Everything related to Pit's development stuffSup guys! In my downtime from the server, I've been attempting to learn stuff like mapping in Hammer and rigging/skinning (3dsMax 09). I plan on learning lua soon. I have already created two test maps using hammer. Actually just one map... the second map was just me adding stuff to it (like env_sun, light_environment, shadow_control, and other props/map parts). Map project files can be downloaded at http://drpitlazarus.altervista.org/f/dpl_testmaps_28042015.zip for whatever reason Screenshots Spoiler Maybe I could do a remake of the canal, but I would need to know what entities @Donkie needs. Also I need a design/theme for the remake @Dawson, anyone (I will work my own design later in Illustrator). ~~~~~ I have been working (well not too much; it's time consuming and annoying to meh) on the Pit player model... and it still needs work. Well have a video of the 2nd map and Pit Ignore the nickname; it was my bro's account and not my pc and I was too lazy to switch accounts... Pit's learning shit, hell yeah!~
Dem knees doe. When crouching then clip through the boots and dont look right. Also when he dies there tends to be some "string" body parts. I'm sure you know this already though.
Yep. I either need to realign the kneecaps or weight the vertices properly or both. For whatever reason the end bones for the wings fall off, probably the bone structure needs tweaking. I need to find out how make custom hands too, I know the lua to do it but not sure if I need to make a separate model for it. Also I need Donkie to send me a list of entities required for a flood map.
Map Idea: The Flood Experiment My first idea for a new flood map is a bit inspired by Portal and fit for being my first flood map. It is going to be a clean, closed environment where test subjects (the players) are *forced* to build boats and compete against other subjects. (So I don't have to deal with skyboxes, sun, or anything outside of the chamber.) Anyways, basic map details >clean, closed environment; portal-like >about same dimensions/size as canal (4096L x 4096W x 2560H) >about the same layout as canal >increase roof height a bit >button to show/hide water in rooms, sliding mechanic maybe >bigger room doors? sliding doors? >one-way front wall for rooms as Dawson suggested; or opaque walls >rotating lights and sirens/speakers (coast.bunker_siren1), activated pre/during flooding phase >catwalks around the top of map (static?) >observatory room at top of map, but wider >drain decals at bottom of pool >dev materials and similar >anything else the community would like to suggest?
One thing I hate about Canal is the rooms but I know most people prefer the rooms. There used to be this beach type of flood map that had no rooms and I though it was better.
Remember that indoor maps can be boring for the brain, we strive for sunlight, so lighting is very important. A thing that our current map does wrong is that the rooms are not balanced, the corner rooms are the most valuable ones and that's stupid. You should also try to come up with some technique to prevent "corner" boats, try to make players fight together. If you have any idea like an observatory and catwalk which dead players can stand on, then I'm all for coding that. The only entities you need in a flood map is the water which is a func_analog_water I think the name is, and you need a trigger_damage inside this, which is what will produce the water damage.
Chamber Layout Types Changed map name to chamber_*. Lower ring is the roof level; higher ring is flood height. The cubes on the higher ring are currently for me to raise/lower water level. The chamber map is slightly bigger than canal. The top of the map is open, just the sun and skybox (not 3d). Map materials are not final, obviously. (reference commands) chamber_a010 The original idea, remake Canal. Pros: Same layout as Canal, without the crap. Cons: "Corners" -Donkie Spoiler chamber_b010 The base of canal, no rooms. Pros: "No Rooms" -Firedraft Cons: No rooms/privacy; boats/players are more prone to prop push and planned grenading. Spoiler chamber_c010 No corners attempt. Pros: 10 rooms (canal has 7; +3); attempt at no corners. Cons: Less space for players without rooms; players could hide behind wall; rooms are slightly less wide. Spoiler chamber_d010 Rooms everywhere. Pros: 28 rooms lol. Cons: Rooms are significantly smaller; no one can test the buoyancy of their boats until it floods; no vip noclipping; teams have to teleport to a room. Spoiler Didn't have time to make this yet...lolmap. Also, I don't know how to fix the shadows for the water, it stays static. The shadows are set where they start at so it looks weird when it rises. :/ Tell me which layout you like and how we could improve it or send be a new layout in some program like Paint. I like type c but I need to find a different way of blocking corners so it doesn't act as a hiding spot. What do you think about having a random deathmatch area where dead players can play while waiting for the flood round to end? Of course they will have the option to spectate or go play rdm.
I've been thinking about this for a while now and I know of a way that we could change it to make it more balanced. Spoiler The image above is a top down view of the changes that could be made. Moving the side rooms to the middle, leaving one end room where it's at and adding another room on the other side of the map. That way corners cannot be held down by the same team ever round.
Yes, I think the corners can still be used but not "locked down" in a room. Who says we have to use just one map though? I would think that if we could get 1 or 2 good working maps, we could have a map rotation every hour or so.
I'll see about coming up with a map design sometime later on (either this evening or later in the week).
@Decap one problem with the spaces in the corners is that people could still build there, just without their privacy of the corner room, you should make a block of those spaces, or open them up more.
Why not all? Have server on rotate throughout all of the maps. Then have server 2 have the old map. Server 3 have the most Favorited new map. Server 2 and 3 24/7. Building in that corner that you pointed out would be a disadvantage actually. Easy target for grenades cause of the walls and also would have 2 rooms right beside them attack them. Spacing it out more would just make that corner op. The way bit has it makes the 2 rooms across from each other the most valued rooms. That is on Type c
Also I would be sure to get a copyright on this or something along the lines. Don't want pesky little wolfs (sno) stealing something that our wonderful pit has made.
If you don't have people in those corners, then the two single opposite rooms will have an advantage. You want to have people all over the map, not just clustered in the middle and edges. I would just upload the map somewhere that it can be documented that Pit made it like in the workshop. Also in the map, put somewhere noticeable (but not big) that the map was made by Dr. Pit Lazarus of Devinity. That way Sno can't actually "steal" it. He can use it, but if he does it will just advertise Devinity's maps and Dr Pit's newly acquired map making skills. Many people used this technique to ensure they get credit where it's due for many years. I remember maps with like that all the way back in Half-Life 2: DM