Banner

Repeat

End

Forums

HavenForts: Construct JetFists - The Chronicles of Wargasm (Episode 2, NeoForts)
  #1  
Old 02-23-2007
New Recruit
 
Join Date: Jan 2007
Posts: 4
Default sf_void

So I just turned eighteen, and I figured as a little birthday present to myself I'd go ahead and release my first Sourceforts map, which I've been working on for a while now.

sf_void





CLICK here to DOWNLOAD the MAP
(if there's something wrong with the archive, the bsp, or the map itself, well, you know where to get me)



Now comes the text. If you're bored already, there are more screens toward the bottom.

My goal with this was, a) to learn how to map, and b) to create something visually and technically interesting. Not having much experience with this, gameplay was left on the wayside (as I'll cover below), however I think I succeeded at least somewhat with my goals.

All of the materials (save the lighting effects) are entirely custom-made (by me). They're packed in, which accounts somewhat for the horrific file size. There are a number of other neat little features as well.

Here's the short version:
  • Your team spawns in a room overlooking the map, and can then choose which teleporter to go through. I've tried to make the teleporters as clever as possible, but I haven't really tested them with multiple people.

  • The block spawn is something I like to call "always-on"; it spawns a new block when you remove the old one. At the time I made it, I thought I was very cunning indeed-- I've since seen Euphoria, but I still like my implementation.

  • The light bridge will not support anything but players and the flag. This is not only a cheap gimmick to test the concept, but also protects players somewhat from rockets and grenades to try to mitigate the unbelievably horrible tactical situation they represent.

On to the cons:
  • Performance. One of the things I've learned is that optimization starts with map design. On a map which is essentially one massive room, with all meaningful vertical surfaces made of glass, there's not a whole lot I can do. Additionally, I do many things with brushes which should by all rights be modeled-- I had plans to, but it turned out to be more of a hassle than I was into.

    With a goodly number of blocks, my framerate can sometimes get down to 30. I run on almost max settings, but I have a fairly modern computer. It should stay playable, but I can't guarantee it'll be pretty.

  • Size. It's hard to tell from the screens, but this map is massive. I don't know how to put it into perspective, but as soon as you load it you'll see what I mean. Does it work for a large number of players? I dunno. I have had fantasies of simply scaling the entire thing down to about 80%, but we'll see.

  • Gameplay. I have some serious doubts about playability due to several design flaws. Those flaws, and possible solutions, will for the time being be left as an exercise for the reader.

  • Lighting. The map is "dramatically lit", which is a nice way to say "dim". With my settings, it is attractive and fully playable, but I can't speak for yours.

There's more to say, but I can't really think right now, so I'll leave it at that. Hope you guys enjoy it, I'm very much looking forward to your criticism.

The promised screens:

From the middle platform:



The spawn:


Teleports you to these lovely contraptions:


The flag platform, whose nofreeze is exactly where it looks like:


The hot and cold running blockspawn:


And last but certainly not least, the somewhat ironically named light bridge:


And that's ten. I hope you get the idea.
Reply With Quote
  #2  
Old 02-23-2007
LEARN2PLAY
Fort Warrior
 
Join Date: Jul 2006
Posts: 1,158
Send a message via AIM to Fail
Default

Looks nice and interesting, I'll try it out first chance I get.
__________________
-=Suverin=- F41L
[Your signature was too large. -Stieffers]
Reply With Quote
  #3  
Old 02-23-2007
Billeh's Avatar
Fwar?!
Flag Capper
 
Join Date: Jan 2006
Location: Somewhere or Other.
Posts: 3,810
Send a message via MSN to Billeh
Default

Wow. Looks amazing
__________________
Eat crayons, poop rainbows!
Reply With Quote
  #4  
Old 02-23-2007
Kanroook's Avatar
Experienced Builder
 
Join Date: Oct 2005
Posts: 499
Default

Reminds me of a quake3 map. Looks absolutely amazing though, uploading to SR :O.
__________________
Quote:
Originally Posted by Qu1f View Post
Anyway why was there 2.0V models in the picture? Or is it just a thing SR got for being such a supportive clan of the mod?
Reply With Quote
  #5  
Old 02-23-2007
Rick's Avatar
[CubeWallers]
Trainee
 
Join Date: Feb 2007
Location: Denmark
Posts: 8
Default

Cool brush work there ^^
Reply With Quote
  #6  
Old 02-23-2007
Sauce's Avatar
SourceForts Design Team
Flag Capper
 
Join Date: Jan 2006
Location: ๏̯๏͡)
Posts: 3,635
Send a message via MSN to Sauce
Default

That is absolutely amazing work for a first map! Most people will tell you to never release your first map, but I think we can make an exception for this one :wink:

The light bridges sound like a very interesting idea - I can't wait to see what gameplay opportunities they present, although a good gravnader will still be able to wreak havoc and dominate in that area. I like your maps architecture - it reminds me, as said before of a quake map.

Just a few quick questions: do ammo crates, health, and suit chargers work only for their intended teams? Is the void (not the real void, but the fake void that you have created) a disposer?

Just a suggestion: If you ever plan to re-release to fix things, woukd you put a trigger_push entity surrounding the tops, and sides of the map? Because you have used the tools/toolsblack texture (presumably) for the walls of your map, it will be hard for players to tell how far the walls extend from the platforms, and when they do reach this edge they will be abruptly stopped. Putting a trigger_push here will make the stopping smoother and will eliminate the 'boxed in' feeling. It's more of a feature than anything else, but whatever.

Nice map anyway, and happy 18th! Be sure to get plenty drunk!
__________________

sf_skiff
Reply With Quote
  #7  
Old 02-23-2007
Mudkip's Avatar
#1 entRo fan
Master Craftsman
 
Join Date: Nov 2006
Location: ZenDeath Online Party
Posts: 682
Default

Fuck yeah! Very ambitious, I love it. Welcome to SourceForts.
__________________
This comment is entirely the opinion of Mudkip and doesn't reflect a final development decision one way or another. The topic is currently being discussed, and testing will take place in order to decide on the ideal course of action, based on decisions made during that discussion.
Reply With Quote
  #8  
Old 02-23-2007
G.Ballblue's Avatar
Tearing Your Blocks Down
Fort Builder
 
Join Date: Feb 2007
Location: Alent
Posts: 26
Default

Looks nice indeed -- being on a school pc at the moment, I can't do any playing, naturally. If you're getting slow framerates, which seems a little unlikely even for a big "room map" as you describe, I'd suggest this:
  • Did you use func_details? I believe those are the best brush entities to use for microscopic brushwork, particularly stuff that can't be seen from any notable distance.
  • Scale up your lightmap grid? You know that strange "3D LightMapped View" in hammer? If you have not, I suggest turning that view on, and scaling UP the light map grid on any brushes that do not recieve much direct light. Such as, detail brushes, faces on brushes that are hardly ever seen, etc.

    Remember: Bigger light map grid = less polies yet uglier lighting. Naturally, the converse of that results in more polies and prettier lighting (at least I think that's how it works.)
  • Did you use the nodraw texture on faces that would never be seen?
  • And of course some models. Those brush-based lamp posts look a bit... well, ugly I s'pose. Those were the only real eyesores I saw in all of the screens, and chances are, a low poly model would have looked much better, and done better justice for your framerates.

So yea. Hopefully I'll get a chance to play it today, since it looks damn good. I think the gameplay will come off just fine -- the ingenuity of players must never be underestimated!

Last edited by G.Ballblue; 02-23-2007 at 04:17 PM.
Reply With Quote
  #9  
Old 02-23-2007
Fort Warrior
 
Join Date: May 2006
Posts: 1,610
Default

nice

but it's almost a copy from q3ctf4




still, nice work !
Reply With Quote
  #10  
Old 02-23-2007
Mr. Weedy's Avatar
Flag Defence
 
Join Date: Apr 2005
Location: Finland
Posts: 91
Send a message via MSN to Mr. Weedy
Default

Lol. (Meant to be taken in a positive way.)
__________________
My Music = My music
Reply With Quote
Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools Search this Thread
Search this Thread:

Advanced Search
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On



All times are GMT +1. The time now is 11:37 PM.


Powered by vBulletin® Version 3.8.0
Copyright ©2000 - 2012, Jelsoft Enterprises Ltd.
Search Engine Optimization by vBSEO 3.6.0

Tab