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Whoa. Four maps in four days. Yes you heard me correctly. I have now released:
- Urban Terror Pacman
- Urban Terror Ms. Pacman Level 1
- Urban Terror Ms. Pacman Level 2
- Urban Terror Ms. Pacman Level 3
I'll post screenies and comments later. Download from fsk405.com!
Quick update for today. I've changed the pond email address. Been getting hit too hard
by the spammers, so pond@digitalamusement.com has been /dev/null'd. If you send an email
please note this new address, or I'll never get the email! Last count a year ago I was up to
350 filters, might be above 400 by now. Yeah it's ridiculous.
I've been slacking lately. Been spending a lot of time gaming, not much time developing.
There's
r/l reasons behind this... been quite preoccupied with a very important situation. I've been
attempting to get to downtown Austin to get images of buildings, material to work with. Once
I have the material things become a lot easier.
I have come to appreciate the work
of the concept artist. With sketchwork, one can bring imagination to life so much quicker.
I know that from first hand experience, in breaking out the sketchbook and drawing up designs
for various areas in superman. As for taking pictures and getting material there, the
hotel roof is taken from a hospital roof I used to live next to. As I mentioned a few
times before, a bunch of ideas were taken from the matrix. It's a matter of finding
appropriate content and applying it. And having a more clearer mind helps too. :)
Finalized the structural appearance for the east building last night. Detailing comes next.
Added some more street detail. Wandered over to BlackRayne's site, it's back up and I'm
fiending to use many of his models. Lt1 you are a hero. :)
Spent the night two nights ago trying trickjumps with DankRider. He pulled off a jump
that I hadn't seen, which is a first for me. It's a modification of the hotel side jump,
except this puts you on the highway. Basically you need the falling velocity of the
military building to pull it off. Otherwise I realized an 11 or so point jump combination.
I'll post a demo when I can.
Regretfully I had to inform digismack that I will not be able to complete the spaceship
map for FragArcade. Time is not permitting me to do so. I really should get my stuff together
so I can have a level design session for QuakeCon2006. Have to put the map down for a day
or two to get that going.
Here's an idea I'll expand on later. Playing in a painting vs. playing in an environment.
Most current
maps/levels are completely static, no or hardly any changes that affect gameplay. I call this
playing in a painting. I want to create maps that are environments - stuff happens, landscape
changes, stuff breaks, blows up, moves, a player is involved with their surrounding. More
on this idea later.
Couple things today. Let's start with the XBux$360+. Over at 1up.com, they've done a bunch
of side by side comparisons of xbox1 games against their xbox360 counterpart. I'll sum it
right up for you - visually there are hardly any improvements. There are side by side
screenshots given, as well as side by side video footage. Starting with the screenshots,
I was actually picking a couple xbox games as having better visuals. Otherwise, the 360
games had barely marginally better looks. To this I said, "the videos probably show cleaner
animations, better real time shader effects, better real time lighting effects, better
fps, and an overall visual experience". And I was completely wrong. Call of Duty 2 was the
only game that had shown any visual evolution. Now to be quite honest, there are two sides
to this whole visual quality predicament.
Programmers are lazy, but dedicated. The original xbox had hardware limitations that
restricted designers from simple implementations of high quality visuals. Basically,
the programmers had to try very hard to figure out how to pull off hollywood magic using
a minimal amount of resources to produce maximum effect. And they did well. So well that
all their hard work is now working against them. Current generations of gamers (for
some dumb reason) require current generation of graphic capabilities, regardless if
that xbox is running a 4+ generation old GeForce3 enhanced video card. Yeah Doom3
runs on the xbox, but the team had to stress out all available hardware resources to pull it off.
On the flipside, you'd
expect a game like Doom3 to run on the xbox360 flawlessly. We find the Doom3 engine in the
form of Quake4. What's
the main complaint against Quake4 on the 360? Low frame rates. HOW IS THIS POSSIBLE?
What could we do to increase the visual quality experience? Perhaps add more polys. Oh wait narmal mapping already fooled our eyes into believing that was
a high-poly model. So what else is there to add visually? I'll tell you...
1 - THROW AWAY POLYGONS. Move to voxels. This will create volumetric properties
and realism that 2d visual emulation simply can't match. Remember 3d games are mearly
complex iterations of 2d triangles stuck together to appear 3d - which is why it is
so difficult to create things like lifelike flesh (you see many layers at once).
(continuing excluding voxels)
2 - every surface having reflective, light dampening properties
3 - every surface having energy retention properties
4 - anybody heard of a physical state? let's see how the aegia physx engine handles lava pouring
down a snowcapped mountain into a forest.
So tell me, with the xbox360's MASSIVE OMG NEXT GEN 3 core processor, why aren't the above
properties being implemented? I'm guessing I'll find somewhat similar beefs with at
least 1st gen PS3 games. The xbox is a marketing engine, so my hopes are greater
with the PS3. I'm not worried about the Revolution at all, it's targeted towards
gameplay (what? a game system meant to play games? wow!).
Any visitors to the pond, there's a forum link on the left. If you want to discuss
this or your ideas on game development, feel free to start a topic. I'd like to hear
them!
:V
More dissapointing news in the mapping development world. I just read a thread on
map-center that they're going to drop
the site... this is yet another blow to map/level designers everywhere. I feel mainstream
gaming is responsible for this in many ways. Particuarilly the ever increasing amount
of very high budget games, requiring assests and resources beyond what the average
level designer has or is willing to put forth. When I'm designing my maps, I don't
worry about things like art pipelines and asset management. That's for people with
deadlines and budget constraints. How is the average joe going to be able to produce
quality maps if the learning infrastructure is collapsing?
I have predicted the downfall of videogames happening roughly around 2019 for some time. Now I will
reveal why. First there's simple problems like sequel saturation, lack of innovation,
mainstream media, but there's far more complicated issues such as A.D.D. gamers who
are no longer buying the marketing B.S. that's been
shoved on them for over a decade, no significant visual improvements for years (and
remember it's visual improvements that push the marketing engine through the mainstream),
entrenched corporate monopolies, quantities of game design (programming, art, gametesting)
jobs being outsourced, the question of upgrades - current
console makers (in this time) have streamlined the all-in-one console media center,
saturation of dumbed down games meant for the 5 minute attention span of a corporate
executive, saturation of purely marketing driven games, government's persistant involvement in
content control, security fiascos (see sony's rootkit), the general knowledge of paid-for
[magazine ratings] and hype, video games becoming equivilent to substance abuse due to the
mind altering conception and belief of convincing alternate realities...
And the trends go on.
Bascially the videogame industry is a bubble that has some ways to go before it hits
critical mass - 1982 all over again. I've been fortunate to be a part of gaming
since the CollecoVision, Commadore64, and Atari 800 (Ataris' computer, which I wrote
my first game on). Over in the pond is my first interactive game built on an x86
platform, punchman, try it sometime. It's dissapointing that the industry that is
a significant part of my life will eventually crumble. There's a reason why I take
breaks from level design to "work on other projects". I'm not acting on paranoia,
I'm acting on proven patterns. To be fair, any unforeseen variable could radically
change the theorized outcome. Guess that's one of the cool things about science, doesn't
always work like it works on paper. :)
:V
I'm back. Amazingly, more work got done on superman with me being on vacation than probably
what I would have done being at home. Here's what I can think of that was added/modified to
the map:
- Added yellow/white lines to most streets
- added painted parking spot markers on streets
- created new bus stops - locations on the ground that allow for accelerated ground travel
i.e. strafejump points
- fixed the shoot-through-vehicles issue
- some work on the maintenance floor of the hotel
- moved a couple vehicles around slightly
- spent a bunch of time improving the military building walls (see below)
- found brushes with textured faces that should have been caulked
I can tell I've come a ways in level design because I've been looking back over existing
brushwork, and actually getting disgusted with previous work I've done. Had to rip out
a bunch of brushes and rebuild them because they were either of really bad design or
contributed to minor performance problems. Of course for everything I clean up, I add
more details.
The military building walls are a stupid performance penalty in superman_b3. The whole
wall outside is drawn, then the support beams are drawn over that. That means half or
better of the wall doesn't need to be drawn. The walls on the first floor were also
stripped down in this matter. You'll never see the difference, but it will draw faster.
The bus stops are going to be a very welcome addition when moving along the ground.
There's a standing shelter with painted lines on the street. The glass on the shelter
is individually breakable of course. Breaking stuff pwns. :)
Had lunch today with FSK405 clan member Frog. We had quite a discussion about superman,
and some improvements that could be made to deep and sled. This is really great
for moving superrman in the right direction. Frog always has excellent feedback. One thing
we agreed upon is that superman is more of a game itself than just a level. Pretty impressive!
Another thing was that I have roughly 600 network entities worth of blowing stuff up to
use. That means when you start the map, by the time you finish it'll look much different.
The hell with static maps. The future of level design requires dynamic design.
I also mentioned that I hope to have an early playable test of superman in the next 2
months. Later I intend to remove the texture dependancy of the UrT base pk3's as well
so the map can be portable... this of course means more time. Anyone up for some junior
level design bitch work? ;)
Nothing new to tell for the moment except that I'll be on vacation for the next week. See ya's soon!
:V
Made some scripting changes in the pond. Archives are now sorted by themselves. Not quite finished with
the code change, but for now it does the job.
Began creating the next building today. It's in back of the military building. Curves are giving
me trouble for some reason. Trying to endcap a curve and the patches that should be created become
lines. Found a way around that for now, but it's kinda annoying. Gotta love gtkRadiant.
The fruits of tonight's labor. I got the Y street in the back figured out... that started as a nasty
broken mess. Added street lines too finally. Positioned the streetlights. Removed a bunch of
unneccesary light entities. Entity count is currently at 227. Lots of room for breakables. :)
update:
Probably should tell you why any of this is significant. All the details get overlooked (well that's
the point anyway). All the lines added to the street introduce more tri's. For example, there's a
square brush that makes one section of the street. I have to split that in 3 to insert the double
yellow line texture in the middle. then with each split brush on either side, I have to split those
again in the same fashion to lay the dotted white line texture. This means that there's a few more
tri's to render. For sake of astetics that's ok with me. It also looks a lot better than stretching
a single texture across the whole street... otherwise you'd get a blotchy low-res texture that sticks
out. Not for me!
The Y intersection has been a challenge... here's something you'll never notice. The crosswalk between
the curved curbs is not horizontal/vertical, nor at a 45 degree angle... it's about 12 degrees or so.
This meant I had to do some wacky texture alignment, and fancy brushwork to make it fit correctly. You
have to remember, anything in the map that's not |, -, or / requires a lot more work. However the visuals
of such things takes away from the geometrically perfect edges which don't exist in the real world. All
this means is more realism. :)
How interesting. I'm watching the Video Game Awards on SpikeTV. At first I thought the concept,
and presentation were great. Then when I got used to the bright lights, all I saw was paid
celebrities and B.S. awards. Showing new demos with seriously low framerates. Unfair competition.
In fact seeing a game that doesn't have an 8 digit budget up there was rare, and if there
was one, it's placed up against a strongarm rival. Come on, Nintendogs vs. World of Warcraft?
Disappointing at best.
Something more upbeat. I got a compliment from a server owner (dank rider... if I got the name wrong
I'll fix it later, sorry) last night that blew me away. We were talking superman, and
he's spent over $2000 on my map. I said what?? how?? He's run
a superman 24/7 server for over a year and a half. To me, it's surreal to think of how
other people have invested money, time, and resources into something I've created. I have
a screenshot of at least one player on superman for over 8 hours. That's a full day, no
map change. With Frozen Sand updating urban terror, this may help get superman out the door.
Again, it won't happen by the end of the year and I apologize.
Another something that came up last night... I've made many comments about my displeasure
of what Silicon Ice has done to the community. On top of that, ydnar pulling the shader
manual, Q3 no longer updated, ET:UT revealed as vaporware, Oswalds' distaste for 3rd party
maps, other key members of the community calling it quits... it doesn't surprise me that
I give the impression that I've given up on Urban Terror. To set the record straight,
I have not. To me, UrT has been deprioritized. With genuine interest one finds ways to
retain high priorities. Realizations and compliments like the one I talked about earlier
help revive those priorities. I've been through many issues in r/l as of current, trying
new things (such as my electric guitar), and working on other important projects. Actually
playing Call of Duty recently was my way of stepping away from all of that (ha, a vacation
from life stuff).
Ok back to work for me. Gots plenty to do as you can imagine... all one step closer to having
a .pk3 on your harddrive.
Ok, CoD is long since beaten now. Awesome game... it did things to the Q3 engine UrT wishes it could have (this is
not meant as condenscending). Actually I think UrT would be a great mod to be made from CoD. Couple ideas I came
up with:
1. Game mode called Destroyer. Three team TS, one team is all bots. The bots are there to infiltrate, but do
not have to be beaten. The two human teams need only defeat the other to win.
2. UrT wants vehiles? CoD engine has 'em. I do not know the vehicle's engine limitations however.
3. CoD fits a huge amount of characters onscreen at once for the Q3 engine. I'd guess that in certain large
scale battles there are easily more than 50 guys onscreen at once, upwards of 100.
Other high points of CoD include: great A.I., well done large environments, killer level design, great gameplay,
great scripting, and your squadmates seemed to be pretty useful - although they are helped along with scripting
as well. Yay, fun game! :)
Other news... map-depot is evolving to Quake 4, good to see. PlanetQuake
is showing a lot of promising progress in the modding community with Quake 4 as well. I'd say by the next
quakecon we'll be seeing quality mods gaining popularity on the scale of what Urban Terror has done. Probably
some great less popular ones too... like have you heard of the mod Niflheim for Quake3? Unlikely, but that's
an incredible mod that's worth a couple hours of your time. Keeping up with planetdoom, some classic
mods and other development work continues, kinda quiet. The weekly DoomToon strip has turned out to be pretty
funny. If you're looking for something different, check out The Dark Side of Phobos.
You can download the torrent
for the 2 cd's. I'm listening to it right now. Dark and electronic remakes of original Doom music. Sounds great
in the car too. In UrT land - I guess Frozen Sand is progressing. They've posted more that one update in a
single month on the urban terror site. Hey guys, you should have though about this a year and a half ago before
you started alienating your community.
Last night I read through an article in Game Developer about the making of Half-life 2. This was an amazing
article for anyone involved in game design. Reading about the how's and why's of the design process they
used made sense as to why Half-life 2 emerged as a superiour game. If you can find a copy of that article,
I'd highly encourage you to pick it up.
:V
Decided to try something new. Played Call of Duty 1. I have a new current favorite game.
It's gripped my very being. I've needed to take my mind off things, and this sure as heck
does the trick. Good to finally have something new that I can play and enjoy. Haven't had
this much fun since RtCW.
Ok so removing the lighting from the parking garage now affords me half hour -bsp -meta -light compiles!
This is great for testing purposes. Not only that, you get to see some work in-game!
Sweet hey? More to come of course, got lots more to go.
:V
Today I bring you development screenies of superman. About time you say? Yea. You'll notice a
bunch of changes in progress. Some aren't very obvious. The answers will come in time. :)
Lots of under construction brushes, and of course no lightmapping so this is as raw as you get.
Still crafting the gameplay as I go along. Think I'll try a -light compile tonight, maybe it
will even load in UrT!
K.. got a little time here, some explaination to what I'm showing you. The Doom tower has a
breakable roof. It breaks piece by piece. You can land on it til it's all gone, then you fall
into the exec floor. The room on the hotel will probably turn into a luxury pimp-pad, but will
allow traffic to go from the back of the hotel up through the new door next to the blue flag.
The river allows safe falling from snatching the red flag and jumping, it will also be a tunnel
to a yet built building. Parking garage is sealed, new vertical path up from the check-in booth.
Streets in NW part rebuilt to have an angled street. This will serve the bus system. Front of
pond publishing is carved out, detail work to be done. Various other little things I can't think
of.
Doesn't seem like a lot of progress, but really it is. Then again it still doesn't seem like a
lot of progress. So much to go. Damn map could be Urban Super Soldier the game powered by Urban
Terror it's so friggin large and involved. Maybe I should get a texture artist to help. Not a
bad idea. Any takers? Requirements: enough photoshop experience that you feel confident about
using the tools to whatever whim you have, and be a texture artist that can manipulate or doctor
most any image, being able to make the new image look real is a plus. Email is above-left in the
pond.
Today you get a superman update! I am able to use gtkradiant on my laptop. It's really slow
to do however and takes patience. Laptop only has 8mb video memory and a 733mhz cpu. It renders
the map in gtkradiant at maybe a few frames per second tops. And for some reason I can't seem
to create endcaps for curves. Have to save those pieces for my home machine.
Got the park surfaced. I'll add detail like trees later. My curve skills have paid off as I
was easily able to create multi-axis curves and line up all the vertexes spot on. Another path
to be built will be from the parking garage floor entrance, straight up to the top floor. This
will be a highly strategic path for blue.
I'm considering another highway overpass, curving over the existing one. The rear of the
military building needs a lot of landscaping work. Front of military building is going to
get prettied up. Added the water reglow shader so water will hopefully appear more realistic.
I won't be able to tell for a while, -light compiles take a day. Brings me to another point.
Next it-may-get-released-by-date is march. I will of course keep you updated. One of the
reasons for this is that I'll begin building my next-gen computing monster in February, that
can compile this beast of a map in a reasonable amount of time. Wonder if I could port
superman to q4... that surely would be painful on the light renderer. :)
I continue hearing the chant: "where's superman4? duck what's up with superman final? when's
superman coming out?" Originally I said EOY. End of year is rapidly approaching. I have gotten
a few snags out of the way, and I'm about to attempt installing gtkradiant on this laptop,
at the carwash. Yes, this is my first remote posting to the pond. I'll let you all know how
it goes. Afterwards I'll have to copy all the map and dev files over, then I can begin roaming
development of superman.
The real issue will be that I want this final version of superman to be to mind blowing,
there will be no comparison. It will dominate the game, bring in new players, be an interactive
action movie, a game in itself. All this means it's going to take a lot of time to build. I
have to create that time. I'm slightly concerned that the Q3/UrT engine is going to have a
hard time choking down the amount of detail I'm going to put into it. For instance:
- Any inside location that doesn't have a clear view of the world will be maxed out
with shader details. Flat dull surfaces will not exist. Multi-layer shadering, environment
mapped shiny bumps, synthetic bumpmaps, synthetic reflections...
Basically if I find an area with too high of fps, it's going to get knocked down by visuals.
Current generations of games are requiring video card and cpu upgrades. I'm going to take
advantage of that.
update
Ok didn't get to install gtkradiant, ran outta time and had to leave. However I did do something else
interesting... check out who lives down the block from me.
Now how cool is that. Austin contains many game makers, but coincidentally they're right down the block.
For those uninformed, Retro Studios is responsible for the Metroid Prime series on the gamecube. As
I cruised past, I thought to myself "Miyamoto was here...". Treading the ground of legends.
btw I watched the Doom movie. Your trusted wily duck would not lead you astray. The movie was...
terrible! LOL really it was the stuff of B- movies. 1/2 of the trailer was 1/2 of the best and only
scene worth watching in the movie. Let me tell you, that scene was... beautiful! In fact it portrayed
what FPS games could only dream of being. If you get the chance, do see the movie for only the 1st
person scene at the end. It was truly remarkable.
That's all for tonight. Full night ahead, day off tomorrow. Can I use the day productively? Will our hero
succeed in not failing?? Where's the damn beef???!!! STAY TUNED!!!!
Been a few years since I made these, but since I had a recent request, I figured I'd finally finish them and post
em. I've always been a big fan of stickmen, drawing stick cartoons, stick games, stick animated graphics, etc.
Wade over into the wilyduck section of the pond and check out the stick fight images. You'll never believe what
3am boredom could bring.
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