Journals

darkphoenix_6816 years ago2008-08-16 21:36:47 UTC 2 comments
The latest news in the long-running saga of my attempt to rebuild my original level: so far I've maxed out on faces, clipnodes, and leaves. Bringing my leaves back under the limit of 8192 was particularly tricky; keeping it there as I continue to add the finishing touches to the level is ... well, even trickier!

I've also been playing with the SDK recently. So far I've made a couple of minor tweaks, stuff that I've found online, but today I decided that fiddling with the code was the only way I was going to solve the problem of players being able to activate buttons, rechargers, etc, through solid walls. I tried a couple of in-game fixes (putting a FUNC_BUTTON object behind the recgarger, for instance) but nothing worked.

When I delved into the code I discovered the following line:

//!!!UNDONE: traceline here to prevent USEing buttons through walls

Obviously they had code there to fix the problem at some point, but they took it out again. I don't know why - no doubt I'll find out at some point! - but I added my own code to determine whether the player had direct line-of-sight to the entity he/she was attempting to USE, without anything else being in the way. I had a couple of false starts, but I figured it out, and it seems to be working; no doubt we'll find out for sure when we play-test it next week!

Which means I can get back to working on LAB11_LavaLab without that weighing on my mind! (Of course, people playing the level without my DM minimod will still be able to recharge their health through walls; there's only so much I can do about that!) :-) I estimate another week will see it finished!
darkphoenix_6816 years ago2008-05-21 07:40:41 UTC 2 comments
Well, I have been inactive for a while, haven't I?

I finally finished tweaking my Necropolis: Mausoleum map -- although for the relatively minor mods I made, it didn't seem worth uploading the new version to my site so that is still slightly outdated. I can't even remember what the changes were, anymore!

After a brief hiatus I started mapping again -- and so far, with numerous interruptions along the way, I've been working on my latest effort for almost a year now! The idea was to rebuild my first level, LavaLab, using some of the tricks I've learned since I first released it all those years ago. This plan was inspired partly by a general sense of dissatisfaction with the mostly square volcanic crater -- and partly by a great set of volcanic rock and lava graphics made available by srry in "The Free Texture Thread"...

It must be 8 months or more since I first told srry I'd be making use of his graphics, and showed him my very early level layout. Since then the level has gotten rather complicated, and the last month or two - in what little time I get to actually work on the thing - have been a constant juggling act, trying to add more to the level while keeping the CLIPNODES below 100% (I'm hovering at around 95%, most days...) There's still plenty I want to do with it, so it won't be released for a while yet - but perhaps 'tis time to show srry a couple more screenshots of what I've done with his textures... :)
darkphoenix_6818 years ago2006-06-15 21:24:12 UTC 0 comments
Well, for anybody who is interested in what I've been up to recently, I can state that I have been working on my Necropolis: Mausoleum map -- and have, at this stage, pretty much abandoned the idea of releasing the other two sections; the subterranean area would require some serious redesign to bring it up to par with Mausoleum... I have also done some preliminary work on a new map which is intended to extend upon some design ideas "borrowed" from my buddy Ben's DM level, but that has taken a back seat to getting Mausoleum finished.

I took on board most of the comments made by TWHL members: fixed some texture mis-match, added a load of ambient sounds (can't believe I released it without sounds! Even my first level has sounds), etc. I didn't necessarily agree with all comments. I have also made several enhancements to textures, added several new cosmetic (and even functional) details, incorporated a "phoenix" logo - which will be added, in some form or another, to all my maps from now on - and so on.

It has been played repeatedly in its current form, but I'm making one more structural change to it before I release it, something which has been in the back of my mind for a while and which I'm finally developing. If it seems to improve playability, it will be kept. Either way, the new version should be released sometime in the next month. Or two... :)
darkphoenix_6818 years ago2006-03-21 03:28:27 UTC 0 comments
Over the last few weeks I have agonised over numerous issues with my Necropolis: Mausoleum level, finally making the choice to split it into several levels. Two weeks ago I officially released the first of these, and hinted that the other two would probably follow soon thereafter.

That may not be the case.

Although I do not want to waste all the effort I put into developing the remainder of the level, it is becoming quite clear to me that the above-ground portion is quite playable by itself, and that the below-ground portion is, well, not. I haven't even had a run around in it with my gaming buddies yet - and I won't make any final decisions until I do so - but it seems obvious to me that the planned "Part B" cannot compare with "Part A". Not without some serious redesign, anyway...

There are bits I want to keep, but they are outnumbered by the bits which just don't work as a DM level.

I'm not yet sure what I shall do -- but it's becoming certain that it's not going to be released any time soon.

sigh

In other news, however, I shall be tweaking the existing version of Mausoleum over the next week or so, and adding or fixing a few things which have been pointed out in TWHL reviews of it... (Thanks again to everybody who has provided feedback!)

Cheers,
Pete.
darkphoenix_6818 years ago2006-03-05 17:32:52 UTC 0 comments
After quite a long delay (during which I took some time out to write a novel -- but that's another story. groan) I have finally released my seventh HLDM level, Necropolis: Mausoleum. Unfortunately, r_speeds are through the roof in certain areas, but if you have a decent enough machine it might be worth taking a look. So far, the few games we've had in it have been great fun...

Relevant links are:
Necropolis: Mausoleum
Full Documentation
darkphoenix_6818 years ago2006-01-24 02:14:26 UTC 0 comments
When I posted my last journal entry (and my first six maps) to TWHL, I was already working on my seventh. That was five months ago, and I'm still working on my seventh level. Of course, in that time I've been rather busy at work; I've also had my life turned upside down, and I've written a novel (60,390 words; thank you, NaNoWriMo!)

Also in that time, my friends and myself have had two separate "Grand Opening Nights" to usher my seventh level into the world. In both cases, it was far from being complete (and, in fact, deep in the catacombs you may still find the "wet paint" sign I put up to indicate it was still incomplete! ;-))

The wet paint has long since dried; the sign remains. 'Tis the way of the world, I guess...

I am finally getting close to being able to release my level to the world, but I have been struggling with a couple of issues -- which have been discussed on the TWHL forums:

To Mod or not to Mod?
Weapons not spawning properly

I was sprawled across my bed tonight, thinking of this level and its problems, and like a bolt of lightning out of the blue, the obvious solution hit me. I can split it into two different levels -- in keeping with my other releases, a pre-disaster and a post-disaster map, except that in this instance the "disaster" is nothing less than the collapse of a civilisation and the passage of 3,000 years. (For those who want to argue that the Egyptians of 1000 BCE probably didn't have automatic weapons, I need merely point out that, one, these are Tibetan Egyptians with Stargate Technology so anything is possible, and two, don't stress about the story too much, it's only a deathmatch level! :D)

I know how to make it work - and the fact that I built my pyramid in full before covering it in sand certainly helps! I knew I did that for a reason! ;)

So I shall take a copy of my current level as it stands, and I shall split it. With a bit of luck, I should have both levels ready to go in a couple of weeks...

ahem

Well, here goes nothing...

Cheers,
Pete.
darkphoenix_6819 years ago2005-08-24 02:58:38 UTC 0 comments
Hello, TWHL! :)

I have just signed up as a member here, and my first action has been to submit my first six completed maps. I couldn't have gotten started on my mapping adventure without the aid of the many wonderful tutorials here at TWHL; these six levels would probably never have gotten built if I hadn't had a site such as this to refer to...

My seventh level is currently in development. There are several screenshots available on my website (under Mapping -> Levels) for those of you who are interested. I estimate it will be ready for release in another month or two (or three...)

'Till then, I'd appreciate any comments y'all might make on my first six maps... ;)

Cheers,
Pete.