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Springheel's 4 Hour Challenge!


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#1 Springheel

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Posted 08 April 2017 - 02:49 PM

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I've mentioned a couple times that I wanted to try a super speed build.  Inspired by Sotha, I've started a "Let's Map" series that aims to see what kind of mission can be created with a build time of 4 hours, by relying heavily on modules and prefabs.  Will I succeed?  I don't know.  But that's the challenge!

 

If you want to use the prefabs shown in these vids but don't have SVN, you can download them here:  http://www.mindplace...ave/prefabs.pk4

 

There will obviously be spoilers for the mission if you watch these videos.  Since the mission is going to be built in 4 hours, I'm hoping it will be available for play in about two weeks.

 

Part 1.  Build Time Total: 40 minutes

 

Part 2.  Build Time Total: 65 minutes

 

Part 3: Total Build Time:  1 hour, 42 minutes

https://www.youtube.com/watch?v=uyMx9dvnPgY&feature=youtu.be

 

Part 4: Total Build Time:  2 hours, 32 minutes

 

https://www.youtube.com/watch?v=DVILKge4Yog&feature=youtu.be

 

Part 5:  Total Build Time:  3hrs, 12 min

 

https://www.youtube.com/watch?v=BUqFfmIA0_A&feature=youtu.be

 

Part 6: Total Build Time:  3hrs, 48 min

 

https://youtu.be/7FXDE6La15o

 

Part 7: Total Build Time: 4 hours, 22 minutes

 

https://www.youtube.com/watch?v=HkKnveFjMDg&feature=youtu.be

 

Part 8: Total Build Time: 5hrs, 3min.

 

https://www.youtube.com/watch?v=UPRxUgbGGfY&feature=youtu.be

 

Part 9:

 

https://www.youtube.com/watch?v=Lg2NCpyN4rw&feature=youtu.be

 

Finale:

 

https://www.youtube.com/watch?v=tVbJ2Mx9kMU


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#2 grayman

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Posted 08 April 2017 - 03:33 PM

Terrific!

 

Wrt the "assorted things" prefabs (packages, barrels, crates bundled together): they aren't in SVN.

 

Could you commit those, pls?



#3 Springheel

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Posted 08 April 2017 - 03:51 PM

I didn't realize how many prefabs I had that I've never uploaded.  Just did a big dump to SVN.  Some are quite old and I can't vouch that all of them still work.


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#4 grayman

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Posted 08 April 2017 - 04:02 PM

Wow!

 

482 new prefabs...

 

I had to chuckle when you commented in the vid about wondering why mappers weren't using more of these prefabs.  :P


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#5 Sotha

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Posted 08 April 2017 - 04:43 PM

Best of luck! This will be super interesting! :)


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#6 Springheel

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Posted 08 April 2017 - 06:24 PM

Wow!

 

482 new prefabs...

 

I had to chuckle when you commented in the vid about wondering why mappers weren't using more of these prefabs.  :P

 

Doh.  :P

 

For some reason I thought most of these were already available.

 

I'm going to put together a pk4 for mappers without access to SVN, probably when the map is ready for testing--99% of those prefabs use assets from 2.05 or earlier.


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#7 NeonsStyle

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Posted 09 April 2017 - 02:19 AM

Awesome video, looking forward to the rest. Are you still going to do the mansion module series?

 

Can't wait for some of those prefabs. :) 



#8 Judith

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Posted 09 April 2017 - 09:57 AM

I know you'll hate me again, but all I can think of looking at this video is "what the hell is wrong with these wall planes". Maybe that's something wrong with Maya exporting tools, but having these 2 sections going through upper wall polygon and extending to the lower one is a clear sign something is messed up.



#9 Springheel

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Posted 09 April 2017 - 01:35 PM

Is there some reason you felt the need to make that point, yet again?  Three times in the other thread wasn't enough?  Did you think your point wasn't sufficiently acknowledged?

 

We got it.  The models are messed up by your standards.  They cannot be changed, which means you can use them the way they are, or you can choose not to use them.  I can't think of any positive outcome that might result from continuing to complain about them.

 

Plenty of mappers seem to be finding them useful, which is enough for me.


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#10 Bikerdude

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Posted 09 April 2017 - 03:48 PM

They cannot be changed.

@Judith

 

A bunch of issues were pointed out before release, but as the author of the modules & spending many man hours on them and with limited free time Springheel chose what he could fix which was his prerogative.

 

I appreciate where your coming from, but the issue is if we fix the models now it will break other maps using them. They are what they are, and hopefully any new models will get some beta testing before being added to the core mod.



#11 SiyahParsomen

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Posted 09 April 2017 - 04:41 PM

I heard antidepressants are good for treating ocd. my two cents.


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#12 Springheel

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Posted 09 April 2017 - 07:22 PM

 A bunch of issues were pointed out before release,...They are what they are, and hopefully any new models will get some beta testing before being added to the core mod.

 

I'm not sure what "bunch of issues" you think I decided not to fix.  There were 22 reports in this bugtracker entry before they were released.  http://bugs.thedarkm...iew.php?id=4155   All problems reported there were fixed. 
 

 

Are you still going to do the mansion module series?

 

 

Still plan on it at some point.


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#13 Springheel

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Posted 10 April 2017 - 01:50 PM

The next video is up.

 

Total Build Time: 65 min


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#14 Bikerdude

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Posted 10 April 2017 - 03:32 PM

I'm not sure what "bunch of issues" you think I decided not to fix.

I am fairly sure I pointed out issues with the modules when I first started work on the SL campaign maps, In retrospect, I just should have raised trackers etc.



#15 NeonsStyle

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Posted 11 April 2017 - 12:51 AM

Awesome as usual. thanks


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#16 Springheel

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Posted 11 April 2017 - 08:06 PM

I've uploaded the package of prefabs as a .pk4 for those without access to SVN:

 

http://www.mindplace...ave/prefabs.pk4


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#17 Springheel

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Posted 12 April 2017 - 12:23 PM

The next video in the series is up.  I'm starting to have concerns that I might not be able to meet the challenge!  I wanted to finish the original architecture in 2 hours, but that's looking less likely.  Time to pick up the pace!

 

Part 3: Total Build Time:  1 hour, 42 minutes

 


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#18 Springheel

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Posted 14 April 2017 - 10:12 AM

Next video is ready.  It's becoming less a question of whether I'll hit the 4hour limit, and more how far over I'll go.

 

Part 4: Total Build Time:  2 hours, 32 minutes

 


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#19 demagogue

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Posted 14 April 2017 - 10:20 AM

Considering the 100s of hours people put into these things, even 5 or 6 hours is still an awesome accomplishment.
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#20 Springheel

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Posted 14 April 2017 - 10:35 AM

Well, the way I figure it, even if I fail the challenge, there's still a mission and tutorial for the community to play, so that's a pretty good consolation prize. :)

 

Who knows, maybe I'll be able to pull it out yet...


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#21 Goldwell

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Posted 14 April 2017 - 12:16 PM

It's really hard judging how long a mission will take. My current 12 hour speed build is upto 62 hours :P

Admittedly my main problem is feature creeping more than anything.

Either way these tutorials are also very helpful to new comers getting an understanding of the entire process of getting a mission from s blank slate to being released.
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#22 grayman

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Posted 14 April 2017 - 01:33 PM

@Spring:

 

1 - Hold down the CTRL key and select the layer that you want new objects to go into (i.e. moves the asterisk to that level name).

 

2 - I was wondering when your earlier mistake with the 'siderooms' layer would catch up with you and here it is in episode 4. At the time, I yelled, "No! You've got the wrong layer!" but I guess you couldn't hear me.  ^_^


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#23 Springheel

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Posted 14 April 2017 - 06:41 PM

@Spring:


2 - I was wondering when your earlier mistake with the 'siderooms' layer would catch up with you and here it is in episode 4. At the time, I yelled, "No! You've got the wrong layer!" but I guess you couldn't hear me.  ^_^

 

Yeah, I saw it when I went back and watched the video....I think in the old version of DR that I have used until recently, new layers were always at the bottom of the list?  That's the excuse I'm going with.  :blush:


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#24 Bikerdude

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Posted 15 April 2017 - 03:40 AM

Im tempted to do somthing like this myself, only because I have seen Springheel use a number of techniques that have alternative solutions.



#25 Springheel

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Posted 15 April 2017 - 08:45 AM

Im tempted to do somthing like this myself, only because I have seen Springheel use a number of techniques that have alternative solutions.

 

Do it then!  I'm sure we can all learn from each other.


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