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MAP: Infinity

PostPosted: 14 Sep 2013, 13:02
by qreeves
This is a "fix-me-up", which basically means that I have provided a layout and will include the best remix of it. Have fun!

Re: MAP: Infinity

PostPosted: 23 Sep 2013, 19:27
by BioHazardX
Any screenshots and details?

Re: MAP: Infinity

PostPosted: 23 Sep 2013, 19:42
by Ulukai
BioHazardX {l Wrote}:Any screenshots and details?

Too lazy to download and peek inside? Here is the screenshot you requested, sir!
screenshot.0001.png
You'll have to add the details yourself, don't forget to upload your result here... ;-)

Re: MAP: Infinity

PostPosted: 02 Oct 2013, 09:49
by BioHazardX
Sorry for the late of the answer.
Probably this must be a fun map where you have only use the rocket launcher to kill your enemies, but with the bots it's unplayable, they jump into the boiling lava and die immediately after spawn, and the layout looks very empty...
I'll wait for the next update.

Re: MAP: Infinity

PostPosted: 03 Oct 2013, 01:04
by qreeves
I think people have the wrong idea here. The point of this map is to provide a basic "figure eight" layout that someone else could finish, and the idea was that they could retexture and reformat the level to provide something playable. I guess it didn't really work, so I suppose I will do these things myself in the future.

Re: MAP: Infinity

PostPosted: 03 Oct 2013, 09:37
by Ulukai
qreeves {l Wrote}:I think people have the wrong idea here. The point of this map is to provide a basic "figure eight" layout that someone else could finish, and the idea was that they could retexture and reformat the level to provide something playable. I guess it didn't really work, so I suppose I will do these things myself in the future.

I got the idea but unfortunately a lack of time these days. Your explanation was pretty clear to me and I always like the idea of a little competition to get the best version in the game.

Re: MAP: Infinity

PostPosted: 07 Oct 2013, 00:51
by quintux_v
Ulukai {l Wrote}:I got the idea but unfortunately a lack of time these days. Your explanation was pretty clear to me and I always like the idea of a little competition to get the best version in the game.


Agreed, I've looked at the map but wasn't sure where to start, and have been busy learning to make an original map.

Re: MAP: Infinity

PostPosted: 13 Oct 2013, 00:42
by quintux_v
Sorry for the double post.

So I had some time on my hands (4 day weekend :D ) and I decided to take a crack at texturing this thing, mostly as a learning experience. Needless to say, those giant walls suck. There's very little light, no affinities (save the 2 or so playerstarts I threw in along with the 4 grenades and default rocket). I did change some of the geometry, adding an extra edge to the bridge
Some screenshots, made in edit mode, shaders OFF.

20131012165957.png
Blue Team Hallway
20131012165951.png
Blue Team Entrance
20131012170010.png
On the Bridge


So I attempted to use the vpalette command on a modified trak texture (see This post) and it looks like it works alright-ish without shaders, although when I checked, shaders ruined the color with a white glow. If anyone else wants to take a gamble on getting that going, by all means go ahead.

light1_mod.zip
Make sure to backup the original texture files.
(322.78 KiB) Downloaded 387 times


As for the map itself:
infinity_wip.zip
Includes the map, .cfg, waypoints and preview.
(947.69 KiB) Downloaded 348 times

Re: MAP: Infinity

PostPosted: 15 Oct 2013, 01:24
by John_III
20131014195731.png


Disregard the pit in the center of the floor, I was just fooling around with different possibilities there.

I also thought it could be cool if there were hanging bits of moss from the stone beams overhead, but I have not been able to find a good model/alpha yet for such purposes.

Re: MAP: Infinity

PostPosted: 15 Oct 2013, 02:06
by greaserpirate
You guys should merge yours together :D

Re: MAP: Infinity

PostPosted: 15 Oct 2013, 07:59
by qreeves
John_III {l Wrote}:I also thought it could be cool if there were hanging bits of moss from the stone beams overhead, but I have not been able to find a good model/alpha yet for such purposes.

Maybe, http://opengameart.org/content/tiny-weeds-3, or some other model there. Looking through them, there are some I'd like to include in RE myself.

Re: MAP: Infinity

PostPosted: 15 Oct 2013, 10:38
by Ulukai
Nice work but I prefer John_III's version so far. The new models in SVN would indeed fit nicely there!

Re: MAP: Infinity

PostPosted: 15 Oct 2013, 11:29
by qreeves
20131015201349.jpg

Re: MAP: Infinity

PostPosted: 15 Oct 2013, 19:56
by Julius
Nice... you should definity try and get more of the other models from yughues into RE.

Re: MAP: Infinity

PostPosted: 16 Oct 2013, 07:40
by qreeves
Julius {l Wrote}:Nice... you should definity try and get more of the other models from yughues into RE.

Way ahead of you :)

Re: MAP: Infinity

PostPosted: 18 Oct 2013, 01:44
by John_III
20131017214527.jpg

Re: MAP: Infinity

PostPosted: 18 Oct 2013, 03:02
by qreeves
Took me a while to see the plants, lol. I'm a little concerned about textures not fitting together as well (red brick is especially contrasty, probably due to the lights nearby).

Re: MAP: Infinity

PostPosted: 18 Oct 2013, 10:22
by Ulukai
Actually I do like the red bricks as they give some color to the scenery. A bit more green still wouldn't hurt :) Maybe a moss blendmap on the red bricks?

Re: MAP: Infinity

PostPosted: 18 Oct 2013, 16:26
by unixfreak
John_III {l Wrote}:
20131017214527.jpg


Looking good!

I also, think the red bricks don't look quite right, it looks good, but I think if the blue lighting/texture on the floor were changed to be more fitting to the rest of the environment it would be even better.

Green/blue lights tend to be artificial sources, whereas red/yellow tend to be from natural sources. If that were my map i'd play about with the ambient a little to try and make it less blue.

:p

Re: MAP: Infinity

PostPosted: 18 Oct 2013, 16:29
by John_III
I currently have recessed artificial lights under the concrete beams that are casting the blue glow, but I can tone it down.

Re: MAP: Infinity

PostPosted: 24 Oct 2013, 18:24
by restcoser
My version of infinity. I took the word "infinity" very literally, so this map is mainly circles and infinite beams...
The theme is divine roman temple, which i consider a nice change from much ghostly grey darkness and/or glowy cutec and/or trak5 invasion.
I did not change the original layout, I don't think the layout is very good tbh because of large distances and a lack of cover. I might scale the map to 1/2 in all dimensions if there is demand for it, which might help the gameplay.
Also I completed this in a bit of a rush, so if the entity positioning is wrong or some missing texture occurs, inform me of it.
No waypoints yet.
The final mapfile would be named "infinity", but the mapfile is named "myinfinity" just to avoid conflicts with other infinities.
Oh, and the screenshot could be from a more awesome view, but I chose this screenshot to avoid spoilers.
Enjoy. :)

Re: MAP: Infinity

PostPosted: 24 Oct 2013, 19:28
by unixfreak
restcoser {l Wrote}:My version of infinity.


Wow that's pretty. The particles in the center add an awesome touch to the environment, also the capture bases look brilliant with the shield/dome over them.

Reminds me of a setting from a film, can't quite put my finger on the name though ;)

Re: MAP: Infinity

PostPosted: 24 Oct 2013, 21:57
by TheLastProject
restcoser {l Wrote}:My version of infinity.

I must say, that looks pretty amazing. I only have one real complaint, and that is the complete overuse of clip material. A lot of places where you should logically be able to go are impossible to go to due to clipping. Honestly, I don't consider clipping to "protect" areas good design. Standing on top of the places with the team icon or the lion's head should just be possible. If you want to minimize this happening, don't clip it off, but decrease the pusher strength and put the rocket lower. That part isn't even the worst clipping. The "circle" around the "entrances" should not be clipped. It makes absolutely no sense to clip that, as there isn't any real advantage you can gain from putting yourself into a place where you can't flee from an enemy.

Besides that, I do quite like it, although I'm not sure if the flag "rings" make any sense, as the SVN already puts something on that location. To me, it simply looks and feels wrong, and I would get rid of it (and push the flag points a tad bit further down the ground).

To summarize, I find this a great entry, which unfortunately suffers a LOT from bad clipping.

P.S.: Just a small thing, but it would be nice if you'd fall down the bottomless pit, instead of just lying on the ground there.

Re: MAP: Infinity

PostPosted: 24 Oct 2013, 23:14
by restcoser
Hmm, these clippings were done last-minute to preserve the original gameplay. Ill release now a changed layout, in which I will scale the map by 1/2 and unclip my geometry.
Edit: scrap the 1/2 size, it just feels cramped when done...

Re: MAP: Infinity

PostPosted: 24 Oct 2013, 23:47
by Sniper-Goth
restcoser {l Wrote}: Ill release now a changed layout, in which I will scale the map by 1/2 and unclip my geometry.


Oh, restcoser, scaling things down like a mad man, as always.