Team Mapping - GB contest #54 Created 9 years ago2015-01-20 04:48:38 UTC by team.twhl team.twhl

Created 9 years ago2015-01-20 04:48:38 UTC by team.twhl team.twhl

Posted 9 years ago2015-01-25 15:27:51 UTC Post #323521
Those look incrediballs Rim, exactly the look we want :o
Captain Terror Captain Terrorwhen a man loves a woman
Posted 9 years ago2015-01-25 16:10:39 UTC Post #323522
IKNOWRIGHT!?

That orb thing looks like a lovely thing to bomb.

What else can we blow up?
Rimrook RimrookSince 2003
Posted 9 years ago2015-01-25 17:33:24 UTC Post #323523
That orb thing looks like a lovely thing to bomb.
Indeed it does!

I think everyone will be updating there prototype areas after seeing these Rimmah! That first pic might make good bombsite material as well, as the main reactor to the facility maybe?

I was thinking also possibly a good target for one of the bombsites might be a fancy "rejuvenation pod"--think the sarcophagi from Stargate SG-1--, that would basically give the group that controlled it immortality.
Captain Terror Captain Terrorwhen a man loves a woman
Posted 9 years ago2015-01-25 18:05:28 UTC Post #323524
Why not stasis pods with aliens in them?
Rimrook RimrookSince 2003
Posted 9 years ago2015-01-26 06:11:06 UTC Post #323527
Sure! That would add a creepy borg enclave and/or Matrix pod eeriness to the map :)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 9 years ago2015-01-26 16:57:25 UTC Post #323528
Stasis pod?
User posted image
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-01-26 20:53:10 UTC Post #323529
I've mapped some of those before.
User posted image
That's a good idea Jessie
Posted 9 years ago2015-01-26 21:08:03 UTC Post #323530
Like in Viscera Cleanup Detail? Surely I'm not the only one here that played that game.
Posted 9 years ago2015-01-26 21:16:11 UTC Post #323531
I'm working on the layout right now. I will flesh it out in hammer really soon. If there's anything you'd like to see in the layout continue to add it to db by today.

I will incorporate a little surfing. Should there be bounce pads or anything like that?
Posted 9 years ago2015-01-27 02:11:32 UTC Post #323532
I had a read through the brainstorm over the weekend and knocked up a few early limestone variants, I'll chuck them up on the dropbox when I actually finish setting up access. They'll probably need some revisions when I see them in-map with lighting and so on.

I'm assuming 256x256 is the standard for tiling outdoor textures in Goldsource these days?

Those concepts look like they're from UT2004 and UT3. I can get you some in-game reference shots from either if they'll help establish a mood.
Strider StriderTuned to a dead channel.
Posted 9 years ago2015-01-27 03:32:55 UTC Post #323533
That would be some great help for sure. Can't wait to see what you're working on. I'm mapping out the layout now.
Posted 9 years ago2015-01-27 17:39:35 UTC Post #323534
Strider
Awesome! I'm sure it will look better than than the out_grvl2 texture I've been using for cave walls so far ;p Also, I still need a Skype name from you to invite you to our convo, though to be fair we haven't been using it all that much yet...

Tetsu0
Are you in on this after reading the brief then?(y/n) If y I'll send you an invite to the Dropbox and our Skype conversation :)

Alberto
Haven't heard back from you either after we sent you the recap. Same as above, if you're in let me know, and I'll invite you to stuff homie :)

Everybody
Please consider trading your ideas and WIP on Skype instead of in here, so we aren't revealing our entire plans to the competition! However, if you-all would just rather discuss it here I guess that's fine too :)
Can you set up some trigger for when the bomb goes off (a normally unreachable func_breakable or something)? Wouldn't be hard to make some collapsing-cavern effects (falling rocks and quaking, etc) if so.
Indeed, that's good idea Jessica!
Captain Terror Captain Terrorwhen a man loves a woman
Posted 9 years ago2015-01-27 17:45:26 UTC Post #323538
Yea I had posted the layout sketch but removed it and put it in dropbox. The flesh out is about finished and I will upload it to dropbox soon.
Posted 9 years ago2015-01-27 19:02:31 UTC Post #323539
I have some concerns about the layout. The T Spawn seems cramped and the CT Spawn is far more open and all that. I feel the two spawns should trade places or modify the layout a bit. It's also smaller than I expected but that can push combat engagements.

We need to play-test this as it is as soon possible.

EDIT: I've made some addendums to the sides coming out of T spawn. Uploaded.
Rimrook RimrookSince 2003
Posted 9 years ago2015-01-27 19:43:16 UTC Post #323540
Who added the layout version 2? I like it but we may want to keep the map smaller so that it's manageable in such a short period of time.

Edit: sees now. I think the map was already T sided. I agree that more ways could be added as T's only had two directly from their spawn. Not sure we should add too much though. We also want to make sure they take enough time to make it to the bomb sites. Great stuff though man! I think maybe we should keep one of the additions and discard one.

(Notice in layout folder I added named version. Pick an area, call it here and begin working on it. I got dibs on shaft, although if someone wants to work on it with me/ against me let me know and we'll see what we come up with.) Might want to wait until we refine the layout.

Yea i'm going for fast gameplay. I agree, we should test both versions asap!

Check db, I started a forum in it that we can all type into. Make sure to save what you've typed incase someone else saves at the same time.

Nice game screenshots Strider, very inspirational. Definitely raises the bar.
Posted 9 years ago2015-01-27 20:40:44 UTC Post #323541
Maybe consider have 2-3 working layouts developed concurrently, keeping the one that turns out the best for final detailing and lighting passes :)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 9 years ago2015-01-27 21:01:26 UTC Post #323542
Although that's a great idea, we have tons of work to do in little time. I say we keep rims northern addition and get rid of the southern branch. Then I say we roll with it. Unless someone concurrs.

Edit: compromise map in db, let me know.
Posted 9 years ago2015-01-27 21:41:28 UTC Post #323543
I agree with that but I'm still worried about Long so I guess I'll take that section. Maybe T Spawn and maybe the L unless someone else has a good idea, I have none for those two sections.
Rimrook RimrookSince 2003
Posted 9 years ago2015-01-27 22:45:51 UTC Post #323544
Sweet! I'm glad. I'll try to take bomb site A along with shaft and I'll do bridge unless someone else wants it. We'll have to let each other know what we're mapping in each area. We also need to try to keep consistency throughout the level.

I'll try to find the image that inspired the stairwell.

Ct's seem at a disadvantage so I'll add floating pads in A to access heaven from ct base.
Posted 9 years ago2015-01-28 02:31:49 UTC Post #323545
GET ON SKYPE YOU BASTARDS :P
Captain Terror Captain Terrorwhen a man loves a woman
Posted 9 years ago2015-01-28 13:48:16 UTC Post #323546
CT!
To answer your question: Y
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-01-28 13:50:10 UTC Post #323547
Invite sent, welcome aboard Tet! =)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 9 years ago2015-01-28 14:02:14 UTC Post #323548
You guys had awful timing with skype last night. I'll go back and read the logs and catch up. For the future, I have to do this on my time or I can't participate at all. I will do more after this month is over and I can relax a little bit.
Rimrook RimrookSince 2003
Posted 9 years ago2015-01-28 14:22:55 UTC Post #323549
Sorry we missed you Rimmeh! Don't be afraid to call us out; I'm willing to chat on Skype anytime!

To be fair we didn't talk about too much. Myles and I ported the "compromise" layout to csgo and had some fun playtesting with bots--each on our own, no server. The layout still needs work of course, but it's fun to play and a really good start :)

Give what you can and DO NOT sacrifice your RL responsibilities for this, it's just for fun! Even 5% effort from you is more than most of us can do tryharding ;p
Captain Terror Captain Terrorwhen a man loves a woman
Posted 9 years ago2015-01-28 16:04:20 UTC Post #323551
I really appreciate the understanding. I wish you guys recorded your playtests so I could watch them while I work.
Rimrook RimrookSince 2003
Posted 9 years ago2015-01-28 16:47:39 UTC Post #323552
Yea we individually tested in cs go with bots and I just tested in cz with 9 bots. In cz, bots use the shaft a lot more. Game play is solid as hell.

I added water in bombsite A so you can jump down from heaven and a lift pad there.

Also some boxes on smaller jump down and 32 unit high walls on flank.

I'll record some gameplay via fraps when I get home and upload it temporarily in db.

The shaft is the core of the map because there's so many ways to rotate from it. It's awesome peering out of it to bridge overlooking bombsite B!
Posted 9 years ago2015-01-28 19:39:00 UTC Post #323553
oh yeah, I have CZ. Maybe I should test it when I can nab a chance. :)
Rimrook RimrookSince 2003
Posted 9 years ago2015-01-28 20:14:15 UTC Post #323554
Cz playable RMF in drop box so you don't have to clip everything off yourself. I tested bots on medium as with hard they were "too hard". I'd have included the nav. mesh but it only takes seconds for cz to generate one.

I might have to handle slant as well since I'm doing bridge. Well maybe not. I clipped it off but the player will most likely be able to jump down to slant from bridge.

I think the layout is pretty solid and we should move on to mapping the areas, but like Rimrook did, if you have an idea just map it out and test it/ have us test it with bots. Remember that simple layouts play better in cs with a few ways to allude eachother. We don't want the map to be a giant sponge. Although it would look cool and cavey, it might not play well.

Oh yea and don't forget that although we've skyboxed the map for testing, the entire thing will be underground. ;)

This weekend i'll try to knock out the shaft. I may have to upscale it a bit as Captain suggested.
Posted 9 years ago2015-01-28 20:19:20 UTC Post #323555
hahaha.
You said shaft
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-01-28 20:36:09 UTC Post #323556
Posted 9 years ago2015-01-28 20:54:45 UTC Post #323557
I knew that was coming. Up, I did it again. ;). Can someone point me to where I can get a server running for 1.6? Password protected of course.
Posted 9 years ago2015-01-28 23:39:18 UTC Post #323558
Maybe ask Rufee.
Posted 9 years ago2015-01-29 03:41:18 UTC Post #323559
I'm pretty sure I'll stick to the space I've been given but I can guarantee I might make a 15 to 20 percent change.

Also, textures. Who's doing them?
Actually those reference pics above almost look like Natural Selection.
Rimrook RimrookSince 2003
Posted 9 years ago2015-01-29 07:01:38 UTC Post #323560
We'll focus on textures once we get something mapped out. I'll try to work on some this weekend.

Tetsuo and Alberto mentioned they might be able to work on some models.

We need a drill machine for the ct's spawn, check db, capt's image.

I got a server running, ip: 68.232.160.178:27025 let's test the map so far!

Pm me for password or check db.
Posted 9 years ago2015-01-29 13:08:54 UTC Post #323561
Agreed Rim they make me think of NS too.

Modelers
Right now we are kind of up in the air. If you wanted, you could build modular assets like supports, props, door trim, or ANYTHING else that would fit the advanced-techno-subterranean theme. Hopefully we'll have some more structure and a Model Requests folder for you soon on the Dropbox!

Zeeba
With your permission I'm gonna start closing in the map and removing the skybox. Maybe then we can create the talked about Tasks folder, where team members can pick what areas they'd like to work on.

We have a good chunk of people now. At this point I'd recommend we don't accept anymore people, and start putting the ones we have to work! Current team members by my accounting:

CapT
Jessie
Luxzsz
Rimrook
Strider
Tetsu0
Zeeba


Alberto
You are the only one I haven't heard back from yet. If you're still interested in helping out, let me or zeeba know and we'll invite you to the DB folder and Skype conversation.
Captain Terror Captain Terrorwhen a man loves a woman
Posted 9 years ago2015-01-29 16:36:04 UTC Post #323562
Guys, joing the server now if you can, 8:45 central time US. IP: 68.232.160.178:27025 password in db. Captain and I are in.

Skype crashes Alberto's computer but he's willing to work on prop models if we assgn him any.

So far we need models of stalactites and gems to illuminate the map.

Edit: Captain and I have been in it for 2 hours and no one's showed up. Jessie tried but wasn't able to. We're plotting out what will go where. We will post to dropbox.

Text me if you join the server 832-771-0836 and if i'm at the house i'll join.
Posted 9 years ago2015-01-30 04:14:36 UTC Post #323563
Lol i work full time (8AM EST - 5PM EST) so I'm free from 5:45PMEST ~ 11PMEST. (17:45 - 23:00 for all you real people)
EDIT

I have successfully created a Half-Life model with blender and some Milkshape Trickery. It's a bit small but i'm going to work out the details and get everything working nicey-nice

EDIT 2

Success 2: I solved the scaling and location problems. Static meshes have been conquered. The more I practice with this, the better I'll get so i'll just work on static meshes for now.
User posted image
That took longer than I wanted to though. (5 hours)
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-01-31 00:10:58 UTC Post #323567
Dude awesome! If I make a model for you can you import it into halflife?

To join the server you have to dl the files in dropbox and install them. I don't know why but dl through the server isn't working.
Posted 9 years ago2015-01-31 02:19:45 UTC Post #323568
At this point I'd recommend we don't accept anymore people
Aw, I was going to offer my services as a prop modeller.

Tetsu0, if it helps you can use this to convert SMDs exported from Blender into a GoldSrc compatible smd format:
http://forums.svencoop.com/showthread.php/41130-Source-2-Goldsrc-SMD-Converter
That's what I use, so I don't have to use MilkShape. Basically you just export the SMD with the Source SMD exporter, drag the SMD onto the program executable then use that when compiling the .qc with GUI StudioMDL.
I don't know if it's actually any quicker or easier than using MilkShape as I haven't really used that, but exporting from Blender to having a working prop for Half-Life takes only a minute or two once you get the hang of it, so you might find it easier.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 9 years ago2015-01-31 12:24:14 UTC Post #323569
Alberto
Haven't heard back from you either after we sent you the recap. Same as above, if you're in let me know, and I'll invite you to stuff homie smile - :)
Alberto
You are the only one I haven't heard back from yet. If you're still interested in helping out, let me or zeeba know and we'll invite you to the DB folder and Skype conversation.
Yo! I'm in. I've already sent the PM to Zeeba few days ago.
If you want, I have a TeamSpeak 3 server available (for who that doesn't have a microphone or can't/don't want to speak, there's the textual chat too).
I could make the stalagmites and stalactites pretty easy, but I first need your RMFs (or VMFs if you're working with Sledge) to be able to make them correctly (size and stuff).
I'm online on Steam everyday. If you want TeamSpeak just tell me here and I'll send you a PM with the address.

P.S.: That "orb thing" are called "Cores", they comes from Unreal Tournament 3, the mode is called "Warfare". Here some screenies:
User posted image
User posted image
User posted image
EDIT:
@TJB: I think your help on prop models would be even better than mine, because I can't use Blender on this computer (too weak), and I don't know how to create animated models, so if you have time and want to take my place, I'd gladly give it to you if this can improve the map's execution. :)
Quality is better than quantity! :D
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2015-01-31 12:35:09 UTC Post #323570
Feng Zhu does play a lot of games and paints scenes from them. I like his FF7 paintings he did for his YouTube.

I will design a new orb rig or something cool. Where would it go on the map, bomb a or b?
Rimrook RimrookSince 2003
Posted 9 years ago2015-01-31 14:29:50 UTC Post #323571
Bombsite A, I'd say. Since A represent the primary objective, kinda.
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2015-01-31 14:47:17 UTC Post #323572
Aw, I was going to offer my services as a prop modeller.
Righhht. I asked you repeatedly to join up, and at the very moment we cut it off you NOW want to join? :P

I'm gonna say "no" unless Zeeba wants to override me. Besides, we aren't utilizing the people we have now since we are not very well organized, AND we already have modellers so... sorry mate!

Alberto
Ok! Please start modelling some stalagmites and stalactites in sizes from very small to very large--say flashlight-sized to large column sizes, with varying lengths. Place your completed models in the "Alberto" folder on dropbox.

I've added you to Skype as a contact, once you accept I'll invite you to the group conversation where you can show off you WIPs. (We are not using teamspeak, if you don't want to use skype you can show off your work on the dropbox, which i'll invite you too right now)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 9 years ago2015-01-31 14:47:45 UTC Post #323573
...if you don't want to use skype...
It's not that "I don't want", it's just that "I can't because my computer crashes". Which is way different (as Zeeba already explained). :P

Why don't we use the damn Steam? D: Skype is 3 times heavier goddamit...

Anyway, ok CapT. I'll start this evening or monday (tomorrow I'm busy all day). ;)
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2015-01-31 15:10:14 UTC Post #323574
Skype crashes Alberto's computer but he's willing to work on prop models if we assgn him any.
Durr I can't read!(and I complain about other people not reading the thread) =P

Meantime you can use the thread to communicate and show off WIPs--though I would prefer everyone else to use Skype--, and you can add change notes to the various "notes" txt files on the Dropbox.

The final Roster of Team Members
Alberto
CapT
Jessie
Luxasz
Rimrook
Strider
Tetsu0
zeeba-G (Project Leader)

Hopefully we'll have some more structure and tasks for you all very soon!
Captain Terror Captain Terrorwhen a man loves a woman
Posted 9 years ago2015-01-31 15:21:01 UTC Post #323576
I'm trying to redesign some tech to bomb but drawing on my phone is balls as fuck. I need to make a stylus.
Rimrook RimrookSince 2003
Posted 9 years ago2015-01-31 16:07:08 UTC Post #323577
Alright, Capt! ;)

I'm still waiting for the Dropbox. :D
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2015-01-31 16:45:57 UTC Post #323580
There's a pending DB invite already for
Alberto309@gmail.com
.
Gimmie another one if that's not current :)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 9 years ago2015-01-31 17:58:46 UTC Post #323582
Yea we had already designated bomb site a for the orb thing since it's taller and bomb site b for stasis pods. Check my sketch of bomb site a in Dropbox.
Posted 9 years ago2015-01-31 19:08:25 UTC Post #323584
^^ Indeed we did, but I think we should give Rim total control of designing the bombsite tech--SEE SKYPE. Rimmeh can choose to use our recommendations or not? [/2cents]

Also you guys should be chatting about this type of stuff on Skype NOT at TWHL, but meh... Would IRC or something else be a better alternative for everyone to communicate ideas?

Edit
On Skype with Tetsu0 now, join the fun if you can!
Captain Terror Captain Terrorwhen a man loves a woman
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