|UR| Littlefoot More RedBull and doughnuts for the duck!!!!!
|U
choongsta yo whatup fellow map makerzzz
zimm BEER for duck
BugDave lub is in the air
Dierth wily is still pimptastical, w00t!
punkinseed looks very intersting. I look forward to seeing it
Karib I will begin my map :p
zimm you must make GREAT MAPS!! and you do. duck ROCKS
choongsta greetings
zimm where's this new map eh?
Karib I will try a map myself :)
FSK405M imma goin to quak con next year, i promise!
Havoc
[DiE]rth wily makes maps for the people!
FSK405M i will download an 80 Meg version on superman!!!
no-1 nintendo
nintendo the day after2
PowerRAV can i be a superman_beta tester? =P
FSK405M Kick Ass
Nonus I know I rock but I dont know about the others
FSK405 wily duck you all rock!
M yay
Nonus Someone just went for a pee in the pond
BugDave I Lub You
FSK405M brb going for another beer
FSK405M I sell maps for beer money
Hybridesque *squeek!* *BANG*, was that my shotgun?
el kabong ferget koth gimme Giant of the Valley
FSK405M beer = money
FSK405M money = beer
Soft2 Quack!
FSK405 KAG Pirate HAR HAR HAR Lighting-Of-Gonads
FSK405 SPIDER As usual ur maping skills is amazing me
Scotsman Holla
FSK405M ut_temple2...... mmmm
FSK405S Deer season is over, is it duck season yet?
[C-88]GO-GO Dam U...... Dam U all.
Dragonne{TRIAD} Try using EZGen for terrain.
BugDave FUCK YOU JOE BOO!
Tetrahydro awsome fun with 30 bots,head,head,head,head,head,h
FSK405E mushroom 2 pints of beer and half a duck please
Coinbird I want some coins
Marsupilami Do the Kirby dance <( ' ' )> <(' '<) (>' ')>
FSK405M YARRRRRR KAGG MANNN
Elmo The Sniper
Nonus Lord of Doom and Hatred a life lived is a life wasted
Nonus Lord of Chaos A blending we shall go
Nonus stop stealing my bah foof
FSK405N .:nugjar:. doh!
KAG Pirate HarHArHAR YAR Givey me, all be coins there mateee!!!!
FSK405 Earl Can't wait to play it man!
Packrat Ducks of a feather flock together!
foof add some softtrucks on the outside of the buildin!
FSK405|SPIDER Rock on man the map is looking cool!
Apoofoof this map pwns!
FSK405 Dubya oops ...
Apoofoof bah!
FSK405M
FSK405 a wily duck Shoutout to everyone at the pond!
4-28-2004
A copy of my announcement from IRC:
(17:42:23) (@FSK405|a_wily_duck) hey people
(17:42:31) (@FSK405|a_wily_duck) got something new for ya
(17:43:05) (@FSK405|a_wily_duck) this is for mapper wanna-be's
(17:43:08) (@FSK405|a_wily_duck) http://fsk405.digitalamusement.com/ut_crowded.pk3
(17:43:47) (@FSK405|a_wily_duck) it is a kit for the second stage of mapping, the editing stage
(17:44:00) (@FSK405|a_wily_duck) the first stage being setup and use of the editor GtkRadiant
(17:44:47) (@FSK405|a_wily_duck) but for those that have no developmental use of the map, you can have fun watching bots tear each other up in close quarters
(17:44:54) (@FSK405|a_wily_duck) :)
(17:45:28) (@FSK405|a_wily_duck) The map is like 380kb, so it's really small
(17:46:18) (@FSK405|a_wily_duck) It includes a readme which should be read by the n00b mapper, a post-compile toolkit, and the map source file
Go get the new pk3 from the pond. See me if you have any questions/feedback.
4-22-2004
Today I'm going to let the screenies do the talking. However I will add, my ansiotropic and anti-aliasing settings
for my video card are on minimal settings, so distance blurring is wack and jaggies are abound. Plus the screenies
are darker than in-game. Oh well, here ya go anyways!
I've done major restructing on the overpass. I spent a bunch of time getting ratios of actual lane sizes and such
correct, rather than a highway that looks thrown together. I'm going to poke at existing maps for a sec... not
saying I'm the map pro by any means... Why is it so hard to make a street actually look like a street, and not
a flat rectangle with some dashed lines on it? It's really not that hard, just takes some extra work. I'm making
sure in ut_superman my highway and roads fit the bill. Followed by the towers. And everything else.
Weak videocards beware.
On the highway right now you see some blocks, those are my synthetic measuring sticks. On the road, yes, that's
a gaping hole. I changed all the temporary terrain textures to dirt so I can see what's going on better, plus
now I really get the feel of being a one man construction team. Carving out the city is fun and hard. Oh yeah,
and the light poles are a representation of how big the highway was compared to now.
4-20-2004
New stuff for today. Nuthin to report on superman that you'd like, however there have been terrain puzzles that I
have been solving simply by looking closer at real landscape and terrain.
So I was standing in my basement folding laundry, when a few ideas came to me. First, where is this map voting thingy
I said I'd make for FSK405? Time has not allowed, so it sits on the to-do list.
Second, creating a map competition that goes something like this: 2 hour time limit, each contestant gets a
prebuilt generic base .map file, then they must create
a map and submit it at the timelimit. The contest supervisor then compiles each map and includes it in a .pk3 file.
The pk3 file is made available, contest mappers and players play the maps, finally voting on what they thought was
the best. We then have a winner!
Third, I put a link button up for ut-mapdepot.com on the left. Shoulda did that a while ago. ;)
What else... can't remember but that's alright. More later. Good map is on the pub, gotta play now!
4-14-2004
Quick update here... spent a few minutes making the shoutout thingy spit stuff out in reverse order now, newest first.
Also darkened it's background so you can see stuff a little better.
I just posted some screenies at fun-gamers
clan website. They're a german clan, and have been enjoying playing superman_b2 as part of their mapcycle. Thanks guys!
4-13-2004
I've been working on superman a lot more now. I spent a bunch of time figuring out the cartagrapy of the map, i.e.
the up's and down's of the terrain. Currently all streets are level. That will change. This adds a lot of new
dimension to the map, along with the ability to travel farther faster via strafejumping (think golgotha). This
project has gotten me familiar with GenSurf, a surface generator plug-in for GtkRadiant. I tried EZGen but it
kept thrashing my terrain so I gave up on it.
First I hit the markerboard and sketched out what I wanted. This took some time because there are gameplay issues
that need to be figured out right here. Remember this will become the functional base of the map, so I have to think
about what effects high and low areas have on the game flow. When I settled on a design, I copied the sketch into
my spiral notebook and went back to my machine.
I made a my terrain heightmap in photoshop. First I drew out the lines detailing different grades, then colored it in
with shades of grey representing highs and lows. Lastly, I used a gaussian blur filter and some brightness/contrast
adjustments to get the fading colors I wanted:
Heightmap
After this, I then use gensurf to use my heightmap as a reference to create a new surface. The heightmap is a
8 bit (256 color) bitmap. This was tricky because I was having problems getting it to give me the correct amount
of subdivisions. Now, the hard part. Turning the newly created brushes into streets and such... the problem I'm
dealing with mostly is architectual. This has caused me to start really looking at buildings and landscape to get
ideas as to how I can solve foot traffic scenarios. Can't just put inverted inclines right off a curb, or stairs
in stupid places. It's really interesting and fun. I'm probably going to call upon the knowledge of my girlfriend
because she understands architecture better than I do.
Hey, I best mention this now!!! QuakeCon2004 registration is tomorrow...
Lastly I leave you with a screenshot of gtkradiant and the initial mess I got to deal with. See ya!
3-29-2004
It's been a crazy month in r/l, but I'm now able to start playing with Gtk again. I'm testing out q3map_backshader for
the water in temple2, as a way of saving brushwork and adding the cool lightrail feature I made. I'll see if I can
get some screenshots for youz at some point here. Map work has been going very slow, but should pick up soon here. :)
3-10-2004
Just a few things, some write-ups of maps I've done and people's opinions.
Dark.
09 Mar : 16:19
Supeman_b2 was a lot of fun. So much leeming!
b33f
08 Mar : 20:32
Superman_b2 is the most fun I've had in a long time!! Keep workin on that beauty Wily!
That's what I like to hear! Also, FSK405B has a very good review of ut_cahos_v2 here.
Thanks everyone for your awesome input!
3-3-2004
I was driving around downtown today, had to go to class (I've got a business law class). The interchanges we have in
Milwaukee look like really nice candidates for modeling the overpass in ut_superman. There's a long overpass that's the
right height with the right stuff next to it. Very promising material.
I want to get more mapping done! Still r/l steps in and denies me for a little longer of such pleasures. In the meantime,
ut_cahos_v2 has been in FSK's mapcycle. People seem to be getting used to the gameplay there and are starting to take
advantage of the map as it was intended. Still, it's played in CTF mode, but fun none-the-less. I've gotten good feedback
on the map thus far.
Nothing much else going on gamedev-wise currently. I've been handling stocks/finances, personal issues, the recent party,
and so much more... where is my time going?? There's like 7 days in a week, right? Gah. Hey, I'll share with you a formula
I came up with, which derives all problems, ever. :) Conspiracy theory + mass communication = Problems. And the solution? I
came up with 1 over problems (1/problems) = facts + reliable resources. So there you go.
Hehe, time to get back to work.
2-17-2004
FSK405M has graciously uploaded ut_cahos_v2 to FSK ftp, so you can get it quick. Go here to get it!
Also, I'd like to hear your thoughts on this matter in the FSK forums.
2-12-2004
I released version 2 of ut_cahos. Get it from the pond, or ftp. This was to be a map test, but I'll let it
go as a normal map due to it having fixed up many potential problems with version 1, and nothing being
seriously wrong. In other words if you have ut_cahos, you can replace that with ut_cahos_v2.
What got fixed up? 45+ fps boost in almost every area, fixed the text in the stands, added nodrops to the spawns,
added a hurt thingy to the spawn halls so if people decide to hold the flag in there, they can only do it for
a limited time (takes off 1 health per second, slow), made the hall doors openable from the outside, fixed some
missing textures, added ambient sound to the cahos drum, created "fake" dynamic lighting on all spotlights, added
a lip to the top of each base by the pole, brightened the map, added two more cah flags, added furniture n stuff
to the spectator boxes, changed the water shader to use less fps, added a poster instructing how to shimmy the rope,
added a poster for me, fixed hallway brushes cause they were misaligned, and probably some other stuff I can't think
of now. That's your version 2.
There's a few small things to fix up for any future release, like end of round camera location, one water surface shader
is wrong, I want to widen the stairs in the bases from 2nd to third floor (flag), and people have requested that I make
the arena less boxy... maybe.
Other feedback I've gotten is that the rope is useless... that's if you're playing ctf. Remember this map was designed for
cah, and I've kindly added ctf for us ctf'ers. I do accept constructive critism, and well if you have problems or comments
on the map I'm listening anyway, even if it's {Triad}Jimbo yelling about how he can't figure out how to shimmy the rope.
Probably be a bit until the next update, more rl issues to deal with. :V
2-3-2004
Here's some pics from ut_cahos! You can download the file from FSK FTP here!