Friday, July 31, 2009

Friday Screens. Now with lighting!

This is quite literally the 4th or so compile of the level with lighting. After some tweaking I am starting to get the hang of real time lighting.

Click images for full quality.



Blu Base. Note some of the changes made.




Red Base. The back wall area has gone under the knife quite alot.

Monday, July 27, 2009

The Monday Update: Always Evolving

While working towards my goal of a multiplayer capable level, I finally hit that point where you can no longer look at something without having to fix it. Chief among the fixes required was an overhaul of the Stage 1 bases and the much needed consideration of how my level is to be themed. The geometry making up parts of the Stage 1 bases was hastily assembled and build more as a visual "This is what I want it to look like" reference to the level design. Part of this reconstruction was a full design change made to key areas of the level. The area where the "back" entrance to each base, the raised path in the 2nd screen shot of my previous post, received the brunt of the changes. Initially a staircase on the interior of a 2 level building was the access point to that upper section. The problem with it was the size of the building limited the width of the stairwell. Thus this has been changed so the stairs are a single stairway on the exterior of the building. Other changes to the perimeter walls were made to expand the size of the platforms.

Other changes were made to help apply the very crucial theme element of the level. I realized I had forgotten to give a reason to "where the cart came from." Most payload levels simply don't have a stopping point for the carts tracks, they continue or start from a location extended "through" the level. While you never see the cart on these track pieces you can assume that's where the cart would go from there. I've also decided to focus on creating the feel that the first stage is in a rocky canyon with man-made construction being build on and inside of the canyon walls.

On Sunday I finally got the inspiration to construct one of my 3rd (and final) stage ideas out. Throughout this process I've been conflicted on the design of this stage. Do I do it like Valve did it by focusing the fighting over two massive hills? Do I tie the design in with my other two stages? Do I try something completely different?

My current design solution is kinda a mix of all 3 depending on how you look at it. It features
-Two smaller hills that equal the same size of the last larger hill.
-First small hill is skip if a team wins the first 2 stages.
-Tracks run parallel and are mirrored in the entire stage.
-For the vast majority of the time your teams cart will be on the opposite side of center from your base.
-Out and Back Design. The carts start at one end and work their way toward the other and then turn around and head back toward the center of the map.
-To simplify the amount of track in the area a small section of track will be shared when traveling "out" and "back".
-At the far end is a turnaround section for the cart to head back towards center.
-At the center of the map is the final hill.
-A raised platform connects the top of the hill and the two bases. The carts will be pushed toward each teams respective enemies base (Red toward Blu, Blu toward Red) where the final CP of the game will be located at.
-Upon victory the cart will roll into the enemy base and explode.

This design affords me a great deal of flexibly and accomplishes an overall goal from the start of design. By having the cart explode in the enemy base I bring a degree of reasoning that is missing in Valve's official Payload Race level where the cart simply explodes at the same spot regardless of the victor. The flexibility is achieved through the track design. If it is discovered that the match pace is too slow or its too difficult to win changes can easily be made to fix this problem. Furthermore I can easily add a middle control point that governs a gameplay variable thus keeping a design feature of the first two stages intact in the 3rd.

This concludes a rather lengthy post. I'm hoping to get into a regular schedule of posting on this blog with screenshots posted around midweek and a post (I'll try to keep it not as lengthy) at the start of the week.

Cheers.

Wednesday, July 22, 2009

Stage 1 Powerplay Screenshots

Finally I've uploaded some screenshots of the level at its current state of WIP. These are of the first stage.
Blu base backdoor over look area. Allows players to quick access to the control point from the middle area of the map. Although they will take fall damage when jumping down and are immediately exposed.

Middle Control Point Area. Both teams carts come down the white ramp in a race to reach the middle Control Point first. By reaching the CP first their teams cart will automatically roll down their respective steep hill and will have a 25% slower rollback speed.

Overall layout of Stage 1. Both teams cart starts at the top and work their way toward the middle control point. From there the cart paths cross and head toward their respective enemies base.

Sunday, July 19, 2009

Progress Update

My goal of this next week is to have a fully functional stage from my level capable of basic multiplayer playtesting. At this point I have plenty on my "to-do" list to accomplish this goal.

This last week saw vast changes and improvements made to the level. Frankly I got a little sick of working on the first stage and I felt the need to design the 2nd and 3rd stages of the level. Most of this last week was spent building the 2nd stage and troubleshooting some unforeseen technical limitations of the source engine. The biggest problem I was encountering was that my level was "crashing on load" meaning every single time I attempted to open it, the level crashed TF2. Apparently you are limited to 8 physical control points. The way my map is designed and in order to achieve ideal results I need 10 control points to govern the gameplay. After some creative testing and the help of other TF2 mappers I figured out how to use a single control point more than once allowing me to remain within the 8 control point limit.

The other major accomplishment of this week of work has been the succesful creation of game logic to allow for "powerplay situations". It has been my intent throughout development to give an advantage to whichever team reaches the middle control point first. The current system works like this...

The first team to push the payload over the middle control point will give them a powerplay advantage of x time. (3-8 minutes) This advantage will be directly applied to the cart. On large hills it will roll down automatically, become easier to push, or effected less when being pushed up a hill. Once time runs out and a team hasn't won a round the advantage will be given to other team and leveling the playing field.

Screenshots and a download link on tf2maps.net should be up sometime in this next week.