Compilation Map 2008
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Re: Compilation Map 2008
Posted by Riven on Wed Oct 1st at 7:28am 2008


[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---------------------




    --------------hlife_hotdog 1st-------------------




    --------------hlife_hotdog 2nd-------------------



    -1st Level-


    -2nd Level-

    -------------------Natus-------------------------



    -1st Level-


    -2nd Level-

    ------------------RedWood------------------------




    -------------------Riven-------------------------





    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



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    Quote
    Re: Compilation Map 2008
    Posted by Le Chief on Wed Oct 1st at 7:41am 2008


    YAY smiley. 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 smiley.






    Quote
    Re: Compilation Map 2008
    Posted by Riven on Wed Oct 1st at 8:17am 2008


    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 smiley

    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 smiley



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    Quote
    Re: Compilation Map 2008
    Posted by G4MER on Wed Oct 1st at 7:01pm 2008


    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.







    Quote
    Re: Compilation Map 2008
    Posted by Le Chief on Thu Oct 2nd at 12:03am 2008


    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.

    [ Edited by aaron_da_killa on Thu Oct 2nd 2008 at 9:35am - total edits: 1]






    Quote
    Re: Compilation Map 2008
    Posted by Riven on Thu Oct 2nd at 5:52am 2008


    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:



    Just an idea as well.

    Quoting aaron_da_killa
    "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.




    Quote
    Re: Compilation Map 2008
    Posted by Le Chief on Thu Oct 2nd at 6:52am 2008


    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.

    [ Edited by aaron_da_killa on Thu Oct 2nd 2008 at 4:23pm - total edits: 1]






    Quote
    Re: Compilation Map 2008
    Posted by Riven on Thu Oct 2nd at 5:45pm 2008


    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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    Quote
    Re: Compilation Map 2008
    Posted by RedWood on Thu Oct 2nd at 6:35pm 2008


    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.



    Quote
    Re: Compilation Map 2008
    Posted by Riven on Thu Oct 2nd at 9:53pm 2008


    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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    Quote
    Re: Compilation Map 2008
    Posted by G4MER on Thu Oct 2nd at 10:22pm 2008


    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..





    Quote
    Re: Compilation Map 2008
    Posted by Le Chief on Fri Oct 3rd at 1:49am 2008


    Quoting RedWood
    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.






    Quote
    Re: Compilation Map 2008
    Posted by RedWood on Sat Oct 4th at 5:17am 2008


    Actually... I'm running a 4870 now. smiley So you can all eat my dust. lol




    Reality has become a commodity.



    Quote
    Re: Compilation Map 2008
    Posted by TH3_K1LL1NG_MACH1N3 on Sat Oct 4th at 5:25am 2008


    Hi everyone, I'm the guy who will be hosting this map on my server for you all to play smiley 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 smiley




    Quote
    Re: Compilation Map 2008
    Posted by Le Chief on Sat Oct 4th at 11:51pm 2008


    Cool, thanks TH3_K1LL1NG_MACH1N3 smiley.





    Quote
    Re: Compilation Map 2008
    Posted by hlife_hotdog on Tue Oct 7th at 1:30am 2008


    Quote
    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??




    Quote
    Re: Compilation Map 2008
    Posted by Riven on Tue Oct 7th at 7:24am 2008


    Quoting hlife_hotdog
    "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 smiley and get back to work on my projects! smiley



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    Quote
    Re: Compilation Map 2008
    Posted by Le Chief on Tue Oct 7th at 9:16am 2008


    You like that coffee emoticon huh riven :P smiley

    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.






    Quote
    Re: Compilation Map 2008
    Posted by Riven on Tue Oct 7th at 5:30pm 2008


    -Yea, I like it a lot. *takes yet another sip smiley* smiley

    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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    Quote
    Re: Compilation Map 2008
    Posted by hlife_hotdog on Thu Oct 9th at 1:45am 2008


    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? smiley




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