Digital Amusement Game Development

Talk about the pond in the forums!

The n00b's Make It Go
guide to making a map in minutes.

The pond is run by a wily duck (aka tadau).

Currently in the pond:
(dynamically generated)

a_wily_duck.jpg
a_wily_duck2.jpg
a_wily_duck3.jpg
barrettdaniel.doc
cgi
da-net-images
exhibition
gamedev.shtml.bak
gamedev_test.html
images
mapping
maps
quakecon2003
stuff
urban_terror_splat.jpg
wilyduck

Urban Terror - a Quake 3 Total Conversion - www.urbanterror.net
Clan FSK405 - The most generous clan in the community!



Claim your name in the pond!

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Urban Terrorists
@ the pond!

V3ND3TTA
hey wily :V nice work... whatz'bout a new article?

Gladi8r
I need a Superman 10 step program...

htKbhhbzfhmMs
yHQXsDJDuQdbq

LyPTsIwbda
oeIIOWfYWweDhQQy

Sp33dy

dnchtjbc
JHWtyFNuLPWwTbjH

MaxC.
lol, that's my 64 player server :p

Son
hello mr duck :D nice stories ;)

ShminkyBoy
Cool deal =) Sup duck?

reapersgrin
love your levels wily!

Littlefoot
Eh...what's up, duck?

AceTone
Go Ducky Go!

EZ-TARGET

Longi
Hi from Australia

Tranc3r
WAAAAAAAAAZZZZZZZAAAAAAAA!!

Slideways

hawt dude
i <3 island!

TeamPlayer08
THE 08S HAVE RETURNED. FEAR THE 08S

.:IE:.S1CKMAD3
PROPS ON SUPERMAN

6th| Littlefoot |UR|
'Sup Duck? We need to do lunch again...

keres
wow this site is ancient

Nightcrawl
Btw, add a timestamp to msg's here :)

Nightcrawl
Looking forward to start chewing on temple :)

|fn|Theocracy
to much readinggggggggggg

Timmy
TIMMMAHHHHHHHHH

6th| Littlefoot |UR|
Waddup Duckie?!?!?!

buzi
None

xyster

Senior~Llama

Karib
Your are great wily, i made a 4x4m map :;)

mushroom
duck! where are you?

zimm
I AM ZIMMMMMMMM




4-28-2004
A copy of my announcement from IRC:

(17:42:23) (@FSK405|a_wily_duck) hey people
(17:42:31) (@FSK405|a_wily_duck) got something new for ya
(17:43:05) (@FSK405|a_wily_duck) this is for mapper wanna-be's
(17:43:08) (@FSK405|a_wily_duck) http://fsk405.digitalamusement.com/ut_crowded.pk3
(17:43:47) (@FSK405|a_wily_duck) it is a kit for the second stage of mapping, the editing stage
(17:44:00) (@FSK405|a_wily_duck) the first stage being setup and use of the editor GtkRadiant
(17:44:47) (@FSK405|a_wily_duck) but for those that have no developmental use of the map, you can have fun watching bots tear each other up in close quarters
(17:44:54) (@FSK405|a_wily_duck) :)
(17:45:28) (@FSK405|a_wily_duck) The map is like 380kb, so it's really small
(17:46:18) (@FSK405|a_wily_duck) It includes a readme which should be read by the n00b mapper, a post-compile toolkit, and the map source file


Go get the new pk3 from the pond. See me if you have any questions/feedback.



4-22-2004
Today I'm going to let the screenies do the talking. However I will add, my ansiotropic and anti-aliasing settings for my video card are on minimal settings, so distance blurring is wack and jaggies are abound. Plus the screenies are darker than in-game. Oh well, here ya go anyways!







I've done major restructing on the overpass. I spent a bunch of time getting ratios of actual lane sizes and such correct, rather than a highway that looks thrown together. I'm going to poke at existing maps for a sec... not saying I'm the map pro by any means... Why is it so hard to make a street actually look like a street, and not a flat rectangle with some dashed lines on it? It's really not that hard, just takes some extra work. I'm making sure in ut_superman my highway and roads fit the bill. Followed by the towers. And everything else. Weak videocards beware.

On the highway right now you see some blocks, those are my synthetic measuring sticks. On the road, yes, that's a gaping hole. I changed all the temporary terrain textures to dirt so I can see what's going on better, plus now I really get the feel of being a one man construction team. Carving out the city is fun and hard. Oh yeah, and the light poles are a representation of how big the highway was compared to now.



4-20-2004
New stuff for today. Nuthin to report on superman that you'd like, however there have been terrain puzzles that I have been solving simply by looking closer at real landscape and terrain.

So I was standing in my basement folding laundry, when a few ideas came to me. First, where is this map voting thingy I said I'd make for FSK405? Time has not allowed, so it sits on the to-do list.

Second, creating a map competition that goes something like this: 2 hour time limit, each contestant gets a prebuilt generic base .map file, then they must create a map and submit it at the timelimit. The contest supervisor then compiles each map and includes it in a .pk3 file. The pk3 file is made available, contest mappers and players play the maps, finally voting on what they thought was the best. We then have a winner!

Third, I put a link button up for ut-mapdepot.com on the left. Shoulda did that a while ago. ;)

What else... can't remember but that's alright. More later. Good map is on the pub, gotta play now!



4-14-2004
Quick update here... spent a few minutes making the shoutout thingy spit stuff out in reverse order now, newest first. Also darkened it's background so you can see stuff a little better.

I just posted some screenies at fun-gamers clan website. They're a german clan, and have been enjoying playing superman_b2 as part of their mapcycle. Thanks guys!



4-13-2004
I've been working on superman a lot more now. I spent a bunch of time figuring out the cartagrapy of the map, i.e. the up's and down's of the terrain. Currently all streets are level. That will change. This adds a lot of new dimension to the map, along with the ability to travel farther faster via strafejumping (think golgotha). This project has gotten me familiar with GenSurf, a surface generator plug-in for GtkRadiant. I tried EZGen but it kept thrashing my terrain so I gave up on it.

First I hit the markerboard and sketched out what I wanted. This took some time because there are gameplay issues that need to be figured out right here. Remember this will become the functional base of the map, so I have to think about what effects high and low areas have on the game flow. When I settled on a design, I copied the sketch into my spiral notebook and went back to my machine.

I made a my terrain heightmap in photoshop. First I drew out the lines detailing different grades, then colored it in with shades of grey representing highs and lows. Lastly, I used a gaussian blur filter and some brightness/contrast adjustments to get the fading colors I wanted:

Heightmap



After this, I then use gensurf to use my heightmap as a reference to create a new surface. The heightmap is a 8 bit (256 color) bitmap. This was tricky because I was having problems getting it to give me the correct amount of subdivisions. Now, the hard part. Turning the newly created brushes into streets and such... the problem I'm dealing with mostly is architectual. This has caused me to start really looking at buildings and landscape to get ideas as to how I can solve foot traffic scenarios. Can't just put inverted inclines right off a curb, or stairs in stupid places. It's really interesting and fun. I'm probably going to call upon the knowledge of my girlfriend because she understands architecture better than I do.

Hey, I best mention this now!!! QuakeCon2004 registration is tomorrow...

Lastly I leave you with a screenshot of gtkradiant and the initial mess I got to deal with. See ya!





3-29-2004
It's been a crazy month in r/l, but I'm now able to start playing with Gtk again. I'm testing out q3map_backshader for the water in temple2, as a way of saving brushwork and adding the cool lightrail feature I made. I'll see if I can get some screenshots for youz at some point here. Map work has been going very slow, but should pick up soon here. :)



3-10-2004
Just a few things, some write-ups of maps I've done and people's opinions.

From ut-mapdepot.com:

Dark.
09 Mar : 16:19
Supeman_b2 was a lot of fun. So much leeming!

b33f
08 Mar : 20:32
Superman_b2 is the most fun I've had in a long time!! Keep workin on that beauty Wily!


That's what I like to hear! Also, FSK405B has a very good review of ut_cahos_v2 here.

Thanks everyone for your awesome input!



3-3-2004
I was driving around downtown today, had to go to class (I've got a business law class). The interchanges we have in Milwaukee look like really nice candidates for modeling the overpass in ut_superman. There's a long overpass that's the right height with the right stuff next to it. Very promising material.

I want to get more mapping done! Still r/l steps in and denies me for a little longer of such pleasures. In the meantime, ut_cahos_v2 has been in FSK's mapcycle. People seem to be getting used to the gameplay there and are starting to take advantage of the map as it was intended. Still, it's played in CTF mode, but fun none-the-less. I've gotten good feedback on the map thus far.

Nothing much else going on gamedev-wise currently. I've been handling stocks/finances, personal issues, the recent party, and so much more... where is my time going?? There's like 7 days in a week, right? Gah. Hey, I'll share with you a formula I came up with, which derives all problems, ever. :) Conspiracy theory + mass communication = Problems. And the solution? I came up with 1 over problems (1/problems) = facts + reliable resources. So there you go.

Hehe, time to get back to work.



2-17-2004
FSK405M has graciously uploaded ut_cahos_v2 to FSK ftp, so you can get it quick. Go here to get it!

Also, I'd like to hear your thoughts on this matter in the FSK forums.



2-12-2004
I released version 2 of ut_cahos. Get it from the pond, or ftp. This was to be a map test, but I'll let it go as a normal map due to it having fixed up many potential problems with version 1, and nothing being seriously wrong. In other words if you have ut_cahos, you can replace that with ut_cahos_v2.

What got fixed up? 45+ fps boost in almost every area, fixed the text in the stands, added nodrops to the spawns, added a hurt thingy to the spawn halls so if people decide to hold the flag in there, they can only do it for a limited time (takes off 1 health per second, slow), made the hall doors openable from the outside, fixed some missing textures, added ambient sound to the cahos drum, created "fake" dynamic lighting on all spotlights, added a lip to the top of each base by the pole, brightened the map, added two more cah flags, added furniture n stuff to the spectator boxes, changed the water shader to use less fps, added a poster instructing how to shimmy the rope, added a poster for me, fixed hallway brushes cause they were misaligned, and probably some other stuff I can't think of now. That's your version 2.

There's a few small things to fix up for any future release, like end of round camera location, one water surface shader is wrong, I want to widen the stairs in the bases from 2nd to third floor (flag), and people have requested that I make the arena less boxy... maybe.

Other feedback I've gotten is that the rope is useless... that's if you're playing ctf. Remember this map was designed for cah, and I've kindly added ctf for us ctf'ers. I do accept constructive critism, and well if you have problems or comments on the map I'm listening anyway, even if it's {Triad}Jimbo yelling about how he can't figure out how to shimmy the rope.

Probably be a bit until the next update, more rl issues to deal with. :V



2-3-2004
Here's some pics from ut_cahos! You can download the file from FSK FTP here!









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