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Any tfc mappers here?
 
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mmarino51589
Super Regular
Soldier Flag
Defense

P: 10/17/2024 14:52 EST
    hi i can make maps  
Backalleybuttlove
Super Regular
Crack-Powered Capper

P: 10/17/2024 16:01 EST
   
EmotionallyDisturbedParakeet wrote:
I wrote a game engine that read quake 3 maps did OpenGL rendering and collision detection using binary space partitioning and also a runge-kutta fourth order solver (differential equations with quaternions) to simulate an air cushion hovercraft vehicle.

Here is a video with a crude map and hovercraft which are keep models with the wheels ripped off.

It looks retarded but it was insanely hard to write, took me a few years of programming in vocational school but it also impressed dr Richard kimball he taught at Maine maritime and also graduate courses at mit and if I weren’t a traumatized alcoholic probably would have attended mit but I went to sea instead.

https://www.dropbox.com/scl/fi/2t8f5qozfhgr9cf4yn0ky/HoverGa...
I love this stuff.
Bruh, I may be a good resource on mapping, but you win this ad hoc nerd-off. These quaternions, these like some sort of matrix algebra? Not just understanding this math, but programming it... very impressive.
  
EmotionallyDisturbedParakeet
Super Regular
Dizzy Capper

P: 10/17/2024 16:35 EST
    It’s not a matrix. imagine a complex number with a real and imaginary part, but the imaginary part is a three dimensional vector.

In game engine programming theyre used to rotate vectors.

Interestingly if you are rotating a vector using matrices and you look exactly 90 degrees up the rotation becomes ambiguous and causes gimbal lock which means you can’t look around anymore. Quaternions avoid that issue and multiplying quaternions together to concatenate rotations uses less floating point operations.

I am a closet nerd I guess.

Fun to talk about this stuff c used to be a huge part of my life.

  
mmarino51589
Super Regular
Soldier Flag
Defense

P: 10/17/2024 16:56 EST
    the hardest part of mapping is not learning the tool

the hardest part of mapping is designing something good, with good playability, at a good scale, and makes people enjoy playing it

fundamental layout and THIS EXACT LINK WILL SAVE YOU https://developer.valvesoftware.com/wiki/Dimensions_(Half-Li...
Granted, it's for HL2, but sizing still applies to HL (as does concept). 1 unit is equal to the most zoomed in grid view of "1 box" inside of hammer. These dimensions have helped alot with scaling concmaps - plus, once you build a concmap, you start to get a good sense for what works and what doesn't

regardless, map design and scale is (in my opinion) the most challenging aspect of mapping
  
EmotionallyDisturbedParakeet
Super Regular
Dizzy Capper

P: 10/17/2024 17:38 EST
    We have quite a few mappers here better start producing.   
level1nobody
Super Regular
Evil Medic

P: 10/17/2024 19:00 EST
   
mmarino51589 wrote:
at a good scale
I feel seen. 🤗 https://imgur.com/a/9dQyPju
  
Errorist
Super Regular
Dizzy Capper

P: 10/17/2024 19:21 EST
    2fort changes- basement resupply door is now a slow-opening blast door.  
mmarino51589
Super Regular
Soldier Flag
Defense

P: 10/17/2024 23:08 EST
   
2fort changes- basement resupply door is now a slow-opening blast door.
I think the biggest problem with 2fort is the spiral. I think it is one 90 degree turn too long (at minimum) and entirely too short/narrow. I also think a 2nd hallway from ele into main basement area would really change the dynamics. Two points of entry at very easy defensive choke points are no fun for offense. Both entry points also have stages of chokepoints. It's just too easy for defense.

I think if every room and area in general was about 10-15% bigger/wider/whatever, it'd make for some more interesting offensive play. 2fort for offense is like precision concing...it's just try it again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and hope that one of those runs creates an opportunity to succeed. Not conducive at all to being able to get creative with movement/approach/etc
  
level1nobody
Super Regular
Evil Medic

P: 10/17/2024 23:16 EST
E: 10/17/2024 23:34 EST
   
I think if every room and area in general was about 10-15% bigger/wider/whatever, it'd make for some more interesting offensive play.
The x-y-z limits for TFC are -4096 to 4096 units, and the farthest part of the map is the basement resupply, which goes to something like 3850 units.

So doing that math, I actually resized 2fort to be about 5-6% bigger. But unfortunately that's the limit.
  
Errorist
Super Regular
Dizzy Capper

P: 10/18/2024 01:41 EST
   
mmarino51589 wrote:
2fort changes- basement resupply door is now a slow-opening blast door.
I think the biggest problem with 2fort is the spiral. I think it is one 90 degree turn too long (at minimum) and entirely too short/narrow. I also think a 2nd hallway from ele into main basement area would really change the dynamics. Two points of entry at very easy defensive choke points are no fun for offense. Both entry points also have stages of chokepoints. It's just too easy for defense.

I think if every room and area in general was about 10-15% bigger/wider/whatever, it'd make for some more interesting offensive play. 2fort for offense is like precision concing...it's just try it again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and hope that one of those runs creates an opportunity to succeed. Not conducive at all to being able to get creative with movement/approach/etc
Too true- stages of choke points (lol) that are all too narrow. For instance, a Demoman who doesn’t get easily juked can effectively cut off top spiral against a one-man offense. ^ Here's why every team should have at least 3 on O.

It's easy mode for defenses, but I do like the challenge of capping on 10+ defenders even if it means getting farmed for kills 60+ times. Would a second hallway from ele or a ramp from rr to mid basement make it too easy to cap? Probably. Especially if a bot like Tanya is on the opposing team.
  
Backalleybuttlove
Super Regular
Crack-Powered Capper

P: 10/27/2024 15:08 EST
   
level1nobody wrote:
J.A.C.K, successor to Hammer. There's a great Discord for Goldsource map-making.

TWHL: https://discord.com/invite/jhbTRWrk
The link isn't working...
  
Shemmie
Super Regular
Deadly Dispenser
Man

P: 10/27/2024 15:55 EST
    is it this server? (invite works)

https://twhl.info/news/view/351
  
Ignorant_Florist
Daycare Manager
Pipebomb Monkey

P: 10/27/2024 20:57 EST
    I always wanted to see a TFC map based on the mall in the original Dawn of the Dead, where you have to take the flag from one end of the mall to the other to capture it. Some of the "side stores" would be open, some could be detpacked open, and lots of crawlspaces to go through.

  
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