|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!
4-30-2006
New dev pics... enjoy. :V
4-29-2006
Did a bunch of texture generation for signs. Impending Doom, Pond Publishing, street signs,
and a highway sign. Got more concepting done for gameplay. Been putting a bit of extra
effort into making this water... again I want it to look really good. Today outside the
sun, sky, light, and environment were very represenative of the environment I'm attempting
to create for this city. Reality can be fun. :)
4-28-2006
I have new screenies to show off, haven't been able to get them up yet. I've now completed
the functionallity of the first building behind the hotel, dubbed Paradox Management. It's
a square building with a hollow center. At the bottom is a four-point fountain thingy.
The bottom floor is open in four directions. Great escape route with combo capabilities.
Superman_b4 has grown so large, the compiler is choking. My machine which is a AMDxp2000,
1 GB PC2100 ram, is having many difficulties swallowing the huge amount of data. It can
take over a half minute to do a simple bsp compile. Light -fast is under 40 minutes. Last
night I ran "light -fast -super -patchshadows -bounce 2". When I check it this morning,
it didn't take and I don't know what the error was (cmd window was gone). I don't have
enough internal processing and throughput to work with this much data in a reasonable time,
which sucks. However I'm a month short on the major upgrade. Meanwhile I can still design
and do brushwork. My only fear is that it will become too big... and the compiler will
refuse to compile. That would break the August date, and I can't allow that to happen.
Fortunately the compiling issues are not hindering gametesting much. I did encounter
a problem last night where the bsp compile took about a half hour and crashed. This
was not looking good, but a reboot cleared up the memory fragments and allowed for
a compile. The offender was the water shader... when I was testing out tesssize,
I knocked it down from 1024 to 4, meaning a texture shader surface had went from
forcefully being broken into 1024 unit tri's, to 4 unit tri's. I had somewhere from
10 to 100 thousand extra triangles in the water because of this. Ouch. On the plus
side, I changed it to 512 which resolved another problem of overbreaking the surface,
everything fits nicely now. The water shader looks beautiful, one of the best water
shaders I've seen (and yes I made it from scratch, including adding the reglow effect).
I've also redone the stoplights. Much much better looking now. Still some slight changes
to be made, but that's kinda standard with all the objects at this point. I am
looking hopefully to the polishing stage, after everything is built and into public
gametesting.
4-22-2006
I now have 9 new skyscraper wall textures, made myself. Quite tedious work, but the
end result is quite good looking. Used source images from photorealistic_metal and
my photoshop magic, came up with really great images. I came up with the idea that
all outside playarea buildings are going to be shadered nomipmap, meaning the video
card won't try to smooth the textures. at that distance it should make any difference
and thus save fps. I may try to apply this to other large playarea surfaces in this fashion.
Also I fixed the door textures (oh yeah I have new door texs for the hotel and
military building front doors). I downsampled the sweet-looking originals, then applied them
and they looked horrible! I went back to photoshop and resized the originals to
a nice X^2 by 512 size, then rebuit the doors to be X^2 by 512 as well. I won't
get to see the rendered result til later, but so far seems like it did the trick.
You'll like the door eyecandy... friggin texs are large enough too. But sometimes
certain details require that extra bit fat. It makes a big difference between
"it's a door" and "/say wow that's a good looking door!".
Another thing I'm trying to scheme up is a way to manipulate the lightmap to give
me depth shading when compiled, not as a shader pass. I'd like to do this by
creating a b/w source tex and telling the compiler to alpha filter the lightmap
according to that source tex. Might be something in the q3map2 manual, I'll look
later.
4-19-2006
The upper parking garage has been redesigned. Went through google local and found
some parking structure designs that matched up to what I was looking for. I've also
increased the texture size of the concrete which will save lots of fps. In fact,
this new garage will save a buttload of fps, as the b3 version was pretty nasty on
rendering. That was my fault though cause it was rushed in the end of b3 development.
I've got some new exciting gameplay in the highway. The highway construction is going to make
for another crazy combo/chain...
I've done some reworking of the water shader. Experimenting with "deformvertexes wave"
to add some life to the water. This is similar to what was used in druglord2 and 3 to
make the water wavy. I want some damn good looking water, dammit! Also am working
on redoing the streetlights, which have so far proved to have a successful prototype.
My woman didn't understand why I was out taking pictures of parking lines... at first. :)
Tonight I'll hopefully have the full ground plan done. I need to draw up all the streets
and buildings that are outside of the gameplay area. I'm thinking the highway is going to
split to the west and get grounded to the east. Rear of the hotel there's going to
be a squarish building with an empty center. Second will be mult-tier. Building next
to the park is going to be another radical design, thinking something looking like
a futurish empire state building.
Flypoints to be added to hotel upper roof, top of military building. Lt1
has a tv newschopper (another combo point) in the works which will hover over the highway.
Found a great architecture pic to design the maintenance floor against
(soon to be renamed). I've got a bunch of cosmetic ideas to fix up the map,
but I really have to remain focused on the basic gameplay first. I have roughly
8 weeks to have the map in a brushwork/lighting playable state, followed by
vis work, touchups, additional shader work. After comes the playtest version for
two weeks - expect multiple version releases... i.e. superman_b4_testrelease1 etc.
just as I did with b3. There were 5 or 6 releases like this if you remember correctly.
The result was a very polished beta map.
Also in the beginning of June I'll have my upgraded machine to do the heavy, demanding
compile tasks. Instead of 14 hour compiles, hopefully I can knock them down to a couple
hours.
4-15-2006
Finally, geared up for full scale development on superman final again! I will be making
extensive use of Lt1's models from blackrayne.net
I've said it before, his models are top notch quality. Production of various areas
are becoming clearer to build as I write down design ideas.
I've also been extensively reading up on game development and design. Wikipedia is
my new online best friend. Being a game designer or producer is NOT easy, it's
not standardized workflow, requires a lot of figure-it-out-yourself. Sounds like
my kind of gig. I've decided that superman final will be released before August.
After that, I will begin learning a new game engine that involves extensive use
of physics. Right now, Unreal Tournament 2007 has my attention. They've also built
the engine to take use of the new Aegia Physx PPU. Remember kids, physics are fun!
The other direction I would move would be to gameboy type games. I really want to
check out Geometry Wars on the xbox360. I have a feeling retro gaming is about to
me a huge comeback and I'm thinking this would be the time to jump on that bandwagon.
I just watched a keynote speech by nintendo's president, released yesterday. He
has confirmed -exactly- what I've been talking about with the new Revolution
game system. The use of the nunchuck controller configuration will enhance the
FPS genre greatly. That's right, we're talking about the next generation of
first person shooters, and on a console? Nintendo? How is this possible? It's
great! He also addded the nintendo virtual console for playing retro games will
not only include the library of 8 and 16 bit nintendo games, but also genesis
and turbo-grafx games as well! In a time when pretty graphics are becoming
old and gameplay is taking the spotlight again, I foresee nintendo as dominating
sony and microsoft in the console war. In the current generation of consoles,
nintendo is seen as "the other guy", next gen, the foot of ass-kickin is gonna
deliver.
Note this though, each console will have it's distinct advantages: microsoft has
xbox live - conecting the console community (however sony and nintendo are taking on
their own services now); sony has an all-in-one media system, including backwards
compatibility; nintendo has a unique controller for a new gaming experience, plus
the features of the competitors. In two years, I then predict the console war will
stand with nintendo as the leader, sony number 2, microsoft last. However, microsoft
is a sneaky, aggressive, and bloodthirsty company, so I'd expect them to steal
as much of nintendo and sony's innovations as possible. Of course the flipside is
that microsoft created the online console community...
Back to the original subject. Work on superman continues! I have approx 3 months
to create a leveltest release. It's on.
4-11-2006
Work continues...
I redid the upper parking garage again. This time I like how it's turning out. In the
tradition of the rest of the buildings, the 2nd upper floor and rooftop will be accessable.
The highway now sports construction like any good highway has, indicating the launchpoint
with the cones. You can see new streetlights, different water tone (still working on this),
addition of more street paint, a sign at the gameplay edge of the highway, new building
in the back. Not pictured - new bus stops next to highway, Y-intersection behind military
building, evolving front of Pond Publishing, modified bridgeway behind military building,
military building window texture mods and optimization. Removed front building lighting
to be replaced with something else (spotlights maybe?).
Running around in the map continues to get denser in the way of enveloping me in a
full, vast urban city environment.
4-5-2006
I think it's been about 3 weeks since I've even played a video game. Meanwhile, I've picked
up my book, "Game Design Perspectives", a book on game development written by a couple
dozen game designers. Probably one of the hardest reads I've had, however the last
time I picked it up was a while ago. Makes a lot more sense as I understand
the industry much better.
A friend of mine has been recruited into NCSoft, makers of Lineage 2 and City of Heroes.
Also as I recently read in Game Developer magazine, many previous members of Origin Systems
(makers of the Ultima series) including Richard Garriot (a.k.a. Lord British) reside there.
I've logged many, many thousands of hours into Ultima 5 (imo the best rpg ever made), Ultima 4,
and Ultima 6. These games are one of the prime reasons I wanted to get into game design,
My envy is high, and my ambitions burn hotter.
3-28-2006
Good one me, a month between updates? I better have a good reason... fortunately I do,
but in the spirit of keeping r/l details seperate from the gamedev site, just trust me -
a lot of very good things have occured in the past month.
Otherwise, I've been spending a decent amount of time talking game industry politics with friends.
Such as direction of the industry, current console generation, WW2 FPS's, etc. There's
been some buzz around me and my workplace about me doing modding and level design. I'm
finding out there's more gamers around me than I realized. It's pretty cool when the
people I normally escalate issues to come to me asking about game stuff... that ends
up being a lot of fun.
I took a long trip in the past week, gave me time to do more thinking about the layout
of superman. I figured out a bunch of new details to be added, maybe a bit more on the
direction of the map. Still have to go through curve hell for the frontside of the west
building... not looking forward to that but the results will be beautiful.
I still need to finish the q3 pacmans. I have no other maps in process of being worked
on, although the thought of doing more work on temple2 is tempting. Yes yes meanwhile
I will be doing work on superman. Keep your pants on.
Nothing else to speak of for now, getting r/l solid then gaming may commence!
2-28-2006
Been keeping up with the mostly dead urban terror forums a bit more recently. Not much
exciting happening there as usual. The main site is toting new screenshots of a new map.
Again, a flat map with a couple obsticles, road, buildings, right angle paths. Already
said my piece on the right angle issue, now how about flat maps, and some other issues
that come to mind.
When designing superman beta 3, I had been looking all around downtown to see what makes
reality "real". I found it's the suttle details that blend into, everything. First,
streets are almost never level. It takes effort in real life to make flat areas,
and those don't stay flat for too long... erosion has it's way with human meddling. We
should not see a single flat map even if it's a parking lot. Heck, those are engineered
to not be flat as to move water in rainstorms.
I'm finding that a level designer should have a few conceptual understanding to accurately
portray their work. Objects have mass. The ability to portray mass creates
respect to your
surroundings. With time, erosion occurs. Heavy things buckle, crack, or break.
Areas with traffic, movement, or interaction incur wear. Cars rub curbs with
their tires. Grass edges get worn to dirt. Garbage and litter accrue. Finally, an element I
find to create the most classy details are representation of engineered compensation.
This entails details for things that will never occur in your map, but if time were persistant,
it would or could.
Eventually, it's going to rain. You're going to want to eat, sleep, or pee.
Make a phonecall. Some kid is going to climb that obsticle and someone is going to get sued
when they fall. Street lights have control boxes somewhere near. Where do firemen find the
nearest fire hydrant/water supply when your building is burning down because it's nothing
but a box that doesn't follow city codes? And how are people getting out of the building? Are
there enough exits? Signs? Street paint?
I had a thought that blew my mind while making superman: should I make
the curbs A.D.A. compliant? Followed by a thought of WTF am I thinking?? But it's stupid
little details that add so much life to your map. Am I preaching these details as necessities?
Certainly not, these are hints as to how to figure in more lifelike details.
Basically, if you think real physics and problems, you can add simple details over existing
details that show you really are paying attention to how things actually work. But do you
really need to
know how it works? It's hollywood... the more you know, the better the detail works. A well placed
minor scuff or couple extra brushes to de-flatten a surface can mean worlds of detail.
2-18-2006
Haven't done much gaming in the past week or two. Got some r/l situations that are again
pulling me away from the Glow and the Hum. Probably a healthy sanity check, cause usually
after a while of not gaming/designing I get fiending to tear into a map. Still have to
get the q3_pacman's out, previous maps source's, update the MIG tutorial page, and add
some new content. Of course as soon as I do I'll be all splashy about it letting you
know. :)
In other UrT development news, FSK405 Bah is tearing it up with his first map. It's REALLY
big but has a lot of neat little places to Do Stuff with. We like things that do stuff.
I'll keep you on top of this aspiring new mapper. Keep up the great work Bah!
2-8-2006
Tonight I shall serve up some beef. My beef is with many of the 1st party maps of Urban Terror. An
ever constant pattern is the usage of 90 degree corners. Flat terrain comes next. For this
post, I'm focusing on 90 degree corners.
Think about this. The .map source file format is so human readable, it could
in fact be generated much the same way GenSurf works. I could potentially create a script
that could create the basic brushwork in a map, texture accordingly, fill in some details,
I tweak the rest. Yes, I could essentially create a ut_Casa with a script. That how damn
simple most first party really are.
I'd create an algorithm that makes one area, create three paths that interconnect
with each other twice, and connect it to a second area. All 90 degree turns. Maybe some
raised/lowered areas. This generic formula works so well it's sick. And it's old. How many maps
use that exact formula?
I would expect more gameplay quality out of a 1st party map. See, this simple formula
almost guarantees an even playing field. This brings me to a possible solution. Since these
1st party maps seem to be being built with competitions as a focus rather than pub
play, try this idea. Build your map lopsided. In the real world (oh no!) one side
is almost always going to have an advantage over the other. Standard competition
cycle is 3 rounds. Ok, 3 rounds it is... 2 games per round. Each team cycles sides
per half-round. Had the advantage before? Now you don't. 6 games in the same time
of 3. Feel the pain.
Anyway, back to the issue at hand. I'd really like to see stronger landscape and more
innovative structures from first party maps. Pull out google earth and take a look at
various urban environments.
Many curves and irregular paths. Ditch The Formula and use your environment to institute
gameplay, something that's not often taken advantage of rather than simple paths of least
resistance with a couple details. Don't complain that creating those types of
environments are hard - that's like a programmer complaining about not wanting
to use advanced data structures.
The beef is done.
1-27-2006
After a long wait, here they are. Screenshots of the incredible amount of work accomplished in a short time.
I bring you - Urban Terror Pacman and Ms. Pacman! Four new maps that fully deliver in all gamemodes! It's
even crazy to think I made a team survivor map, let alone a good one (or four?). CTF rocks, and CAH
is great!
POST-MORTEM
The breakdown: Saturday night while playing on the FSK405 pub, talking on TS, this thought came to mind...
make a pacman map... I thought about it for a while, then in one fall swoop I dropped everything and got
straight to work. First I had to find an image of the pacman layout. The in GtkRadiant I had to make
some reasonable guesses to what the appropriate dimensions of the map were going to be... this was
critical in determining if the map was going to be any fun. I picked 64x64 unit grids (approx. 2
players wide/long), and the walls to be 96 units tall.
Next was the wall thickness. Also I made the upfront decision since I was going to do these
maps right, all edges needed to be curved/rounded. Teleports would work as expected. There
would be breakable pac-dots. Had to get ghosts and fruits in there. The minimap would look like the
arcade. Custom textures. The startup levelshots would be custom art done by myself. Bot support. All gamemodes
(minus bomb). See there's really a lot that goes into the preparation of even simple looking levels.
Doing the brushwork was cheesecake, just had to keep referring to the arcade map for correct sizing.
Ran a quick test so UrT would generate the minimap. Cut the icons from the arcade map. Adjusted
the colors on the minimap, added the icons. Sometime in here I was creating the levelshot (startup image).
Began creating the textures in photoshop, this was pretty easy since the texs were just spackles and cloud
gradients. The I built the shaders. Skybox is all black, so I ripped that shader from another of my
maps. Cut the ghosts and fruit from the arcade map, created 128x128 non-aliased textures. Decided
the dots would not be lightmapped (that would potentially cast shadows and light making spots look
weird when you busted them). Began importing and editing sounds (thanks FSK405 Bah for finding them!).
Added triggers for sounds, rigged up the teleports. I got the idea for the fadey thing the teleports do
from Bah's first map he sent me, forgot quake did that. Added clips, decided I didn't want people
climbing up the walls... in a playtest that made the map pretty weak.
Added ALL the dots. This proved to be a problem later. Added the ghosts and fruit. Rigged up all the
triggers. Thought I had myself a complete map... and right when I thought it all came together - it
all came crashing down. Couldn't load the map, Urban Terror spat back Maxmodels_exceeded. Never seen
this before. Worked backwards and tore out some triggers. No good. Tore out the ghosts and fruits.
It loads. DAMMIT. Well I try fighting some bots. Weird things going on, stuff not there, playing
on a team in spec... it's kinda jacked up. By myself it was ok... fought with this for a few hours.
Finally gave up said fine no ghosts or fruit, how disappointing. Packaged the map.
This is why you make test versions before you just up and release a map. Got people playing... no one
could shoot anyone. Oh no! What the hell? It all made sense at that point. The error told me
what I knew but didn't understand, too many entities in the map. Entity count wasn't much, all I had
was some triggers and the dots... the dots!!! Too friggin many breakable dots!!! Ok, now I had to
do damage control and recall the map. Jumped back into the map, got constructive as to dot placement
whereas they looked good and was under the entity limits. Dropped the ghosts and fruit back in there
right away too. Sure enough. Decided to get a little fancy and add some hinting and run -vis. Didn't
help much, but I wasn't going to put much work into that. It was time to release this bad boy! Total time
was about 16 hours, 24 total hours elapsed. Not bad for concept to completion!!!
The first night of playing was a big success. So big that I said, hey I can use the pacman resources
and make... Ms. Pacman! And not just one level, no I wanted to make all 3 and release a mappack.
I got straight to work again. Decisions made here: consolidate resources by creating one shader file,
reuse textures, reuse brushes and groups, reuse sounds while adding new ms. pacman sounds. I
figured the only thing to do was going to be adjust the textures, redo the minimaps, redo some
sounds, and of course move all the wall brushes around. I was mostly right. I hit one snag that
was perceptually unacceptable. I went much farther with hinting these maps. The floor is
semi-transparent. Problem that was occuring was the skybox floor was not being drawn in some
places in the map, others it was, and would cause visual fragments. Took me about an hour to
figure out why it was happening. How to fix it took a little longer. I added surfaceparm trans
to the floor shader. This means when -vis does visibility calculations, it will treat a brush
as see-through, thus not blocking visibility. However this still didn't fix the problem. I realized
the other 5 faces of the brush were caulk, and needed to become something else that had surfaceparm
trans - like weapclip. It's a fully clipping texture/shader. This fixed the problem for good.
I ran a test of the maps with FSK405, checked out well. Last thing I had to do was the levelshot
artwork. Level 1 is my favorite, representing an art style not too many other recognize. In total,
roughly 48 hours elapsed. Completion of all 4 levels in 4 days. I was kinda dedicated to the project...
staying up for 2 days with a 3 hour nap. The first image may have been the result of sleep depravation,
perhaps with the assistance of Major Vodka and his trusty steed Red Bull - probably why it's the
darkest of the 3. Yeah. :) Maps packaged, tested, shipped!
From this experience, I learned a bunch of new things making these maps. First, I'm going to have
to watch the breakable entity count in superman. Learned more about -vis. Learned more about my own
limitations. Some of the good things that have immediately come forth is I'm seeing people's
interest in mapping/level design popping up. This is a Good Thing! I'm going to focus more on
teaching and tutorials for right now, need to take a break after that stint. Hope this post-mortem
was comprehensive enough, and I also hope to see work you've done. Biggest issue I hear of is
the embarrassment of being unable to do simple things that I can do with ease... I'm not here
to judge, and I've been there, and I haven't forgotten. FSK405 Spider asked me "I want to start
a map, what do I need?" and I said "a lot of patience!". It's true. Once the mapping bug bites
you it's tough to stop.