10-20 3:44am
RedWood
member
719 posts 652 snarkmarks Registered: Sep 13th 2006
I think layout 3 looks good but what if Hotdogs first entry was placed between Rivens and Aarons entry. It would fit well and cut down on the amount of track.
Reality has become a commodity.
Re: Compilation Map 2008 Posted by Riven on Thu Oct 23rd 2008 at 5:37am
Riven
1640 posts
Posted 2008-10-23 5:37am
Riven
Wuch ya look'n at?
super admin
1640 posts 1266 snarkmarks Registered: May 2nd 2005 Occupation: Architect Location: Austin, Texas, USA
[SIDE NOTE]: I would have replied earlier, but haven't had much time to work on the map. I will hopefully have something to show by next week.

In the meantime. I've read the past couple of comments on new alterations and am a bit confused. I will try to make a revised diagram based on you guy's description, but I must admit, I'm having a little trouble understanding. Perhaps you can grab the PSD files I posted or make a simple diagram in paint (with levels represented as boxes and whatnot...) to help explain yourselves.

Thanks for the feedback...until next time!
Blog: www.playingarchitecture.net
LinkedIn: Eric Lancon
Twitter:@Riven202
Re: Compilation Map 2008 Posted by hlife_hotdog on Thu Oct 23rd 2008 at 5:40am
hlife_hotdog
16 posts
Posted 2008-10-23 5:40am
16 posts 52 snarkmarks Registered: Mar 19th 2005 Occupation: Student Location: Oz
Okay, this is my layout brainstorm...
User posted image
Re: Compilation Map 2008 Posted by haymaker on Mon Oct 27th 2008 at 4:34am
haymaker
439 posts
Posted 2008-10-27 4:34am
haymaker
member
439 posts 921 snarkmarks Registered: Apr 1st 2007 Location: CAN
Thats not bad Hotdog. My previous comments were all gameplay-based even though that is not the real point of this compilation. So really there are dozens of workable arrangements, more if you work in a z-axis component.

I made a small tram stop in some idle time, would fit your south location perfectly. What about this "new map"? You have something on the go?
Re: Compilation Map 2008 Posted by hlife_hotdog on Mon Oct 27th 2008 at 7:17am
hlife_hotdog
16 posts
Posted 2008-10-27 7:17am
16 posts 52 snarkmarks Registered: Mar 19th 2005 Occupation: Student Location: Oz
Well, sort of. It's just that there are so many intersections at that point that a map to connect them seems more feasible (and easier). tell u what, I will make an industrial out-door map to fill that gap and connect to all 4 points if we use a design similar to this it will look right (but doesn't have to be those maps) it will have 4 points, so we can use it like a central hub or something
Re: Compilation Map 2008 Posted by Riven on Fri Oct 31st 2008 at 4:48am
Riven
1640 posts
Posted 2008-10-31 4:48am
Riven
Wuch ya look'n at?
super admin
1640 posts 1266 snarkmarks Registered: May 2nd 2005 Occupation: Architect Location: Austin, Texas, USA
Alrighty then; Ive been doing some work on the map, but sadly, I don't have any notable in-game screenshots to show you guys. But I did do a sketch today based on haymaker's revision description. Here's what he had to say:
haymaker said:
Ah there we go thank you Riven.

Sample C looks like a pretty good start. They all work aesthetically too. I had wondered about putting Natus' off of the train station as they both could be the same building but it doesn't matter really.

Gameplay isn't really the focus here but it kinda looks like a CS layout, for sure you will be dead in the machine room or the hotdog-tunnel, it may be that one team will never see the other team's start. That is just conjecture really seeing as there's been no design for item placement. Maybe it's not bending the rules to move a few items around, eg there needs to be a big prize in the machinery room. With a little thought to power bases the whole thing could play out better.

If you rotated Natus 90 deg ccw the high exit could connect to the station entrance while the low one could connect to Riven, with a little T-intesection in that passage to a train platform.

If you rotated Redwood 90deg ccw you could connect the "door" exit to the other station entrance ( which is @ SE corner of the block in the pic atm, could be moved ) instead of to a train platform. Doing that would allow you to move Hotdog 2 to the west and shorten that tunnel to hotdog1 there.

The deleted train stop could be moved anywhere SW of hotdog2 with access in the hotdog1 to hotdog2 tunnel, making the circuit more even in terms of time on the train. ( I cant get Pshop to do what I want atm , a pic would be better I know )

Then again the original has its strong points too, making the train a little more useful. I was mainly concerned with relieving choke point pressure a bit, so all my comments are gameplay-based.

Two other perhaps redundant points, I don't see much for visblocking between maps, easy to address; and the train requires a ridiculous amount of room for a 90 deg turn, it's a wedge-shaped box with a selection footprint of 1200 by 1200 ( otherwise the train passes into the tunnel walls ).

Nice work so far everybody.
And here is the sketch I drew: (don't mind the pictures on the right side nor the misspelling of diagonal.)
User posted image
Good luck reading my handwriting! :lol:
Blog: www.playingarchitecture.net
LinkedIn: Eric Lancon
Twitter:@Riven202
Re: Compilation Map 2008 Posted by haymaker on Wed Nov 12th 2008 at 5:55am
haymaker
439 posts
Posted 2008-11-12 5:55am
haymaker
member
439 posts 921 snarkmarks Registered: Apr 1st 2007 Location: CAN
That all looks quite viable Riven. Nothing major I can point out although the appearance of the word "subvertus" had me a little creeped out ( idk what it meant ).

I like the ideas you have around the bottom left there.
Re: Compilation Map 2008 Posted by Riven on Wed Nov 12th 2008 at 11:21pm
Riven
1640 posts
Posted 2008-11-12 11:21pm
Riven
Wuch ya look'n at?
super admin
1640 posts 1266 snarkmarks Registered: May 2nd 2005 Occupation: Architect Location: Austin, Texas, USA
'Subvertus' is an unreleased HL2 SP mod. You can find out more about it here And that was a little note to remind me to bookmark it. -I like to keep track of the mods.

Anyhow, Here's the progress report: I haven't had time these past two weeks to do too much work on the compilation map itself. I've drawn a few more sketches for myself to help me envision what I think some of the hallways could look like but that's it. I just got through with my last final for the quarter and got my fix of L4D since the 6th... (will probably play a little later tonight actually :P). But, for the next two weeks I will have ample amount of time to put into this map, so you guys will probably start seeing every-other daily updates if not daily for the following weeks. My goal is to get it into Beta within 2 weeks or less! So hopefully you guys (and anyone else that wants to comment) will be around to playtest and give feedback during that time.

Thanks for your patience!
Blog: www.playingarchitecture.net
LinkedIn: Eric Lancon
Twitter:@Riven202
Re: Compilation Map 2008 Posted by Zein on Sun Nov 16th 2008 at 11:03pm
Zein
167 posts
Posted 2008-11-16 11:03pm
Zein
member
167 posts 517 snarkmarks Registered: Sep 1st 2006 Occupation: Computer fixing Location: United States
This is my map, its a small little arena type cave place. Made so the area will make close quarter fights tricky, in the center there is a rocket launcher, to make thigns even more tricky

[IMG]http://i83.photobucket.com/albums/j311/ghostaner/spmc2_zein0000.jpg[/IMG]

[IMG]http://i83.photobucket.com/albums/j311/ghostaner/spmc2_zein0001.jpg[/IMG]

[IMG]http://i83.photobucket.com/albums/j311/ghostaner/spmc2_zein0003.jpg[/IMG]

[IMG]http://i83.photobucket.com/albums/j311/ghostaner/spmc2_zein0004edited.jpg[/IMG]

EDIT
actually maybe you can put this as a sorta secret area, like a door off of the tracks for the train. just an idea.
Re: Compilation Map 2008 Posted by Zein on Mon Nov 24th 2008 at 5:34am
Zein
167 posts
Posted 2008-11-24 5:34am
Zein
member
167 posts 517 snarkmarks Registered: Sep 1st 2006 Occupation: Computer fixing Location: United States
So how is it going Riven? No feed back for a while :( hope everything is going good. NEED MORUH FEED BACKZ lol
Re: Compilation Map 2008 Posted by Riven on Mon Nov 24th 2008 at 6:35am
Riven
1640 posts
Posted 2008-11-24 6:35am
Riven
Wuch ya look'n at?
super admin
1640 posts 1266 snarkmarks Registered: May 2nd 2005 Occupation: Architect Location: Austin, Texas, USA
Well, I've been working on the map a bit lately. Pretty much all just optimization to get it to playable FPS. I haven't really gotten all the media together to show for the map, but I'll be releasing an alpha soon. The train and haymaker's maps have yet to be implemented, but you won't believe how crappy the map ran before I got to it. I'd like it to run much better as a whole before adding more to it. What was once 40 FPS in some areas, I've been able to bring about to 70+ FPS now, and I didn't move anything. This has been accomplished through clever hint brushwork and func_areaportalwindows. You won't be able to tell the maps have been optimized (except by the FPS readout). The alpha isn't quite ready just yet; i've been keeping a log of changes I am making to the map and that's all I can say for now, screenshots and download will come later in the week.

---UPDATES---
Successful Changes:
-All areas have been imported and connected successfully without damage to entity origins and most overlays and decals (any that I can see). Some Brushes had to get cut-up in order to form much better 'render clusters' as I like to call them.
-Areaportalwindows have been added to the entrances and exits of each level.
-Rad has successfully compiled, producing the original lighting (fixed some problems with lights not updating rotation when entire entries were rotated).
-Added appropriate on-grid connecting hallways (still coated in dev-textures and no detail within them yet)
-Brought average FPS of map from 50 to 60. With lowest ares I've recorded at 15-20 FPS, now the lowest area I've come across was at 30 FPS.
WIP Changes:
-Aaron's map has SOO many static props, that I will be needing to add entire areaportalwindows just to cut off certain rooms (inside the skinny building) -so that they don't render when you're not in them. Hint brushes simply aren't enough here. Working on fade distances too. Fixed up func_details that were simply too large to help framerate. Simplified underlying bsp brushwork to accommodate Vis a little better. But like I said there will need to be more work done on it to bring it up to speeds with the rest of the maps.
-For my own map, I have A LOT of brush-based entities with virtually no bsp brushes inside the map to break it up, so I've had to start work on converting certain brushes into bsp to form hallways and windows to cut out outside objects you may not need to see, Something not necessary as a single player level, but much more costly as a DM level -this is still very much a WIP, but at least it runs better than the average FPS of the whole compilation map :P
-Still working on player clip brushes and func_illusionary to keep from getting caught up on 'sticky' geometry. Namely, aaron's map and hlife_hotdog's 'valve studio map' but also across the entire compilation map as a whole.
-Adding hint brushes to help break up a lot of obvious non cut-up spaces that could possibly help FPS. Some of which are in RedWood's map and in hlife_hotdog's map.
Changes and goals to be met for Alpha 1 release:
-Add in Zein's map comfortably and bring up to or beyond average FPS.
-Raise average FPS of map to 70
-Make player clipping manageable.
-Fix conflicting sounds and add appropriate soundscapes to relevant areas.
-Rearrange player spawns and unify team spawns
-Keep map under 20Mgb (currently 7Mgb -without Rad)
Goals for future Beta release:
-Add in train maps and support for train.
-Detail connecting hallways
-Fix and unify weapon spawns (in relation to player spawns)

--Conclusion--

Well, the map has come a long way in my eyes. May not look like it when you guys get your hands on the Alpha. But don't take for granted how it runs. That was NOT a given, and that's what I'm spending most of my time on now. I would have to say (and I think a lot of folks would agree with me) Optimization is probably the most boring part about mapping, but in such cases like this, it HAS to be done, otherwise this map would be unplayable on most servers! It's obviously not moving along as fast as I had hoped, but with patience at my side, I've been able to sit down day-to-day adding in an hour or two of mapping. It's not much, but the hours add up, and I suspect we'll have this out before christmas. Or at least by New Years.

Thanks for the support, and I'll be updating next time with screenshots for sure!
Blog: www.playingarchitecture.net
LinkedIn: Eric Lancon
Twitter:@Riven202