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[WIP] Untitled - Baddcog 1st map


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#1 Baddcog

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Posted 24 October 2009 - 09:01 PM

OK, I dove in and think I'm getting a good start. Keep trying Hammer shortcuts but I'm starting to pick it up again pretty quick.

It's been a year, so I'm basically re-learning everything again. A few things like folder arrangements are coming pretty easily, but most of the tools, icons, and how to create things like entities feels like I'm starting at square one again.

I've been following Fidcal's beginner tut, reading Wiki and using Fidcal's start pack. So basically what anyone who wants to map for DM should do.

I've got the front of the manor done. I'm not gonna spoil the story (it's not much, but the will be a good mission twist) but the player will have to hop the fence and enter through the moat.
Planning on something about the size of Outpost, maybe a bit larger. Just a small mission I hope will be fun for me to make and everyone to play. Maybe it'll help show people how quick it can be and help encourage more missions. I think once a few Drommeders build a small FM they'll dig it.

Anyway, a pic of todays work. Maybe 5 hours.
Attached File  baddcog_manor_01.jpg   79.2KB   325 downloads
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#2 sbt1910

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Posted 24 October 2009 - 10:24 PM

Pretty exciting. Cant wait

Stay motivated, Baddcog!

#3 Komag

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Posted 24 October 2009 - 10:38 PM

Looks like a really great start, just a few hours can make a place that we all want to visit and explore!
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#4 HappyCheeze

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Posted 24 October 2009 - 11:53 PM

Nice! Pretty solid for 5 hours :D
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#5 Goldchocobo

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Posted 25 October 2009 - 12:45 AM

Nice! Pretty solid for 5 hours :D


Cool! Stoked...

#6 Stormbringer951

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Posted 25 October 2009 - 07:35 AM

Another mission ^^ happyface. Keep it up, I'd like to see another TDM mission soon!

Ha! So what if I am, huh? Anyways, I work better when I'm drunk. It makes me fearless! If I see a bad guy, I'll just point my sword at him. And saaaaaay "HEY! Bad guy! You're not s'pposed to be here! Go home or I'll stick you with my sword...'til you go...'Ouch I'm dead!' Ahahahah (hic) See? Ain't no one gonna be messin with old Benny."


#7 Melan

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Posted 25 October 2009 - 08:15 AM

I am curious how you did the curving walls. Are they made of patches, or did you cut up a cylindrical prism?

[edit]Also, did you build the entire front space in a big skybox? I assume so, but please share. Especially the height in units, I am still trying to visualise how much is proper. :)

Edited by Melan, 25 October 2009 - 08:17 AM.

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

#8 Baddcog

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Posted 25 October 2009 - 10:08 AM

Thanks. After that pic I decided the player will always be inside that wall, Once I open the front door it would be too hard to optimize the street area I think. So player starts by 'jumping' into water... And probably have to open front gate to leave mission.

Shooting for a month to finish. Just try to flesh out all the basic details first and not worry about anything fancy. That always bogs me down , trying to too much small detail too early.
I've got an object or two I still need to finish so there'll be a few extras included.


@Melan,
Yeah, the round parts started as a cylinder (20 sides), then cut like a pie, then cut each wedge into wall thickness, then vert edit to clean it up.

I only did one round section, then copy/pasted a bunch and changed heights. Used the same pieces for the wall around the moat.

It is all in one big skybox for now. Once I get it all fleshed in properly I'll seal it up tight for performance. The big box thing is bad but it's alot easier to work with early on.

I did use some patches for the arches under bridge, added some columns, etc...
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#9 Mortem Desino

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Posted 25 October 2009 - 10:10 AM

The best way to get a sense of proportion while mapping is to put a few AI around the map.
In terms of "box" size, there is no proper height to make it. I, personally, like to make it as short as possible for performance's sake, but others prefer it higher so sky_portal brushes can't accidently get in-between you and other buildings (which can look pretty ugly: if sky appears in front of your brushwork)
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#10 Fidcal

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Posted 25 October 2009 - 05:03 PM

This is great news BC. Looking forward to playing this. The more the merrier. I'm getting a bit tired of beta playing the same ones over and over (much as we all love them. :wub: )

There really is a lot of value building quick and small.

Quite a few people starting to build now so I think it's going to be a good Christmas!

#11 Baddcog

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Posted 25 October 2009 - 08:18 PM

Then you're in for Beta Tester Fidcal ;)

Worked more today, quite a bit done but now I'm just screwing around running through everything over and over. Done for the day.

Most of the first floor is in. Entry, guard station, waiting room, dining room, kitchen, guard quarter, pantry, main stairway, crapper.
Need to add cellar and moat exit out back, back stairway and maids quarters.
Guests will be on 2nd floor, Master on 3rd.

Attached File  shot00013.jpg   156.13KB   209 downloads
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#12 HappyCheeze

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Posted 25 October 2009 - 08:30 PM

Woah, I love that stairway. I take it you intentially made them like that? Reminds me of Contantine's place in Thief. Looks like you took that screenshot from a fisheye lens.
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#13 Crispy

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Posted 25 October 2009 - 08:37 PM

It looks funky because it's two pictures pasted together. ;) Confused me for a bit too.
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#14 Komag

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Posted 25 October 2009 - 08:44 PM

You'll want to use a different texture method on those arches, and then match it up accurately with the texture tool
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#15 HappyCheeze

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Posted 25 October 2009 - 11:21 PM

Oh! wow. I thought it was some crazy ass funhouse thing.
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#16 Fidcal

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Posted 26 October 2009 - 02:48 AM

Then you're in for Beta Tester Fidcal ;)Attached File  shot00013.jpg   156.13KB   209 downloads

Oh sh.. Oh yeah, super. Glad to. :)

Good job you said that Crispy because I never even saw the lower half at first. The top approximately fitted my browser window and it never occurred to me to scroll.

I wouldn't use those concave curves in those vertical corners though BC. Those are two separate walls that meet or cross at that point. If you visualize some of those large curved L-shaped stones in plan view. Great for the cleaners though! :)

#17 STiFU

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Posted 26 October 2009 - 08:57 AM

Hehe yeah, that screenshot was weird. Next time maybe just raise the field of view, if you want to show more in one shot. The applicable command in doom 3 is g_fov. Of course everything is bent a little then, but at least the viewer directly realizes that... ;-)

#18 Baddcog

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Posted 26 October 2009 - 10:23 AM

Yeah, I just wanted to show the whole staircase instead of top or bottom ;)
Figured everyone would notice the seam.

Not really fond of the inner round corner myself either, just messin' with patches so I filled it.

The arches are proving to be more hassle than I wanted. I did figure a way to get the underside of arch to be textured without the stretch, but it doesn't align to the sides. Looks better but...

Then I went to my arch tut and did it by extruding the caps. That makes the stones on side arch around, but most of our stone textures are hard to work with, you gotta find the perfect alignment to get all bricks to match up, then you have the same tex bottom/top.
I did find the one plain brick (grey) and I think it'll work. Just need to go back and tile it now.

It was all kindof thrown together sloppy so that's making it more fun than it ought to be.
-------------

A couple things I've noticed doing this.

1: Chandeliers (3 candle). While the entity works fine the radius is really small. I think the power of 3 candles on those should be more than 3 seperate candles. The issue is I get a hotspot on the ceiling/closest walls, but the light doesn't reach the floor or light room much. And with 3 lights there already I hate to add another ambient that has to be triggered off with the extinguished candles.
So we probably need a new .def for chandelier candles with a larger radius - they seem plenty bright, maybe too bright.

2: I get random crashes when using spacebar (copy/paste) on patches, but if I hit Ctrl-C, Ctrl-V it never crashes.

3: I'll have to test, but it seems if you create an object with an alternate skin it shows in editor, but if you change skin in editor it doesn't (but is fine in game)
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#19 greebo

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Posted 26 October 2009 - 11:07 AM

2: I get random crashes when using spacebar (copy/paste) on patches, but if I hit Ctrl-C, Ctrl-V it never crashes.

This should (finally) be fixed in DarkRadiant 1.0.2.

#20 Baddcog

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Posted 28 October 2009 - 03:56 PM

Got tied up detailing one corner of the house. I gotta stop doing that. Spent a bit of time working on lights, I think I'm gonna make some custom defs for the candle chandeliers so I can get a better radius from those lights.

Been trying to work with everything a bit. Lights, prefabs, entities, tex editor, water...

Finally broke down and used the texture editor to align the stones on the arches. Been so long I kindof spaced it. Now I gotta redo the other arches, but they'll look better.

Lunch time, then I'm working on getting the bottom floor floorplan finalized.


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#21 Mortem Desino

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Posted 28 October 2009 - 04:01 PM

Got tied up detailing one corner of the house. I gotta stop doing that.

Yeah. That's such a huge temptation, isn't it? I try my best to make just a very simple-looking (yet functional) mission with readables, AI patrols, and objectives first.

That way I can detail to my heart's delight and release it whenever I feel like it; not when the eye-candy feels like it's pretty enough to move on...:rolleyes:

It's looking good. Try and keep up your pace, and don't stop to brainstorm eye candy. If you need any help, just ask.
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#22 Stardog

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Posted 28 October 2009 - 04:39 PM

Looks good. How many units are your room walls from ceiling to floor?

I'm trying to find the best number without guards looking like dwarfs.

#23 Komag

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Posted 28 October 2009 - 04:57 PM

Wow, that's really looking nice already! I'm impressed what can be done so fast!

You might write something up and add these newest shots to TTLG about how it can be done pretty quickly
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#24 Baddcog

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Posted 28 October 2009 - 06:48 PM

That dining room is 192 units. It's tall! The area by the stairs is alot taller, 512 from ground to top of ceiling. The guards do look pretty small, but I like how it opens up the gameplay area more. Especially for the nicer areas. But the hallways and rooms by kitchen and servants quarters are 144. That's about an average hall where you have room over the doors and don't feel like you're gonna hit your head.
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#25 Stardog

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Posted 28 October 2009 - 07:26 PM

We were close. I just checked and mine are 200 high. I'll have to adjust that for future maps.




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