Todays the day I scrap it and start again


El Capitan
01-10-2006, 06:16 PM
I don't know why I'm posting this here, I guess its for support more than anything and I know you guys might just be able to motivate me enough!

I've been working on my map for about 5 years now. It was what I would regard as a work of art for the old engine. I had realistic looking waterfalls, the lot. It was basically an underground network of tunnels spidering from one large tunnel (you'll see!)....something I wanted to accomplish that was different to all other DoD maps. I even had a friend who happened to be an architectural designer help me draw up plans.

So where is this leading? About 2 or 3 years into the maps progress I had a hard drive failiure. For some reason I could only recover one of the .map files I had made as the .rmf's had all corrupted. This wouldn't open in hammer so I had to use quark and re-export it! I was back on track, bar a few errors that had resulted from the corruption.

I lost interest in the project which was almost complete. That was, until source was released and I became re-motivated!

I removed all entities from the map and began to retexture the whole thing. Adding in models, I was starting to see the map re-form and come alive once again.

Its not until it came to compiling that I realise a few "Cluster portals saw into cluster" errors amongst other minor issues that had resulted from poor mapping when I first started subterrainia (my map). I've been quick to ignore these, but as I'm coming near enough to the end of completion with this map....I've taken a look at the whole thing and decided I'm not happy!

Sure, its a good map and would work with the engine nicely. But, The smaller tunnels are all square and the waterfalls and river I had don't look right under the source engine. Then theres the oversized rooms I've made and looking at the map as a whole have realised its just too big, and people can become lost easily.

I'm coming to the point now! I'm going to wipe the lot, bar the main tunnel and start again....From scratch, for the source engine! I've realised porting your map isn't as easy as it seems, although its been a great opportunity for me to learn the entities and the engine inside out, and what makes it tick!

Sometimes, its just easier to remake the thing from the beginning. And I shall. Wish me luck!

(Now gimme some motivational posts while I start removing crap!)

Neutrino
01-10-2006, 06:41 PM
you go girl!

Jibba-Jabba
01-10-2006, 06:50 PM
Ahaha.

Just stick with it and I'm sure you'll make an awesome map!

El Capitan
01-10-2006, 06:59 PM
I've decided to scrap the whole thing including the main tunnel now and start again! I'm actually quite excited, there goes the rest of the week!!

Sly Assassin
01-10-2006, 07:09 PM
Don't wipe it all, you can just modify what exists as a base and modify the brush work into displacements and so on and make it all tunnel like using the subdived tool etc etc etc, and a big map is always a good thing, just lesson some of the side areas or something.

ultranew_b
01-10-2006, 07:36 PM
http://www.freewilliamsburg.com/archives/git-r-done.jpg

travis
01-10-2006, 07:48 PM
uhhhhhmmmmmmmmm.......k

Furyo
01-10-2006, 07:58 PM
actually porting your map should always end up easier just making it over from scratch. From a new engine to new standards of width for brushes, too much has changed.

Ca-Chicken-Soup
01-11-2006, 01:06 AM
Go hard man Don't give up; Post screenies to keep your self motivated and set a weekly goal.


Yup I'm a hipocrite.

StreamlineData
01-11-2006, 02:12 AM
How about this:

You post your screenies for all to see, and we decide if you should continue your life's work or not. Might save you alot of time...!!!

If not...

KEEP ON TRUCKIN'!!! :D

Ol' Noodle Head
01-11-2006, 06:01 AM
Wow Capitan...with your description, I am drooling wanting to see it.

This is like...like the "Lost Spider Sequence" of DoD maps.

Or something. Go for it!!! And don't take five MORE years!

El Capitan
01-11-2006, 01:47 PM
Well I missed work today to spend 7 solid hours on this thing. I have the main tunnel re-constructed now and plan on working through the night sprucing it up. I'm loosely basing it all on the old plans, but have drawn up some new ones which I hope will enhance gameplay.

I should have something to show you guys later on tomorrow! I plan to release a few screenshots around the evening of tomorrow GMT IF I don't get called into work!

Thanks for the comments, its kept me well motivated! I'm leaving out the allied spawn with the river/waterfall for now as I feel thats going to be a BIG task with the source engine, so leaving it to the end!

ultranew_b
01-11-2006, 04:01 PM
Originally posted by El Capitan
I'm leaving out the allied spawn with the river/waterfall for now as I feel thats going to be a BIG task with the source engine, so leaving it to the end!

For the waterfalls:

Tutorial:

http://forum.interlopers.net/viewtopic.php?t=1799


CS:S map with the best looking waterfall in source:

http://www.fileplanet.com/151361/150000/fileinfo/Counter-Strike:-Source---CS_Jungle


:)

El Capitan
01-11-2006, 05:31 PM
Originally posted by ultranew_b
For the waterfalls:

Tutorial:

http://forum.interlopers.net/viewtopic.php?t=1799


CS:S map with the best looking waterfall in source:

http://www.fileplanet.com/151361/150000/fileinfo/Counter-Strike:-Source---CS_Jungle


:)

Cheers, I think it looks nice and all but that waterfall is too basic for what I want. I had a much better looking one running on just the dod 1.3 engine using the scrolling mat_scrollwat texture combined with some particle shooters.

I just wish that the particle effects on the source engine were as simple to just "fire" out a steam/smoke white sprite like they did in dod 1.3. The problem with env_smokestack, env_steam, etc in the source engine is they don't start generating until you look at them....which doesn't really work in a waterfall as it should do. I'm sure theres a better way to go about it, but it will take a bit of time. I want a kick ass looking waterfall, and dammit i'll have one in my map!

I may decompile that jungle map to see how they've gone about doing that one and then work from there.

Thanks for the links.

Furyo
01-11-2006, 05:40 PM
shoot those particles with triggers, logic_timer or logic_relays. Wouldn't that work? That way you can save on resources when the player is away from it (depending on the map layout obviously).

El Capitan
01-11-2006, 07:06 PM
Originally posted by Furyo
shoot those particles with triggers, logic_timer or logic_relays. Wouldn't that work? That way you can save on resources when the player is away from it (depending on the map layout obviously).

Yeah that how I've had it set up. They wouldnt actually start firing till you looked at them though. I'm sure theres a way around it, that I haven't quite found yet. Will worry about it when it comes to it!

-BIG-T-
01-15-2006, 01:58 PM
Sounds interesting to say the least....
Is the map based in a specific location or is it fictional?
I think it would be cool if you made an above ground area, as though an entrace to the tunnels and make it a kind of mine...and maybe have holes in the roof of the tunnels to shoot down into and to have amazing lighting...but hey im dreaming!

El Capitan
01-15-2006, 08:09 PM
Originally posted by -BIG-T-
Sounds interesting to say the least....
Is the map based in a specific location or is it fictional?
I think it would be cool if you made an above ground area, as though an entrace to the tunnels and make it a kind of mine...and maybe have holes in the roof of the tunnels to shoot down into and to have amazing lighting...but hey im dreaming!

Those were my plans maybe for a future release, or if the map doesn't play as well as I hope in playtests!

During WW2 the german forces built a series of underground tunnels. They were mainly used for engineering and factory work. Some were based in Austria and some were based in the mountains surrounding Berlin. Some are even believed to be undiscovered.

I have a U-Boat at the end of the tunnel so I'm not sure where my map will fit in yet. I plan to do a lot more research into things and hopefully relate it to a location or if not, as close as I can!

I'll see how things pan out over time. Its still in the semi-early stages. I've actually got quite a lot done this past week although works picking up thick and fast now so not sure what sort of timescale I will be looking at for completion. I'll keep you guys updated!

CoolHand
01-19-2006, 11:19 AM
For the waterfalls, cs_militia was just released yesterday with a small water fall in it. Maybe you want to decompile this map and check it out.

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