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It's absolutely amazing that such an absolutely huge map such as superman can effectively play 2vs2 or 6vs6. My ideas
seem to have proven correct and superman is a huge hit at this moment. I've gotten incredible help from $NulL in the
forums. People from all places have been helping test the map. I feel pretty good right now. Still work to do though,
when you see a file from DA gamedev that says superman_b3.pk3 then I'll be happy. I so want to see 12vs12 or more...
20vs20? That would be crazy. I'm game.
The last week of July is upon us. Summer is closing down. Sucks! Well on the positive side, testing of superman
beta 3 has gone well! If you haven't checked it out yet, go here for instructions:
http://fsk405.digitalamusement.com/stuff/superman_testcrew.html
I've got a little more testing to do, but thus far everything is go for the final compile. I expect nearly a full
day of cpu time dedicated to compiling this beast, most of the time going to visibility calculations that I haven't
fully understood. That's ok. Light compile will probably take a good few hours. No idea how long the bot compile will
take... if I even do it.
After the release I'll write up some points about what I'd like to see added in beta 4. It will be a while til that
time so get comfy with the long awaited beta 3!
Finally, testing has begun for superman beta 3!!! I have released the test version to a few people already, with
more to follow later today. [SPD]Hat helped me debug the release and was of the first to check back with
me on some texture problems. Thanks to FSK405Ghozt for getting the file on the fsk servers. I just
got the pk3 working in my test urt folder (stripped down mod only files, no other maps), and went through picking
out texture problems. I haven't found anything so far that hurts gameplay. There is one problem I'm figuring out
how to address... the parking structure dents the fps a lot due to it's open nature. I may have to close it off some.
Right now the pk3 weighs in at about 8 meg, not too bad. The final release of beta 3 will feature better lighting,
all textures fixed, and any gameplay problems found from now til next week. =]
-duck
I have entered and have been tweaking the hinting/vis'ing stage of superman (this is what creates high fps). There's
been some difficulties, due to my inexperience at hinting properly, but as always I'm trudging through making the
best of it. Compiling -vis is taking way too long (17h last compile) and the .bsp size is 17M. I'm working to reduce
these issues as much as possible in a short amount of time.
My next compile will then be assembled as superman_b3_pre02.pk3. The stats I listed above are pre01. This will be
the test for the beta in which Resident has kindly volunteered to admin a server for testing the map.
After today, I'm going to be gone for the week, returning Saturday. I will only be back for 2 days, then I will
be off again until the next Saturday. This brings us to the last week of July. In those 2 days I'm back, I'd like
to do testing then of the map, and have it packaged as superman_b3.pk3 by the end of July. Feasible? Yes.
I just hope I can reduce this bsp size soon, cause it's simply too large.
Some quick info cause I'm in the groove. superman_b3 is scheduled to be released before the end of July, hopefully third
week. Tonight I've finished the remaining major work on the hotel, and have begun going through the next phase:
detailing brushes, which sets me up for the stage after, hinting. Actually I've kinda skipped a step for the moment,
which is finishing the parking structure. I felt like doing something different, and all this lack of detail brushes
has really been agitating me. Yeah yeah it's all map dev talk, but what it means is that there's significant progress,
and the map thus far appears that it is on schedule. I highly intend a release that will allow gamers to get experience
with the map, so it can be played or at least get some exposure at QuakeCon.
:V
I'm sorry I don't have screenies for you today, but let me tell you. I've been doing a lot of work on the map.
It's paid off. Still lots to do before the b3 release... oh damn though... wow. Did some light tweaking, filled
in some holes, built the 4th tower, interlinked a bunch of flypads, opened up some more areas... I'd like to
say for the record that Urban Super Soldier aka superman is one serious Kick Ass Map. Wow.
Here's me being a little less lazy. See the new security monitor? It's a live image. New building being built... and
the parking structure now has form.
Major problems going on. I lost my dhcp address for the server, and had to reconfigure dns across the board. In
fact, you probably won't even be able to read this until late Friday. Ugh. I've had that IP for almost a year
and a half.
r/l is kicking my ass too. Pummeling me til I hurt bad. So to make things better, I decided to take a slight break
and give some of the concept work of my next funmap a try. Tell me, why would I try to make water breakable? Not
ice, water. Why would anyone even try such a thing and attempt to be remotely credable?? Well you know the duck,
there's something up the sleeve, and like anything I do, it only makes sense off-paper. You know, like how some
things "work on paper", like telling your boss off, or actually going through with that new years resolution? I'm
just the opposite. It never works on paper. Ya just gotta trust me. :)
I feel better just writing this. This weekend I'm MIA, so definately no map work. Still lots to do for superman_b3,
which makes me wonder exactly how it's going to turn out. Seriously, if it wasn't for r/l issues right now, I'd be
in far better shape, better mindset, better focus towards what I want to do.
I want to get this map to you!
I've been getting a lot accomplished. What I haven't been accomplishing is making the cute screenshot clickable thingies
in the pond for you to see what I've been doing! Well fortunately there is a small remedy for all of you that want to
see what I'm doing... the stuff link in the pond (on the left) usually contains new, raw, screenshots of the latest
work. You can always click around in there to find new information.
I made something very cool in superman. If you remember seeing a security camera in the hall of the military building,
you won't remember it actually doing anything. Now it does. In fact, the security monitor now plays a role in the gameplay.
Too freaking cool. Go into stuff in the pond and check some of the newest screenshots. I'm tired so I'm going to bed,
you can find them. So cool.
Couple quick updates. Dropped another duck pic in the pond, complete with matching socks. :) Last night I tried
to build a shader that would do a reflective, transparent glass surface... but no go. I'll give it another shot, but
it will require outside help, radiant forums probably. I'm thinking q3 can't do that. I've seen it in the doom3 alpha, although it is a
different engine, I know it can be done. For the fps hit, it must be done right, responsibly. If I could pull it
off, that would be a very cool effect.
LOL and check this out, from the UrT forums:
[Dave]
Lmao! I found a funny something that I drew in my planner when I was bored (I forgot I drew it until today)
Look at this http://www.endyshouse.com/sigs/dave/superman_b2.jpg
n1 Dave.
:V
Happy Memorial Day - if you're off of work. If not, slack as much as possible. :)
Did you see? I was interviewed at urbanbase.net! Go check it out!
Sigh. That's how I feel tonight. Wasted a bunch of time on the pub, but I kinda had to cause I'm soaking my
damages from kendo practice earlier. Well here's an update as to what's going on with superman beta 3.
I'm done with the streets finally. This has been a lot of work. I spent some time working on the military building
interior... ugh... it needs to be completely redone. Not sure how much redoing I'm going to do for this beta, cause
I got lots to handle in the mean time. I think the next thing I'm going to work on is starting the hotel interior.
When I get bored with that, the parking structure will start going up. I want to get the other towers up soon too.
The part I'm really dreading is the week I'm going to spend on hinting the map... with all the work going into this
beta you'd think it's a final release... but it's not. After b3 is out, I'm going to take a break from it cause
I'll need it. In b4 I'll work on more astetics and map behaviour stuff. I'm thinking the upgrade from b2 to b3 will
be the most dramatic in the superman series. I could be wrong though. We'll see.
Some things I've worked on: cleaning up sparklies in curve patches, closing gaps around the block of the hotel and
military building, testing different jumps from off the hotel, working on the streets as mentioned, etc. Actually
each of those things have eaten up a lot of my time, because I spent lots of time testing jumps to find out their
capabilities; the streets and curbs have to conform and align to driveways (this is a pain), the gaps... I'm not
even done closing up the military building block. I don't know what to put there yet. I'll figure it out.
What I need to do is get my digicam working again, so I can drive around and get ideas. That helps a LOT. I want
areas and things that look real, with realistic dimensions, with realistic purposes. Yes at one point I did ask
if I should make the curbs ADA compliant! WTF! I try, and I will continue to try to make the most fun map. Time for,
something else. gn
Ok, here's your answer to the "How did I get here?" contest!
The explaination as to what's going on: First, from the top of the hotel, you jump off the corner, following
the thick edge of the building. At the bottom, there's an angled part, you jump off this the same way you jump off
the arches from the first building. That propels you all the way over to the tipped-over van. As you land, jump
off the van to continue your velocity into the side of the highway. Note that you can not walk on the steep angle from
street level up, so if you tried you'd fall off. Your velocity actually forces you up that wall to the rail edge,
redirects your forward force, and throws you sliding across it. As you slide fast across, reaching the second overpass,
you then walljump off the rail at the right time throwing yourself midair and landing on the opposite street corner.
Pretty easy eh? =)
I had a few submissions, but no one managed to get it. That's ok though, I'll continue to have strange little contests
as development continues. I thought you might enjoy seeing what kind of combos I have in store for you in the upcoming
beta 3, so keep watching. Later!
Let's play a game. The winner(s) will get their choice of being a part of the superman beta 3 test team! Here's
what you need to do. I have two screenshots of the map-in-progress. The name of the game is "How did I get here?".
Where's here? Standing on the corner looking back at the hotel.
And where from? The top of the hotel. Here's your hint.
I'll choose up to 4 winners! Email me at the pond with a subject of "Map Contest 1"
before/by Thursday, and I'll post the answer/winners this weekend. Good luck!
Quote of the night:
(01:58:42) ([DiE]rth) you realize you've turned out more successful maps in one year than most ever do?
(01:58:49) (@FSK405|wily_duck) lol
(01:59:07) (@FSK405|wily_duck) I cater to what I think would be fun
As my good friend One would say... "And there you have it."
I've gotten a lot done on superman tonight. Added more street, created the second overpass, worked with the military
building front (still can't decide what I'm doing with it), did a bunch of texture cropping/resizing for better use
of texture memory, made a couple new textures, and a bunch of various small tweaks. I think I've been doing this for
about 7 hours tonight. Sleep calls... ugh. Gotta do what ya gotta do though.
Woooo... lots going on recently. All over Urbania is my new update on the state of my map superman. If you've not
seen it yet, check it here! I've
gotten so many positive comments I just can't count them. Here's what's going on now:
I'm continuing work on superman. I've also begun to think up my next funmap... actually that's a little mistated, my
next TWO funmaps. The first I've named ut_bait, and will consist of a lot of bustin-stuff-up action. The second which
I will have to once again find the limitations of what q3/urt/myself can do, is to consist of Unreal Assault mode type
action... but this is far into the future so this may change.
I've gotten pretty good at curves now. There's still much to learn about tweaking them... but for now I'm reconcentrating
my efforts on the building of the map. I've got what, less than 3 months to complete b3? Seems like enough time, but I
know with my plate of things in r/l plus my damn addiction to getting on the server and playing a few games ;) time is
more limited than I'd like. Ah well, I'm not complaining, but I do have a lot to do. I'll keep you posted as I get the chance.
Check ya later
:V
I've been trying my hand at curves! It's pretty late and I'm tired, so I'll try to explain later. For right now,
just take a look at the driveway exit of the hotel, and don't mind the fps, I maxed out my videocard antialias and
ansitropic settings (originally this shot was 120fps so you get the idea [gf3ti200]):
Hey guys. Some info as to what I've been up to. If you didn't know, all this last week here I was in jury duty.
I've had no time to do any mapping on the pc, however, in the time I was sitting around in the courthouse, I did
get a significant amount of mapping done via the ole pen n paper. I've designed the parking structure now. Also,
I've designed the hotel interior (it will look significantly different from the design I made a while ago). There's
been some gameplay issues I've worked with, plus I believe I'm going to add another element to further increase
the already fast pace. I'd like to introduce "bus stops". Need to get up the street fast? Run over to the bus stop.
It would work the same way the highway does. Speaking of the highway, you know when you reach the edge you teleport
back to the beginning of the highway. I'd like to change that so the teleports move you to the other side of the
highway instead... meaning you blast down one side, jump through the edge, and your momentum is carried to the other
side of the highway to travel back in the same manner. I think this would introduce more functionallity to the
highway.
On paper, the map is sectioned off to a 3 x 3 grid area. The parking garage is area 1, the hotel area 2, and if you
follow this you'll find the military building in the middle of the map to be area 5. This way, if I reference an
area in the future, you'll be able to know where I'm talking about. I'll probably make a little graphic and
perminately attach it to the pond, for visual reference. Here's your first test to see if you understand... I'm not
sure right now what I'm going to do with area 7. Area 4 is the park, which Kag said he wants to assist with. For
now, I'm working strictly on area 1 and 2. I'm not sure what all will be in the beta 3 release, but I do plan to
make that release before QuakeCon, hopefully earlier than later. Would you believe it? I released beta 2 before
QuakeCon last year. It's been that long!
There's some r/l things I must deal with currently, so development will slow down a bit. I've gotten a LOT done
on the map in the past few weeks, so bear with me. I'll let you know what's up on the dev side when I can. In the
meantime, check out this shot of the
new highway. This particular screeny was when I was doing lightpole testing.
:V
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