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Had some time to dig into console gaming again, PS3 style. The PS3 is an amazing machine, when developed for correctly.
Some notes on each of the games I've played in depth, to discuss the more subtle nuances.
God of War 3: I played the first 2 of these up and through, so the series is quite familiar. The first fight sequence
in 3 is jaw dropping. One of the reasons I wanted to play this right away is because I wanted to see what kind of
game could be produced when one of the largest companies in the world gives a gaming studio a blank check to cover
development costs. There were a couple surprising results. Bump mapping and specular retained the Doom3 plastic
look in numerous areas. Gameplay was great, although weighed more into puzzling this time around...definitely
felt more mainstream.
Then 2/3 of the way through, the story fell apart when someone thought adding love and
humility would be the right thing to do, overcoming the brutal nature of Kratos. I'm torn on this one.
There's a legitimate storyline, but the implementation was weak. So much so, I doubt I'll play this
game again. Yes, played the second time through. No, the interest is gone.
I should note that the sequence near the end of the game involving running seemingly forever through death was
artistically incredible. It was refreshing to see mainstream design thrown out the window for a moment.
Next, Burnout Paradise. Wow, this was an engaging game. There's a number of technological feats here. Certainly
number 1 - no loading. Once you're in the game you stay in. Drive, I mean race as if your life depended on it,
3 literal minutes from one side of the world to the other, or poke around and get there about 10-15 minutes.
For a wide-open city/countryside environment, you get more than you had bargained for. The visuals represent
a great deal of hard work by smart programmers and designers. Reflections are real-time, which I counted SIX rotating
signs on the surface of my curvy car, standing under said sign. Detail abound. Intense gameplay, many clever
uses of the map. AI was great as well. This is the game you want to whip out at a party on a big HD screen with a rocking
sound system.
Third. Mercenaries 2. Let's start with the
original commercial
that you HAVE TO SEE if you had not already. Once you watch that, enjoy this one-of-a-kind absolutely awesome
behind the scenes movie of the making
of that commercial. Once you have accomplished these two things, please meet me in the next paragraph.
LMAO wow ok the main charater Mattias Nielson is one of my favorite characters of all time. He's a laid back
viking who thrills in chaos. Yes. This guys' quips and quotes and demeanor throughout the game cracks me up.
Truly he makes the game. The game? Ah yes. An open, sprawling world, full of lush jungle and urban terrains.
You can do pretty much anything to anything and blow up just about everything. Really good explosions. One example,
you can get a fuel-air RPG. Imagine a rocket impacting and a 100 foot radius of vapor appears. Then ignites. Another,
buildings get demolished in satisfying ways. So many things to explode! Fuel tanks, ordinance you could keep,
vehicles, crashing helicopters, entire oil rigs, suspension bridges.... it all can be wiped out. Physics are fun!
The story is interesting, while only somewhat linear. You have an Ultimate Goal, but so many ways to get there!
Another important note. This game did bump mapping and specular RIGHT. Surfaces appear natural. The artists on this game
were really really good. I took many notes playing through it... The initial learning curve of the game is a little
steep, due to the sudden immersion of being able to do just about anything, but your second main character, Fiona,
is your operator and eye-in-the-sky helping keep you in the right direction. Works out great.
The only significant complaint I have is the repetition of character dialog, both NPC and random character bantor.
For all the work put into the game, they could have put a lot more focus on random dialog. Not to say the game
is short on it. Perhaps they botched timing, like instead of every 15 seconds someone is complaining about the heat
or being shot at, maybe once every 3 minutes. It's annoying for a little while then it becomes a whatever.
Nothing to report on the supersoldier front right now. Looking to get dev started back up. Lots to do there!!!
The team had a good solid run for about 2 months. Had to take a break. Not going to spoil too many details yet! :)
No new news is good news. I've been hard at work, first on the latest ut4_temple2 prealpha release,
and now on supersoldier. The word is I don't have a lot of time to work on ss, so I've called in help. At this
moment early in development, the supersoldier project now has 10 development team members in a colaborated effort
to produce the biggest baddest map possible. The short timeframe puts a lot of challenges ahead of us. I doubt
I'll have any news here for a while, as all efforts are concentrated towards the map. If I get a few moments I'll
post some screenies. Temple is looking awesome. Supersoldier has changed little in terms of visuals, but the backend
has changed a lot. These are preparations to get the content pipeline moving as fast a possible. Lots to do, little
time to do it!
Today I'd like to discuss some net effect of the map ut4_superman. I've added a
game-monitor.com panel to the left side of the pond, where you can see current
stats of the Official FSK405 Superman 24/7 Server. To summarize, the server is
ranked in the top 2 percent of all queried game servers for all
games and game mods, worldwide, and holds that position.
Overall Rank: 3744 / 243422 (98th %ile)
Game Rank: 22 / 1826 (98th %ile)
Country Game Rank: 12 / 375 (97th %ile)
City Game Rank: 1 / 2 (100th %ile)
That's downright impressive. Here's some additional statistics/observations:
- Highest ranked UrT server hosting a third-party map 24/7.
- Second highest ranked UrT server hosting a third-party map (currently, this observation is subject to mapcycle changes)
- Besting out our own main clan server with a ~14k rank difference.
- 5 servers worldwide playing ut4_superman 24/7 (including a 64 player-slot? yikes!).
Incredible. A map that has spawned a community, in effect becoming a game in itself.
I'm not ready to jump into the next map, still catching up with r/l. Hopefully in January I
can ramp dev back up. Already started a list of things to fix in ut4_temple2 so that can get
out the door. And supersoldier for 4.2? Phew. Let's see how this next year treats me...
I did it. The release of ut4_superman is finally behind me. The end of development was even
more intense, running into compile limitations, artifacts, anomalies, etc. It got so bad
that I had to step back, learn a couple advanced techniques, create one of my own, and
reshape how I perceived lightmaps. Even at that, although the map looks the absolute
best it ever has, a couple small lighting issues snuck in. That's the artist in me talking...
just not perfect enough LOL!!
Another task I faced at the end was populating the pk3 map file with all sorts of dev info,
like the compile logs, explanations of techniques, my extensive thanks-to list, etc etc. Way
more content included than necessary, without adding bloat to the download. The animated
loading screen has been a hit. I'd like to see more maps use that technique, including
the template that enhances the standard UrT loadscreen template.
When I finished the newspaper, I got this awesome tingly feeling...the map is almost done. Like
a for real almost done - I could see it, taste it, hear it. I've buried so much time into
this map that reaching the true almost done state was damn near euphoric. Almost exactly a
year straight just on the beta 4 to release version. Weekends consistently flash burned,
hanging out averted, new games avoided, family struggles, and pushing onward. In an
eyeball snap lookback over the past year, one wonders why it took so long...
For starters, I effectively rebuilt the entire map from the ground up, and worked my way
back down again. There are few brushes, textures, shaders, etc I can think of that
were not not modified or replaced. Many thousands of brush faces removed. New features
not seen anywhere else. For example, streetlights that change correctly. Lush volumetric
grass designed for the incredibly huge map without artifacting. The dual waterfall
architecture at the Pond Publishing skyway. Standard models given high quality shader shine
for cheap.
Building some of the map required expeditions of their own. Like the billboard. Some parts
required arts-n-crafts, like the loading screen to position the camera in 8 key locations on
an arc. These things are only a few examples of why a year was spent making one of the most
popular maps in the game, if not the most played. The map has risen to become its own game.
So am I proud of what I've accomplished?
HELL FUCKING YEA!
Try and fail and try and fail and fail and fail and fail... but learn! and succeed! 10 years
after my desperate last attempt to get into Digipen, I've finally met a major success. I'm
taking it easy for a bit too... because there's a void in my life at the moment where
working on this map was. Everyone can enjoy the map - I'm going to enjoy letting
everyone else enjoy it while I get to breathe.
What's also incredible is the extensive following and community support the map has produced.
Last week, I got to meet the originator of a clan dedicated to my map. We fragged in
my home office til 5am on the test server, burning in
the final before the public release, along with the dedicated testing crew of about 30 people.
My amazement around the superman phenomenom doesn't end.
Now since you've read this far, I'll share another fun fact. As it is known, superman_b1 was
my first 3d multiplayer map created, over 6 years ago. It is known that the Matrix, Fight
Club, and Aeon Flux (cartoon) had influence in making this map. What is not known, is that
I started a project to make the greatest, the most fun, the most intense jaw dropping
goosebump raising take-your-breath-away gameplay experience ever known in gaming - around
15 years ago. I've translated some of that grassroot gameplay into ut4_superman, where
my design could find some kind of foothold. Imagine ut4_supersoldier as one level of a single player
game where the challenges of capturing a flag are replaced with even more intense action.
Will you ever see this concept brought to life? Dunno. I'm sure my maps will be continual
reflections of the greatest game ever designed, limited to only what relatively mediocre
skill I have... or time.
More talk soon. I've got other ideas to speak about, but only one I Did It post. I Did It.
-Dan Barrett
a.k.a. a wily duck, of clan FSK405
Took some break time from updating the pond, with many updates appearing on the FSK405 forums.
As of now, I'm only a couple realistic weeks from the final release of ut4_superman. There's
little left to do. Finish the newspaper, then the packaging contents. Small updates that the
VIP testers find for me. Six years of developing the map! Not exactly efficient although it
is a project of evolution.
What's going on in the game industry? Not all to sure, been more focused on the UrT community
as of late. Went to the store, looked at a bunch of the console games. Not much interest. Hmm.
Played some casual PC games that kept my interest, Luxor being one of them. Simple game of timing
with fun nuances.
One additional point of interest is the Apple IPhone. I got the 3GS version, more for work stuff
really. It has quite a selection of homebrew 3rd party games, some that solidly hold attention,
others that make clever use of the multi-touch display. I found that a good demo preluding a $1.99
or 99 cent game makes for a lucrative buy. At $2.99 my interest waivers quickly. Pair this
observation with why I still have a 2000 point Wii card that's untouched. $5-10 games that wouldn't
sell at the used game store for a buck twenty five? Nintendo MUST take notes from Apple's App Store
if they want Wii downloads to be relevent to the consumer. Seriously I could have spent $30 on
Wii downloads for low prices, rather than spending $0 on expensive old games.
Next update I'll talk about the superman map release. ggs!
Anyone know Invis's contact info? If I really tried, yes I could get it myself, but sticking
to the obvious paths, I don't have it. Anyway, read this entry from his blog:
http://josephmauke.com/blog/?p=271
Some think I'm a doomsayer. Those same people don't have the gift of seeing patterns in large
numbers of variables in motion. The game industry is not a sanctuary. It is a bubble. And now
the bubble is under pressure from the economy at large. Now look at it from the inside.
We'll still get fun and interesting games.
Just not crap loads of crap games, nor baskets full of awesome games.
Meanwhile free development goes well. I'm about to release test9 of superman beta 5.
I'm beginning to impress myself - the quality is getting good.
I'll release test 5 of superman beta 5 this weekend. The map has come a long way in terms
of visual quality. Gameplay has remained almost the same, with some minor changes. The
test crew still grows. They've been knocking out hordes of bugs. It's amazing all these
have gone mostly unnoticed through beta 4! Probably a good few tests left before beta 5
sees it's full release, and prepares the way for supersoldier.
Ah, something rather important I have yet to comment on. The death of EGM, Electronic
Gaming Monthly. This is a major, severe blow to the entire gaming industry. I'm sad
to see this happen... all good things, right? The economy is not being nice to anyone.
Apparently soon after, I'd heard a major printing company had mass layoffs. Well, when
750,000 mags aren't being published anymore, one can expect some spiralling effects.
Game Developer magazine did this to me too about 5-6 months ago. They still send pdf
versions of the exact same thing, but I don't read them. I had time set aside to get
away from the blinky screen and into physical media. Sucks. Seriously, EGM was the
balancer, the connector, the light. So, if people aren't reading about games, as I'm
sure I'm not the only person in this position, what's the incentive to buy games that
we don't even know exist? Online research...got it. Blah.
It has been a bountiful month. This last weekend, ut4_superman_b5_test002 was released to
a select group of beta testers, just a few dozen. The feedback has been awesome! The map
continues to improve in visual quality and bug fixes.
Meanwhile, no other maps are being touched. I'm posting nearly all updates on the FSK405
forums. The pond may be quiet for now - don't be fooled. At some point I'll get one of
the new screenshots up. Still a bunch of work to go!
I'd like to note as well that Urban Terror is approaching once again "healthy" status.
There's been a renaissance in third party maps. I was asked recently about someone building
a sled-like map. Quite a few others are sprouting up. Old maps are being modernized.
Thanks to efforts by FSK405 admins, and admin delegates, the servers are being highly
patrolled for hax, tk'rs, asshats, and other unfriendly motives. Tolerances to drama and
admin abuse are low. These are good times for the mod!
:V
I'm back. Had a rather long ordeal with rebuiding my main machine. Meanwhile I've
done some dev work on superman_b5 on my secondary pc. Also been pretty active
in the FSK405 forums, and the Urban Terror Q/A forums. Yes, I am now a member of
Urban Terror Quality Assurance Team. :)
More updates later. There's a lot of catch-up work to do.
Taking my map raid back to the board. Started by instituting a large number
of immediately necessary fixes. Added some new details. Then after much speculation
of how to handle the damning visibility issues, I deleted all the rain and began
there.
Modified two of the metal shaders. I'm quite happy with the dark metal version. Even
the hopeless blue metal shader has become a nice addition. Cleaned up some weird
brushes. Worked on -vis in certain areas, hoping to improve fps a bit more through
my lavious use of shadering everywhere else.
Talked to $Null about terrain and vis usage. As always, he's unfathomably resourceful
and knowledgable on q3 tech, in my opinion, and unsung hero of the q3 development world.
Basically to handle vis in terrain, all terrain brushes must be detail, but the points where
you'd want to block vis, you'd create caulk brushes (I -think- as structural). These blocking
brushes would be buried in the terrain. I'll have to test this method out later.
Spent some time coming up with a new concrete water shader. Finally created one I
like that does a good job of making a quarter-inch deep waterflow rolling over it.
Worked on the fences, focusing on appearance, will work
on placement more later when I revisit gameplay. They're much more improved,
with water rolling down the wires.
Lastly, worked on the terrain, probably the ugliest part of the map contest release.
Took a while tonight to finally get the right look. See below! Part of the trick
is that I used nomipmaps on the terrain shader... which immediately sliced off 40fps.
Some quick revamping and I'm in the 110's again. Getting the coloring correct with
the night and wet environment, without having washed out colors, was a sizable challenge!

Very high-res version here
Next I'll make a terrain variant for underwater. After that, I'll add the rain back
in, using the great amount of experience I've gained so far. Once this is happy,
it'll go to a release candidate, and I'll see if I can round up a place to try it
out. For the moment, I think the map will play better as non-ctf, being that there
isn't much gameplay for route based navigation. Bomb might do well.
-wily duck
Speedmapping is draining. Just getting a map out isn't so bad, but see, I had to go above and
beyond. Here's the overview of the accomplishments ut4_raid features:
- The best looking waterflow in the game, imo.
- Animated water dropslets hitting a surface.
- Volumetric pouring rain, including areas like under the bridge that are not raining.
- Night time atmosphere to compliment the rain and water effects.
- Keeping FPS at a reasonable number.
- Great environmental sound.
- Offloading the pk3 building process to my mac, with a shell script I wrote on the fly.
- Created a 1.5GB RAMdrive, moved all dev over to it, in about a half hour.
I shattered not one, but two long standing goals. Then I spliced those into other goals for
the map. The first goal, make -the best- water in the game. I did that. Making good water has
been my bane for years. Even weeks ago, I struggled with temple2_alpha's water, still only
coming up barely acceptable. This time, not only does the waterflow look great, but I added
raindrops to the surface, the underwater dirty, and made the whole thing look like water at night.
The next goal was the rain.
(21:05:58) [Dragonne{TRIAD}] I gotta say, your rain shader screenshots are crazy
(21:06:08) [FSK405|wily_duck] should see them in motion
(21:06:21) [FSK405|wily_duck] gonna blow some socks off
(21:06:22) [Dragonne{TRIAD}] how do you overcome the volumetric issue?
(21:08:39) [FSK405|wily_duck] well, it's a matter of perspective, the basis is cones, motion, and some really clever shaders making use of sort
In order to get the rain looking thick in the foreground, and taper off in density into
the background, I had to quickly master some previously unknown concepts - sort and alphafunc.
Alphafunc was easy, this allowed the depth density, and helped fps. The hard part was sort.
It's a whole new dimension in shader behavior. Using it was easy, however, getting the rain, drops,
water, layers of rain, terrain, pretty much anything rendered, to render in the way I wished
it to behave was a huge challenge.
The idea behind sort is that instead of letting quake3 tell you what order it's going to render
certain behaviors of shaders in (like opaque now, transparent after, etc), I had to manually
assign values to all shaders involved as to when I wanted the engine to draw them - essentially
grouping rendered layers. Even though this was the first time I used sort, I had to be extra
smart about it's usage. Done wrong - players would see stuff like the river floating in front
of the rain, even though the rain is definitely between them and the river. Or the rain being
unrealistically dense. Or just unrealistic blending of rain to the terrain/background.
The rain was very delicate in it's execution. I broke the water shader more than once (and rain too),
trying to perfect the rendering order needed. Sometimes I had to mess with blendfunc on a shader
to tweak it, but this changed other shader behaviors. As you can see, making rain
was a huge pain in the ass. :)
On the last day, I had no gameplay in the map to speak of, just a fancy tech demo. Knowing I needed
a blue base, some Dr. Wily bases from Megaman came to mind. Threw in a tunnel for good measure.
The base turned out nicely. Unfortunately I lost huge amounts of time when I thoughtlessly
spattered target_speakers all over...which silently killed my other entities. There was a
timely cleanup process involved. Over the week, I had multiple instances of seriously lost
time because something totally failed. There's no lightning in the map, yet I spent a whole
night just on lightning.
I could go on for a while longer with a post-mortem, but I'm going to save some of that for
a bit later. Much of this experience will go into the next mapmaker, which I intend to begin
work on soon. As for the speedmap contest, ut4_raid is by no means winning, although I never
expected to win. The map is an incredibly huge success for me, so I'm quite content already. :D
-wily duck
Wow. I busted ass today. No more time for experimentation. Couple hours sleep, rolled out of bed
with an idea as to how my base is finally going to look. Had enough time to insert the core details,
environmental sounds, core player/server stuff, things important to the overall experience.
(18:23:52) [FSK405|wily_duck`hypermode] spose this is as good of a time as any to add spawns
(18:24:10) [Delirium] :P
(18:24:16) [@Dragonne{TRIAD}] hahahaha
But I did it. In my opinion, there in no map in Urban Terror, nor any that I've personally played
to date, that put you the player into a torrential downpouring rainstorm. Some people are not going
to like this map, simply because the environment is so nasty. I've built a gaming experience that
I never have had.
After one week, ut4_raid has been
submitted to the Urban
Terror Speedmapping Contest! It is a phenomenal map with a very rich atmosphere.
Could I have done more? Yea. There's a couple artifacts that need to be addressed, but nothing really
serious whatsoever. Game play appears to be in-tact, visuals are good, all the pieces in place. Overall
a HUGE success. Now, who's going to take top prize? One week til we find out...
A quick look at the map. Lots of rain, but also, places to be that aren't raining, like under the bridge:

The base I whipped up today. It turned out pretty good:

Watch the submission forum for maps from everyone that participated. I'm digging the stories they're coming
up with LOL!!
Less than 30 hours to go until deadline submission. Crunch time.
Current state:

Behind the bridge:

Underwater, looking up at bridge:

-wily duck
:V
The speedmapping contest is well under way. See how I'm progressing!


Five days to go. That's not a lot of time. The other mappers are coming up with some great stuff too.
An overall success so far. That, and I've learned quite a bit in the past 4 days, using methods and
techniques that previously had no idea how to do. Necessity, that's how it gets done!
Honestly I don't care if I win, would be cool, but the shear amount of new abiilities have already
awarded vast prizes. Those images didn't happen by themselves.
:V
Woohoo! The second pre-alpha version of temple2 has been released! We had an excellent fraggin' Friday
on the FSK405 test server. I was particularly entertained when 4-5 people found themselves at the waterfall
and literally giggling like schoolgirls on teamspeak. In fact a number of other players joined up
just because of the oooh's and aaah's. There was a spawn issue again, but I think I've got that handled
now (need to select 'notteam' for info_playerstart_deathmatch entities, non-team spawns like redteam and blueteam,
oops).
The map looks better than it did before, skybox works now, the waterfall looks really good, overall
a lot of fun. I think I'll post one more pre-alpha before calling it an alpha and handing the project
off. This way both Nightcrawl gets a solid start on the hand-off, and the community gets a playable map.
Want to play the current version? Download ut4_temple2_prealpha2
from the pond!
One week until the speedmapping contest.
I'm getting ALL OF MY DUCKS IN A ROW. That's ridiculous lol.
What I have done though, is grabbed up the q3map2 shader manual (obsidian and ydnar's version), printed,
put each page into plastic protection sheets, tabbed all the chapters, subtabbed the commonly referenced
subjects. Also grabbed other important info too, like the radiant shortcuts doc, etc. Basically gave my
mapping binder a significant overhaul. Doesn't end there, got a fresh directory install of ioUrT, applications
and tools ready, physical stationary ready (graph paper, markerboard), getting url resources ready
(bad things inevitably happen),
getting a backup environment ready (second computer in case my primary fails), current devmap snapshot
backup system ready for quick rollbacks and quickly migrating to a new computer, reading over documents
included in gtkradiant's files, reading through the script/*.def files for refreshers' sake, recalling
and stepping through developmental failures and backtracking to avoid similar issues, etc etc etc!!!
Regardless if I happen to win or not (no prize is on the line), this will all lay the foundation for
the next mapmaker release. If all goes well, we could be seeing a v03 by the end of November. Lots more
preparation to do, wonder how the other guys are doing?! :D
I continue to struggle with temple2's skybox. There's a thread on the UrT forums now, but at this moment
I'm still stuck.
Making good out of bad, ran into some files
in my quest for answers. They're posted in the pond as another means of locating them on this vast internet.
The latest q3map2_fs by 27, his latest test builds including specular, and ShminkyBoy's realworld_light
shader.
I'm being tempted more and more to make an updated release of the mapmaker. The fire burns.
After like a zillion years of the Pond's existence, I've finally added [a name=] tags to post headers.
I'll be updating the archived pages to reflect the change. This way, I can reference, say, today's post, like so:
today's post
Finally archived the main page. It hasn't been rotated in over a year and a half! I thought working on laberinto
wasn't that long ago...how about year? Fast-paced year, doing big things! Back to gamedev. :)
I've been taking notes on what makes a good, easy mode A.I. opponent. Game developer also had an article
on this recently. For starters, I find that if an opponent sees an opportunity to score, but intentionally
avoids taking it due to consideration of current standing, this works in most generic situations.
Next, how focused on the goal is the opponent? They can still be fast and skilled, but instead of going slower or
taking wild shots, they become more adventurous, creating very short term goals that can be excersized with
the A.I.'s full potential, but does not impede on the progress of the human player. They can set up experiments
that would work, but they intentially fail them before completion if the concensus reveals that the
adventure/experiment would yield a significant advantage - or succeed in the test, and doodle around for a few
moments (look busy!), or do nothing and give a status/tip on the situation.
This would allow very inexperienced players to both stand a good chance of winning 50-65% of the time, while
allowing the experienced players to face the A.I. head-on in a "serious" mode. When choosing a difficulty
level, sometimes you don't want to pick between 'dumb' and 'smart' (artificial), but 'just playin' vs 'I will
crush you' (natural). For even more variety, include both types of A.I.
I'm experimenting with a shader trick involving level of detail. The idea is to have a low-res image
from afar, and a high-res image up close. For this I'm attempting using surface param alphagen portal.
The same trick is used for the monitor in the security room in superman. This trick, however, would
be applied to normal textures.
I've had some success so far. When I left off, it appeared the method was done backwards, but still working.
This means accomplishing the shader is very possible...I'll also have to look around to see if I'm
re-inventing the wheel.
Made more updates on temple2 last night. I'm treating the map as a beta, although it is an alpha. After
some playtesting of my own, I've identified the new positioning of both flags to add significant CTF
gameplay. One bomb point was also modified. The red and blue spawns will move the flags accordingly. I
think this decision will prove to make the map as fun as possible.
Nearly all bugs that were in alpha1 have been resolved. There's a light bleeding problem I can't seem
to beat, and the skybox still refuses to render. Onward to victory!
There's number of updates today! The pre-alpha of temple2 got off the ground, and was play-tested by a good
dozen people. This was excellent, as temple2 came a LONG way in just one week. The feedback was almost
totally positive with a lot of excitement to go with new featuers and gameplay. There are a few glitches to
fix, possibly a small number of additions, but an overall success so far! I expect to be releasing another
pre-alpha version 2 soon.
A huge, HUGE breakthrough announcement. Bigger than that. I've been asked by Woekele about making Supersoldier
an official Urban Terror map. I have no further details at the moment other than that we're going to discuss this
situation further. I know that this is a huge undertaking. I also know that this is a milestone of game development
success! Yay! There's a long list of other things that this means, but I only wish to focus on the fact that
just the offer is enough to allow me to feel greatness. See me babble in glee! Yea!
Here's another episode of Gaming Futures. I thought about id Software; the difference between Doom 1-2, Quake 1-3, against
Doom 3 and Quake 4. The latter have not seen nearly the same success as the former. The commonality: storyline.
It is becoming apparent to me that the need to add storyline is ruining games that are expected to tell the story
simply through playing the game. I then applied this to other games, and a pattern of degredation began surfacing.
Most games begin failing, maybe not by sales figures, but by replay value, when storyline is introduced as a main
part of the design.
Let's take Metroid for example. Through many games, the whole story had maybe 2 paragraphs of written text. The
story spoke for itself, there's no need for further interruption. With Metroid Prime, the story came from tablets
on the wall, or computer consoles, etc, but you never had to stop to read them. This was both an excellent way
of blending a deep storyline into a written-storyline-less game, and the end of Metroid as a game that allowed
the gameplay to speak for itself. The focus turned to Zelda-style gameplay in Prime 2, and more interruptive chaff.
Who asked Sonic to start talking? Mario? Let's take it back to 1980 and realize all that needs to be said can
be said in one line.
It may take 2-3 years yet before the realization hits that forcefully injecting storylines into games (that demand
focus on only the gameplay element) is evaporating as a fad. The return of retro gaming will help nail this point
down.
More to come on temple2 and supersoldier!
-wily duck
Wasn't able to get the alpha finished Saturday night, that's ok. Ended up burning almost another 4 hours
on the water shader... it hurts! A bunch of fixes were done, bringing the map closer to the minimum quality
I've demanded from myself for an alpha release.
I intend to have a gameplay in a functional state upon release. Meaning
although it is an alpha, at least it'll have and hold replay value for some time.
I've been knocking out a long list of issues that have quick fixes in order to make the release.
The hardest was the water shader by far. Many are fairly trivial but important.
There are a few speedbumps:
- the map was built in and for urt2/3, so I'm continuing building it in urt3
- port it to urt4 (sounds complicated but I already cleared the sticky issues on Saturday)
- have to make sure the new urt4 lighting is correct.
- came up with an awesome idea to fix my water problem today. Might take a few tries to get it right.
- bombmode?
- odds n ends
- final stand-alone testing
- convincing FSK405 members to play the map
Phew got one of those out of the way. I'd made a long list of issues to handle, half are done. Technically
I could release my pre-alpha pakfile. :) Can you feel the tease? Hang tight, a release of a map many
years in the making (and shelving) is very near.
Let's see who's paying attention. Last night, I dug into temple2. 8 hours later, I have a working,
playable pre-alpha. There's a lot of work that had to be done, still some work to go before I can
hand it over. My goal: release a playable alpha, to realize at least the work gone into this
map thus far.
When will this be??? If all goes well - today. If not, by next weekend. There's shader work to be
fixed. The map borrows a lot of textures from urt3 and q3base. Most of the textures/models/sounds
will need to be swapped out...have fun with that Nightcrawl. :)
Onward! A map shall be released soon!
:V
The pond has been quiet. I re-iterate: been busy... but with what? A great deal of preoccupations which
have been fully worth my complete attention. I'm just now getting time back, slowly, to dedicate to
game analysis, but not enough yet for game design/level design. Doesn't appear much in the UrT world
has changed, except some movement towards CoD4. Personally, can't do that now, maybe later. The UrT third-party
map scene moves forward, possibly growing at a slow but linear rate. Requests come in for mapmaker help here
and there. The superman server continues to rock on.
I got an email from a player named nightcrawl. He's interested in continuing the work on
temple. Here's what I wrote back:
Good to hear from you nightcrawl.
Yea I'm willing to share the .map in it's current version. I've spent a LOT of time with this map, major revamps, crazy brush work, sweat-blood-n-tears shader work. Actually my best shader I ever made started here, the water shader which I later incorporated into superman_b4.
The original author gave me the .map file as something of a v1.2. This meant that I could not 'just' fix the flag problem for ctf, no, because there were all-new areas and changes and other portions that blew away the ability to simply recompile. Thus, I took the new material and ran with it.
- There's now a vast underground/underwater passage (my creation), a restaurant area (original authors' creation), upper grassy area (mine), surface water tunnel, some other changes I don't exactly remember.
- I experimented with a 'rope swing' from the waterfall to the high edge, which never really was successful in my opinion (a func_pendulum brush with a ladder shader).
- The water I want to look pris-f'n-tine, I spent probably well over a week of my life at 8-14 hours a day dedicated solely to trying to get this water/shader to do and behave as I commanded. The result was a shader that had good water behavior on top (this is probably 80% complete), and on the reverse cull a shader that emitted a glow which colored the lightmap of all brush surfaces under the water to create that underwater environment color, without the expense of breaking down brushes into more brushes, and a soft color change between the dry surface and wet. Shader magic.
- This was the first map that used a waterfall as a means of transportation. In the underground, there's now a thick waterfall from the red spawn area to the underground which is used as a vertical path. One of the map contest maps then used the same technique later.
- Spent way more time than necessary on the broken glass in the restaurant (broken glass portion is my addition).
- LT1 made a stone creature model specifically for this map.
- The brushwork SUCKED when I got the map. It's a wonder that the original looked as good as it did. I've stripped and replaced a lot of brushwork already.
- Lots more work I can't think of at the moment.
What I would like to see if I continued work on the map:
- Lighting tricks/hacks to do things like synthetic bumpmaps, outside lighting motion with water reflections, varying light movement of slight cloud cover, accurate flame lighting, etc
- Shrub and grass moving in the wind, soft wind sounds, extra shubs, sticks, moss, vegetative life added.
- Themed for a post-temple1, see theme below.
- A faster map, utilizing player skills as the availability to utilize shortcuts abound, rather than set noob-walking paths between two ends.
- Things that crumble with nades.
- Simple/basic one-use traps deep in the temple (maybe).
- Less crates! But crates from Krat Corp (the unfinished building in supermap_b4 or new building in supersoldier_alpha02)
- Helicopter pad.
- Revamped restaurant.
- Couple basic signs near the restaurant for direction.
- A new mapping trick or two here or there to help make the map FUN, add to the replay (not gimmicky, i.e. the rope swing will probably be cut or replaced)
Theme:
- Temple1 was the deployment of forces to survey and clear the temple for further occupation.
- The area was bought for the sake of tourism, and renovated for this purpose.
- An unknown creature dwelling within the temple emerged at some point in the early occupancy of tourists.
- All civilians killed, unknown assailant, forces dispatched to investigate after loss of contact with temple communications.
- Squads arrive to find disarray and death amidst the moderately tourist-y temple grounds.
- No solid explanation for the events which transpired, almost x-files worthy (but this is never communicated to the player, the environment should tell the tale).
As for the level of modern renovation, this should be kept to a minimum. Imagine it as a retreat that only seasoned global travelers/adventurers would venture to. Around the restaurant I want to put a helicopter pad in. This should be the most renovated portion, with renovations significantly declining as one moves further into the temple. Some places should be spooky and damp. Some should be bright and lush. All places should be ancient looking, something like a South American temple (except for the highly renovated area of course). Finally there should be an unoccupied area deep within that looks like something ominous could exist beyond, this would be where said creature had once dwelled, again never spoken or made totally obvious to the player, but an area that can be reached. Maybe a few skulls and mostly devoured remains are found here.
Give me a few days at least, I'll have to pull together a package for distro. This is a huge undertaking, make no mistake, if you're up to the mapping challenge. I would expect a good final release of a temple2 would not look much like it does when I hand it off. I'd also expect that a ut4_temple2 final would be a current-gen state of the art map in terms of visual fidelity and architecture, using the best the quake3 engine and UrT mod has to offer. That's what I wanted out of this map. The original map was state of the art when it was released. I'd considered and posted about possibly getting together a team from the community to tackle this... couple artists, couple mappers (radiant or maya), modeller, sound person, lighting person, and coordination lead (all-purpose). So yea like 8 people.
Still feeling up to it? ;)
That's where I leave temple. It has a design, theme, environment, and basis; still needs to get a lot of work
done to release it.
Elsewhere in the past three months, I've got my hands on a few interesting games:
Played Gears of War. This is
an interesting take one what would be an FPS, but has a primary focus on cover. Instead of running, one hits
a button to automatically rush into the cover object, then firefight from there. A couple hours revealed a decent
game based on the Unreal 3 engine.
There was F.E.A.R., a Quake 4 based game. In fact it played much like
Quake 4, plus gravity manipulation. One can walk up and upside-down these sticky paths, or use portals in weird ways (including
one that I have yet to figure out). Maybe I'll pick this up on the PC at some point, Xbox360 controller still
can't beat the mouse/keyboard for FPS'n.
Recently I stumbled across a "game", or actually a physics similation. It's called Phun.
Imagine Windows Paint, with a physics engine. This is in fact, fun. A few minutes learning the UI, you can start
manipulating objects, and let math do the rest. Try it.
I'd taken up Pokemon Puzzle League for a bit a few months ago, but gave up being unable to
defeat 'mew-two' or whatever on super hard mode (beat hard, unlock very hard, unlock super hard).
It's a matter of time and patience, only one of which I had. Love me some Tetris Attack.
On the arcade emulator, there's a number of japanese shooters I've never seen, sprout into existence.
A few have been immensely fun, somewhat on par with Raiden (even got to play Raiden Fighters, yay!).
Another was a robot fighting game, kinda TMNT-style, except you bust arms and equipment off the enemies
and wear them as power-ups. Fun! The last one I put down quickly is actually the basis of a recently
released Wiiware game. Some spiral-ball-busting puzzle game. It's fun for a while then it's time to
run away! Ew... another puzzle game...
I'll try to update the pond more often now. Check back when you can! And leave a shout on the left, always
nice to read those.
-wily duck
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