Any Mappers have some free time?
Soul_Rider
Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
in Mapping
Hey Guys :D
You may or may not know I am working on the Proving Grounds Mod. I am really lucky, as I have 3 custom maps made for the mod, and I am loving the support we have had.
Unfortunately, we have a problem....
Proving Grounds has undergone a huge transformation, and the customisation, gameplay-wise, that I have always wanted to implement is now really kicking in.
We have High Speed player movement, with Double Jumps and Dodge, we have SG/GL combos, we have Rocket Launchers, and soon hopefully rocket jumps.
While I am delighted with how the mod is developing, we have hit a wall...
We just don't have the maps to support this kind of gameplay. If you are looking to create intense maps, with lots of vertical movement, very simple walls (for planned systems), and love old fashioned high speed shooters, let me know.
We are looking for people who are interested in sharing their valuable time with us to create something new, or is that re-create something old :)
Anyway, looking forward to hearing from someone, hopefully :D
You may or may not know I am working on the Proving Grounds Mod. I am really lucky, as I have 3 custom maps made for the mod, and I am loving the support we have had.
Unfortunately, we have a problem....
Proving Grounds has undergone a huge transformation, and the customisation, gameplay-wise, that I have always wanted to implement is now really kicking in.
We have High Speed player movement, with Double Jumps and Dodge, we have SG/GL combos, we have Rocket Launchers, and soon hopefully rocket jumps.
While I am delighted with how the mod is developing, we have hit a wall...
We just don't have the maps to support this kind of gameplay. If you are looking to create intense maps, with lots of vertical movement, very simple walls (for planned systems), and love old fashioned high speed shooters, let me know.
We are looking for people who are interested in sharing their valuable time with us to create something new, or is that re-create something old :)
Anyway, looking forward to hearing from someone, hopefully :D
Comments
Would you have any breifs/guidelines for us (I have read through some of the PG data but not all as of yet) or are we just spit-balling our ideas to you and taking feedback?
I wanted to attempt to push the draw limit to its limit and I suppose I could combine that and this into one project.
We are making a high speed shooter, think Q3/UT. Draw limits need to be kept as low as humanly possible to reduce lag/slowdown kills. The maps themselves need to be Q3/UT - like.
I am making a map myself, just going through the planning phases now. Interestingly, the mod is named after the map I am now re-creating... Bonus points if you can tell me the common name of the map, and the game it was originally seen in :D
We need clean flat walls, as movement mechanics we have planned will be broken with NS2 style heavily decorated walls. This mod is about as far removed from NS2 gameplay as it is possible to get :D
In fact, about the only thing in common, is they both have teams :D
Im currently working to get my map playable for release but once that's done i might be able to help out with this as well.
We currently have TDM. We hope to eventually have FFA, CTF, and then hopefully mutators, including instagib. I'd be glad of any assistance whenever you could offer it :D
<!--quoteo(post=1994133:date=Oct 20 2012, 04:15 PM:name=VonDoom)--><div class='quotetop'>QUOTE (VonDoom @ Oct 20 2012, 04:15 PM) <a href="index.php?act=findpost&pid=1994133"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Sounds cool! I played Q3 Arena on LANs back in the day. I may me able to chip in some custom props and such if you are aiming to mimic a Q3A-style map. Some had a gothic-sci-fi hybrid style i really liked.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah, for sure. If you could hit me up through PM or on the <a href="http://forums.modbeans.com/modbeans" target="_blank">Modbeans Forums</a> I'll give you some details of what I'd like. They should in general be fairly simple :)
Here is the map I mentioned above in it's current 1 room state. Anyone guessed what map it is yet?
<img src="http://img.photobucket.com/albums/v260/Soulrefuge/pg_provingground.png" border="0" class="linked-image" />
I am doing it all from screenshots I took running around in the original game, and of course, made the map too small. Oh well, nevermind, I'm not changing it now....
Hopefully some better mappers can make some maps for me :D
Thanks Dghelneshi :D
The teleporter will just be modified phase gates, very simple. And with the gameplay we have currently, this is crazy. Speed is about 12-14 at the moment, need to slow it down a touch, but hey. Join us for a playtest later tonight. I'll message you on steam :D
BTW - Have you made the pick-ups code yet?
But hopefully, it will come soon :D
What I was wondering is, how does this all work? I make a map and just add another gameinfo entity to it rather than the ns2 entity and it works? Or do you have to change more in order to make it work?
When you are ready, drop me a line, and I can give you all the info. Details are changing all the time as we work to push this out quickly, so there is no point giving out too much info now as a lot of it will be fairly redundant soon.
<img src="http://img.photobucket.com/albums/v260/Soulrefuge/pgbackwards.png" border="0" class="linked-image" />
<img src="http://img.photobucket.com/albums/v260/Soulrefuge/pgredesign.png" border="0" class="linked-image" />
The props you can see aren't working as they don't have textures, so don't get loaded in game, but hopefully they will be fixed soon :)
This is going to be a fun little map I hope :)
I'm a HL1 + HL2 mapper with a lot of free time right now and I'm looking for a new project to dive into.
Sould_Rider I "think" I sent you a PM with details and links to my previous work. If it didn't go through let me know and I'll send again.
If I can help in any way please let me know, I have a huge mapping itch that needs scratching right now :)
Though I think working on your map would be great practice for me as a mapper. I would like some more information before I commit though. I have not heard anything about your mod yet to be honest. Where can I find more information about it?
This mod needs a lot of playtesting before movement is finalised, but hey, there is a lot of work to be done, so I don't expect us to lock things down and get them correct first time. Current movement speed is too fast, and there are some bugs, this is the joy of developing :D
Edit - iansir and Ulfsark Vintersorg, i have replied to your respective PM's :D
All my mapping experience comes from making Maps for QUAKE 3. I got a few maps in Magazine CD's even. I had a line of maps called KDM (Killerogg Death MATCH) that where specifically built for rocket jumping and bunny hopping play styles.
one map was a floating fort in space, the second one was city scape area where you could jump off roofs, and rocket jump to other roofs. (In the style of Unreal Tournament)
third one was mega jump pads everywhere in a very large sphere like room that had everyone bouncing around constantly. (basically you couldn't touch any ground where you wouldn't be sprung in some random direction lol)
I also made some maps for quake 4, but never finished anything. (game never got the reception or community I expected and I abandoned my projects rather quickly....)
I have been learning the Spark editor with the intention of making quake 2 and 3 style maps for NS2, and to create a mod that creates that style of game play. Instead of creating my own project I would love to join yours ;)
I am going to re create either a quake 2 or quake 3 level within the week and show you what I got.
After learning (well I've already learned it, just need practice) with Spark making a quake 2 and 3 map I have many many ideas.
oh ya, we need to mod something to e like quake and 3 RAIL gun, the large pulse with a spiral energy trail that basically 1 shot kills everything.
... I just thought of what a full Q2 conversion mod would look like, except totally updating the levels. Could use the base work of your mod to start it. I could make the full first quake 2 level, just to have something to show / make a youtube video about... who knows, after seeing it it might get others to help.
It shouldn't be too hard making AI for bots, as they don't need to be complex at all. Patrol in a line, and as soon as your within range they fire at you, nothing else, nothing fancy.
Doing a full conversion mod which re makes an oldschool game into newer ghx is one of the best ways to learn modding.
I think doing both projects at the same time would be very beneficial. Basically it would be the same project, just would have a deathmatch side to it, and the Q2 singleplayer side to it.
(quake 2 mod would be good to fine tune settings for your mod. Every time u get new settings you can try them in the single player. We can then even use every single map made for the single player conversion mod in the multilayer (edited a bit though for balance)
just some ideas kickin around