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bmw Hacker


Joined: 04 Jan 2006 Posts: 1367 Location: Michigan  |
Posted: Sun Jun 23, 2013 5:31 pm Post subject: New hammer map - padded room (DOWNLOAD BETA IPS PATCH) |
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Runway expansion is getting tedious - needed a break from it. Will come back to it later. I had no idea it would turn into such a massive amount of work.
Anyways, in the meantime, I decided to start up something I haven't done in a while - a hammer map. I'm keeping it simple and polygons minimal. Basically it will be a square building with a padded room at its center. There will be several entrances to the roof. There will also be other rooms in the not-yet-fleshed-out building. Haven't decided yet if there's going to be an outdoors portion yet, will really depend on framerates and how big the level "feels" when playing it.
I'm making this one grenade friendly. There will be plenty of places where you can toss grenades and I will make sure that the clipping and bg are all set up so that grenade travel is 100 percent accurate (ie, not falling through floors or ramps).
Hope to have this one finished up in a few weeks or few months if it takes longer than expected.
Here is a teaser pic:

Last edited by bmw on Thu Jul 28, 2016 2:56 pm; edited 2 times in total |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7252 Location: Ontario, Canada  |
Posted: Sun Jun 23, 2013 5:50 pm Post subject: |
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When I read "Padded Room", I was picturing an insane asylum. This is certainly more colourful than that! Hope to see more of this as you continue to build on it.  _________________
YOUTUBE | TWITTER/X | FACEBOOK | VAULT | MOD DB | RHDN |
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Rey 007


Joined: 07 Feb 2012 Posts: 785 Location: US  |
Posted: Sun Jun 23, 2013 6:59 pm Post subject: |
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Your first pic reminds me of fort plastro I think it's called. In one of the areas in MP. _________________ www.youtube.com/gamerrey23 |
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MultiplayerX 007


Joined: 29 Jan 2006 Posts: 1210 Location: USA  |
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bmw Hacker


Joined: 04 Jan 2006 Posts: 1367 Location: Michigan  |
Posted: Mon Jun 24, 2013 4:52 pm Post subject: |
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Some more progress:
(pics updated later in thread)
Last edited by bmw on Thu Jun 27, 2013 5:16 pm; edited 1 time in total |
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MultiplayerX 007


Joined: 29 Jan 2006 Posts: 1210 Location: USA  |
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bmw Hacker


Joined: 04 Jan 2006 Posts: 1367 Location: Michigan  |
Posted: Mon Jun 24, 2013 5:21 pm Post subject: |
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Thanks my goal here is a sort-of wide open map but with plenty of cover. The problem with most open maps is too many polygons loaded at once bogging the level down. In here I'm purposely keeping things very basic, doing things like using ramps instead of stairs (staircases add a LOT of polygons to any map), building things like crates right into the architecture so that I don't have to use objects, and keeping textures to a minimum. I'm also designing the layout so that grenades travel properly - I won't get into the long technical explanation but there are some design flaws which will cause grenades to fall through platforms. |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7252 Location: Ontario, Canada  |
Posted: Wed Jun 26, 2013 5:43 pm Post subject: |
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Do you plan on using RGB colouring to modify some sections to be slightly more colourful later on? Even kind of like how Complex highlighted a few key areas with red, yellow and blue. Could give it a nice appearance, and break up the grey scheme a little bit.
Looking like it'll be a neat deathmatch arena! _________________
YOUTUBE | TWITTER/X | FACEBOOK | VAULT | MOD DB | RHDN |
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bmw Hacker


Joined: 04 Jan 2006 Posts: 1367 Location: Michigan  |
Posted: Wed Jun 26, 2013 6:05 pm Post subject: |
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Certainly. That was actually part of the reason why I stuck with a grey theme - the grey textures are much easier to shade with color than are textures that already have color in them.
It is frustrating though not being able to hallow out anything or put walkways which you can walk under - doing so would ruin grenade usage on this map. |
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bmw Hacker


Joined: 04 Jan 2006 Posts: 1367 Location: Michigan  |
Posted: Thu Jun 27, 2013 5:22 pm Post subject: |
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Ok Structurally my level is complete.
Roof: I kept the roof fairly wide-open without much stuff up there. There are 2 stairway entries and several holes where you can see into the main floor.
The main portion of the level:
The smaller areas behind the doorways:
Next step is to compile the map and break it into smaller rooms for import into the editor. |
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bmw Hacker


Joined: 04 Jan 2006 Posts: 1367 Location: Michigan  |
Posted: Sun Jun 30, 2013 8:02 am Post subject: |
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Finally got the technical details worked out with importing and getting this thing loaded in-game at the correct scale (Caves' scale was just about perfect so I will be using the caves MP as my base for overwriting).
Lower floor will be broken down into 11 rooms. Roof probably into 3.
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MultiplayerX 007


Joined: 29 Jan 2006 Posts: 1210 Location: USA  |
Posted: Sun Jun 30, 2013 8:29 am Post subject: :) |
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this map is so GOLDENEYE bro. reminds me of the good old days when DESIGN was a big thing in making games and even the multiplayer maps in this game were IT back then . SUPERB layout idea. NICELY executed.  _________________ [img]http://imgur.com/ud785Jq[/img] |
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bmw Hacker


Joined: 04 Jan 2006 Posts: 1367 Location: Michigan  |
Posted: Sun Jun 30, 2013 11:50 am Post subject: |
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Thanks for the feedback. I'll be posting more screenshots as I get this thing imported, converted, and lighted. Lighting is proving to be somewhat tricky just because Hammer's compiler isn't drawing the triangles how I want them. I have tricks for forcing it to draw how I want but its somewhat time consuming. |
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bmw Hacker


Joined: 04 Jan 2006 Posts: 1367 Location: Michigan  |
Posted: Mon Jul 01, 2013 4:27 pm Post subject: |
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I've got 3 rooms imported.
Playing around with some lighting effects:
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Sogun General


Joined: 15 Dec 2010 Posts: 661 Location: Valencia, Spain  |
Posted: Mon Jul 01, 2013 6:19 pm Post subject: |
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That shading looks very good, bmw. Are you doing clipping colors so players and props match the lights from background?
Good combination of hard and soft shadows. You really thought about it beforehand or it wouldn't be possible to do. Seems you are using the Lighting Source mode for the "atmospheric" lights. That needs some background preparations too.
I really like how you created the map, using a squared texture as module. All matches perfectly.
This map reminds me of Doom since it doesn't have multiple floors (except for the roof, which would make it more like Duke Nukem then).
Seems that you thought about the layout thoroughly, with lots of possible situations in mind (tossing grenades through holes, covers for sniping, big open spaces for rockets...).
Looking very promissing. |
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