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  • KCPN WIP Download



    Here is a playable WIP of Cartographer’s Nightmare. I’m uploading this because I’m going on a sort of road trip through florida for an indefinite amount of time and don’t want this project to die hidden somewhere on my harddrive. Also, I wanted to upload it anyway just so I could get some pointers before I finished it. This is also the perfect time to because it’s only the first third of the map, revealing any more before completion would be a waste.

    A little background of this project: I started making this because I wanted to see what it would take to do a game with this engine. Plus, mapping was something I wanted to try out anyway. Originally, this was just going to be a very small TC just so I could get an idea of what was required at a technical level. It was going to be one room, with original textures, one original weapon, one original enemy, sounds and music. After a few days I realized mapping was really fun, so I just kept going.

    Being a first map, I was TOTALLY ignorant of many things. For example, to make a texture change, like for a light, I used doors to change that light texture, not realizing you can use animated textures. I also built sky light type things to focus light instead of using spotlights. Some things I went back and fixed, others are still there.

    The map might feel incoherent, that’s because it is. I mapped this by the seat of my pants with the intent of LEARNING HOW and just trying out ideas, things that could later be applied to a game. It’s dark and meant to played at night or in a dark room.

    BTW, the sections between the falling shambler tunnel and when you fall from the ceiling are just ideas for later places in the map, I just put them in the players path for this release so you could look at it. The areas are marked by big teleporters and very few monsters, as well us just being unrefined.

    So far, this thing clocks in at about 45k verts, which sucks because the max is about 65k and this is hardly the first third of the map. Now I know how to make textures, so later parts will have most of the detail in the textures themselves and not geometry, clever lighting will help make this easier as well.

    Much of the map that does is exist is unfinished. For example, the control room for the door that has the blue key is just roughed in, as well as the hall leading up to it. The map is rough in a lot of places, but, meh.

    DirectQ was my target port. Unfortunately, a few things don’t render from certain angles. i.e. the big light band in the first room and the first demon lift/floor thingy. Runs well in darkplaces, but every other engine i’ve tried (just a couple) crash at startup. I think heapsize needs to be specified.

    My design decisions are pretty unremarkable, the map looks like Quake, Alien, Stars Wars and Doom 3 got a little freaky one night and birthed this monstrosity. It works. The gameplay, well... yeah.

    Special thanks to MadGypsy and golden_boy. 'Gypsy for ripping the earthquake from hipnotic and modifying the teleporters for me and gb for the radiant tuts he's made and answering the technical questions I had.

    Any critiques are more than welcome.

    TL;DR DOWNLOAD

    Last edited by KillPixel; 08-18-2013, 08:38 PM.
    www.youtube.com/user/KillPixel

  • #2
    ...checking it out.

    Thanks for mentioning the lil qc work I did for you. I appreciate it. You can always give me a holler if you need some more qc mods.

    clever lighting will help make this easier as well.
    ...the most complicated element of mapping imo. Lights are everything. You could have a dogshit texture and bring it to outstanding life with the proper lighting colors, intensity and radius.
    http://www.nextgenquake.com

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    • #3
      Just saw your dm map and checked it out, it's pretty nifty. Look forward to playing the latest/final build.

      Right now I'm trying to make my screenshot pic show up. The photo option doesn't work. Maybe it's too big...

      EDIT: zomgadblockwtf...
      Last edited by KillPixel; 08-18-2013, 08:40 PM.
      www.youtube.com/user/KillPixel

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      • #4
        That DM map has been trashed and chalked up as an elaborate exercise in lights and texture placement on grossly rotated objects. It also allowed me to refine my method for creating a map. Actually, that map taught me a lot about many things you should and shouldn't do. And by exposing it while I was making it and asking g_b questions, it gave g_b something visual (concrete) to criticize.

        It's like:

        me: "Here is my current skill level, what sucks?"
        g_b: [answers]
        me: [trash this skill level example, jump to next skill level]

        There is one thing you can be assured of, Hell or high water I will be creating a solid, playable & fun map.
        http://www.nextgenquake.com

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        • #5
          cool, i'd still like to play the most recent version of it though. your next map will probably be pretty sweet, especially considering you can make/customize ents for yourself. thinking dm or sp? my map has been a fun learning process as well, though I doubt I'll peruse mapping beyond this project
          www.youtube.com/user/KillPixel

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          • #6
            play it? naaaah. It's junk, brah. That's why I ditched it. I outgrew the map (skillwise) while I was in the middle of making it.


            your next map will probably be pretty sweet
            Yup
            http://www.nextgenquake.com

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            • #7
              oic
              www.youtube.com/user/KillPixel

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              • #8
                Just so you know, the last compile isn't playable. I'd have to go very backwards just so you could. I'm not trying to not share or something.
                http://www.nextgenquake.com

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                • #9
                  Originally posted by MadGypsy View Post
                  Just so you know, the last compile isn't playable. I'd have to go very backwards just so you could. I'm not trying to not share or something.
                  Yeah, I dig

                  Has anyone giving this map a shot? I was kinda hoping to see how it performed on different systems and different ports... people, are busy I guess, myself included...

                  ...or maybe my map sucks harder than I first thought...

                  Has anyone heard from MH since February? Just curious...
                  www.youtube.com/user/KillPixel

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                  • #10
                    Has anyone giving this map a shot?
                    I did. I think your mapping skillz are FANTASTIC!

                    I used DP's with the QHD pack 1.31 updated to 1.35(I think) on a 'Nix box, worked great.

                    I was playing on Nightmare but I barely survive, especially some of those "traps"... so I have to reload my quick save quite often

                    I love your texture usage and how you can always "look behind" things giving a real dimensionality to the environment. Sometimes it's cramped quarters and sometimes it's nice and open... I like the variety.

                    If you do one thing creative in LIFE... FINISH this MAP!!! To me it could be EPIC, I'm not BS'ing you. Maybe post it up at FUNC_, alot more going on it seems in the way of playing/editing/discussing maps and all.

                    Well, that's all... THANKS a bunch so far for this KP,
                    - damage_
                    Name's damage_inc, and killing is my business. Don't worry though, it's nothing personal! Oh wait... maybe it is

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                    • #11
                      Originally posted by damage_inc View Post
                      I did. I think your mapping skillz are FANTASTIC!
                      Nice! Thanks for taking the time to test it and thanks for the compliment!

                      I was playing on Nightmare but I barely survive
                      Whoa, yeah. So far, normal should be just challenging enough to be fun. I play it "correctly" and end up with no ammo save 15-20 rockets and low health at the end. The final will have a full difficultly select and various layouts for each difficulty (started designing the starting area and it will be epic). The first staircase has about 3 solid layouts that I want all included in the final version.

                      I like the variety
                      That was my goal

                      FINISH this MAP!!!
                      I will, thanks for the feedback!!!!
                      www.youtube.com/user/KillPixel

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                      • #12
                        Maaaaaaaaaaaaaannnnnnnnn... I was wondering how I had ZERO ammo, low health and almost no armor! hehe



                        BTW, it was SCAAAAAAAAAAREEEEEEY too...

                        P.S. a fiend slip through the floor or something, strange. Missed a secret also
                        Name's damage_inc, and killing is my business. Don't worry though, it's nothing personal! Oh wait... maybe it is

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                        • #13
                          Ooohh, looks sexy with that texture pack. I'm actually downloading that right now so I can see what it looks like all dressed up.

                          Hrm, fiend slippage... interesting. Will investigate. I think I know what secret you missed too. You must have good aim and not pay much attention to floor tiles.

                          I'm glad you found it scary, that was also a goal. But then again, you played on nightmare... I would be scared too
                          www.youtube.com/user/KillPixel

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                          • #14
                            Originally posted by damage
                            If you do one thing creative in LIFE...
                            LOL!! ... yeah brah make sure that you do at least one creative thing. @ KillPixel

                            fyi - kp is a professional graphic artist. He PM'd me some of his portfolio, pretty good stuff.
                            http://www.nextgenquake.com

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                            • #15
                              Hello KillPixel,

                              The screenshots I see are looking realy good !
                              The way you desing the environmetal things is unique.
                              The tubes and floors and the fact that you can see "through" things and see what is behind.

                              Unfortunately your map is a base map (which i personally do not like that much), but seeing that you also use the "not-normaly-base-monsters" in your map is great and I think I have to download and play it

                              Great work !

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