Dynamic Mapping?


darkenfo
11-03-2005, 09:54 AM
I was wondering if anyone had heard of any levels that were designed to have walls and specific areas that were able to be blown up and alter the level.

A few maps from 1.3 had places where the zooka could blow holes, I'd like to see a map where the zooka was almost a necessity to get to good spots.

I would also be interested in seing a level where it was possible to blow up houses creating piles of rubble after a few rocket hits. Could be an interesting feature.

Trp. Jed
11-03-2005, 09:57 AM
Physics objects like pianos sometimes block doorways effectively altering a map as that route is not accessable. You could do the same thing in reverse with strategically placed items that when moved open routes.

Would be interesting to see some "puzzles" in map revolving around moving a large object to open up a route.

DjBourgeoisie
11-03-2005, 09:58 AM
There are usually destroyable walls in the obj type maps where each side gets tnt charges. This gametype I hope makes an appearance in source soon, I really do enjoy this mode the best.

[oap]Agent_S
11-03-2005, 10:03 AM
Originally posted by darkenfo
I was wondering if anyone had heard of any levels that were designed to have walls and specific areas that were able to be blown up and alter the level.



In My map,
http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=58063
There are 3 areas that need blowing up for the allies to get off the beach, atm they can be shot out but when the FGD is out they will need bazookas or satchel charges.

cheese-sarnie
11-03-2005, 11:14 AM
hi
i tried out an entire "destroyable" house when i first ported dod_narbeth to source back at the beginning of the year.
it was quite laggy when it collapsed, less than 1 fps on my pc.
i may try a more optimised version of it.

i think the source engine is awesome at that type of thing and i'm hoping there will be loads of new dynamic ideas in future maps.
i'll need a new pc to play them though. :)

Furyo
11-03-2005, 11:34 AM
It's of course feasible with SP games, but multiplayer requires a lot more resources. For example, areaportals which are server side can't be used as much as in a SP game. Occluders which would be triggered with the explosion of a wall means whatever they blocked will now be rendered completely, and for everyone on the level, for the duration of the map.

That just adds a LOT of calculations for the servers and client comps. Add on top of that the relative "uglyness" of HL2 in comparison with today's Source games and you'll understand why it's really a lot harder to do that with multiplayer maps.

cobaltgrc
11-03-2005, 12:51 PM
In the future we will have Physic Processor Unit cards (PPU) that will be able to handle all the physics of truely dynamic map. Or at least how I understand it. PPU cards should cut down on the over all FPS drop we get when playing around with a completely destructable house.

ultranew_b
11-03-2005, 01:39 PM
Originally posted by Furyo
It's of course feasible with SP games, but multiplayer requires a lot more resources. For example, areaportals which are server side can't be used as much as in a SP game.

Could use AreaPortal_Windows, they are calculated client side. :)

StreamlineData
11-03-2005, 02:54 PM
Originally posted by Trp. Jed
Physics objects like pianos sometimes block doorways effectively altering a map as that route is not accessable. You could do the same thing in reverse with strategically placed items that when moved open routes.

Would be interesting to see some "puzzles" in map revolving around moving a large object to open up a route. In the map I'm currently making dod_wolfescape, I already have this kind of thing. Cabinets, shelves, etc blocking holes in walls that lead to a whole "background map" of secret passageways. A bathtub covering a hole that leads to an underground passageway...

The new phys objects make navigating the map alot more interesting.

Even in 1.3, it was possible to do this sort of thing.. by brushing some furniture, grouping it, then letting it be pushed... but its not quite the same as now.

Trp. Jed
11-03-2005, 04:03 PM
Originally posted by cobaltgrc
In the future we will have Physic Processor Unit cards (PPU) that will be able to handle all the physics of truely dynamic map. Or at least how I understand it. PPU cards should cut down on the over all FPS drop we get when playing around with a completely destructable house.

And the first ones will cost about $500 and only a couple of thousand people will have them and about a dozen games will make use of them.

You've got about 5+ years before they get anywhere close to mainstream. Their too bleeding edge.

cobaltgrc
11-03-2005, 04:27 PM
Here's hoping we live for 5+ more years. :p

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