[WIP] Glass Prison

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Artesia
238 Posts
Posted Oct 17, 2007
11-11-08 - Obviously I haven't been working on this in like a year, its on the back burner I enrolled in college and sort of lost interest... I'm looking into maybe working on a TF2 map... testing out my idea atm...

UPDATE: beta release on page 4!





Original Post:
thought Id post some pics to show my progress on my map.

this is the first map ive ever done, so bear with me.

I haven't tweaked with the lighting yet, haven't built cubemaps, and the puzzle is only half done. and I've used combine shields in place of the fizzle particle effect until it is released.

let me know what you think

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msleeper
4,095 Posts
Member
Posted Oct 17, 2007
Replied 1 minute later
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Mapster
396 Posts
Posted Oct 17, 2007
Replied 1 minute later
leaks extreamly challenging
Whens it's due release? XD
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Matt
12 Posts
Posted Oct 17, 2007
Replied 3 minutes later
I like what I'm seeing in those screens.
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Spacemonkey
34 Posts
Posted Oct 17, 2007
Replied 1 minute later
looking really nice
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Artesia
238 Posts
Posted Oct 17, 2007
Replied 1 minute later
well I keep making it more complicated...

I'm designing it to challenge myself...

For instance, in order to test a new leg of the puzzle, I have to move the info_player_start because the puzzle is designed so that you have to do everything sequentially, with little to no pauses. so if you mess up it resets. If I didn't move the start for testing, it would take a long time to test it because I would have to get everything before it perfect to even get there... lol

Also I keep adding new ideas, I'm going to add a combine ball puzzle to it, which originally wasn't planned.

If you look at the right side of the first screenshot, you see other glass walls like those one the left, but its completely empty over there, I haven't gotten around to building that stage of the puzzle...

I felt I needed to post something, as others are already releasing maps. I spend a lot of time working on texturing (which is only in placeholder stage at this time) and fine details. I want to map to look awesome

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Karkk
14 Posts
Posted Oct 17, 2007
Replied 14 minutes later
Looks really nice, just try to keep it somewhat linear so that you always know sort of where to go. Because I think most people don't like trial and error maps where you have to try everything twice in order to know where you're supposed to go.
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roger federer
75 Posts
Posted Oct 17, 2007
Replied 8 minutes later
sometimes figuring out what to do next is part of the puzzle.
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Artesia
238 Posts
Posted Oct 17, 2007
Replied 10 minutes later
this is more of an obstacle course,

as you can see in the first picture, as soon as you enter the room, you see first the button, then the door, lastly the cube up high in a glass observation room.

then on the left, is a square hole in the glass, with overlays of a 1dice dot, with an arrow pointing to the hole, right next to that is a pit you can use for thrust.

it is extremely linear, but sometimes you have less than a second to realise what you need to do and to do it, before it resets. but then you can take another go at it.

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Karkk
14 Posts
Posted Oct 17, 2007
Replied 1 hour later

roger federer wrote:
sometimes figuring out what to do next is part of the puzzle.

True, however I'd prefer seeing a puzzlerooms goal quite quickly after a look around and then figure out how to get to it rather than having to first figure out which one of 5 ways I'm supposed to go. I think that with good level design figuring out where to go can be quite fun but personally I can feel very overwhelmed if I start on a map with holes and buttons everywhere without any hints as to where I'm supposed to go.

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DJ_HiP
16 Posts
Posted Oct 17, 2007
Replied 12 minutes later
Thats looking amazing!

And for your first map, great work!

I'm very eager to play this one

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y-aji
91 Posts
Posted Oct 17, 2007
Replied 25 minutes later
Looks awesome. I have to ask, how big is the file to that? It looks like a monster. I can't wait to play it.
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Artesia
238 Posts
Posted Oct 17, 2007
Replied 1 hour later
right now we're sittin at 4mb
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Mapster
396 Posts
Posted Oct 17, 2007
Replied 24 minutes later
Put some water in if you havn't, that normally tells you if you have a leak, then if you fix that your map will be smaller heh.
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Artesia
238 Posts
Posted Oct 17, 2007
Replied 6 minutes later
there's no leak, its bigger than the pics show and theres lots of detailing.

the file size has gradually increased to 4mb, it started at like... 100k or something I forget, it gets bigger as I add stuff...

but I have a new problem, I was tweaking a new jump, and when I recompiled it, HL crashes when I try to load it, I've tried recompiling, restarting... same thing. I can load other maps just not mine...

anyone have any thoughts on that one?

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Mapster
396 Posts
Posted Oct 17, 2007
Replied 9 minutes later
Post or read your compile log
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Artesia
238 Posts
Posted Oct 17, 2007
Replied 8 minutes later
removed compile log to save space
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Artesia
238 Posts
Posted Oct 17, 2007
Replied 3 minutes later
I'll remove that once I figure this out, it would be a shame if all the mapping ive done for the last week is for nothing
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Artesia
238 Posts
Posted Oct 17, 2007
Replied 28 minutes later
well I was able to get around the error... I cut and pasted all the models and entities into a new hammer file... works now, although I really would like to know what happened, if anyone knows.
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Mapster
396 Posts
Posted Oct 17, 2007
Replied 3 minutes later
Don't tripple post, next time edit T_T

Make sure that you have all of your models in your mod directory, as well as all of the materials.

4 minutes is NOT a good compile rate.

Myne is 3mb and is 33 seconds so i have no idea what you've done.

More than likely you would have hundreds on leaks.