• Planing huge adventure map! (Come with suggestions)!
    959 replies, posted
  • I just have started on my bigggest map project ever, i plan to release it when GMOD10 comes out. <-- (Obviously that wasn't possible) The idea is a world that fills the entire hammer editor, it will have a lot of stuff to visit (imagine the Zelda games without loading). I would be thankfull if anyone want to come with some great suggestion to what i can add into this map. The method i have chosen to do is to draw a 4096x4096 texture (and adding detail shader) that i will expand over the entire editor on a terrain surface and form it, the same method used in games with huge terrain like Planetside, World of Warcraft etc. Here is a simple sketch i have made, so you have an idea how it might look. [img]http://www.home.no/insanetheking/terraintest2.jpg[/img] The green dots are trees. :P Remember this drawing is not how the actual thing will look like, so come with suggestions! [highlight]New video! 05/13/2007[/highlight] [media]http://www.youtube.com/watch?v=a7UoF9d8YYM[/media] [b]Updated:[/b] Screenshots of approximatly where the map is in progress right now: earlier pic of full map. [img]http://www.home.no/insanetheking/mapprogress21.jpg[/img] This photo was taken today. [img]http://www.freewebtown.com/insanetheking/epicmapx1.jpg[/img]
  • Tha's a damn nice concept sketch. Also your idea of going about it is also cool. You might find dispgen useful if you have photoshop because the terrain will be bloody hard otherwise. [b]Edit:[/b] Maybe you could add an antlion area in the desert, with a base or something in the middle where you can hide out of the way of the antlions.
  • That would be INSANE! Reminds me of zelda. But won't it be too big for the engine? Whats the black area?
  • Well, really, only high-end computers would be able to run this map when finished. Having a huge map full of details, NPCs, and a LOT of other things really can lag someone up. Good idea, though.
  • [QUOTE=chris0132]Tha's a damn nice concept sketch. Also your idea of going about it is also cool. [B]You might find dispgen useful[/B] if you have photoshop because the terrain will be bloody hard otherwise. [b]Edit:[/b] Maybe you could add an antlion area in the desert, with a base or something in the middle where you can hide out of the way of the antlions.[/QUOTE] Yeah but then you would have the feeling you done it yourself and it would be a kind of cheating? :v:
  • [QUOTE=Death n1]Yeah but then you would have the feeling you done it yourself and it would be a kind of cheating? :v:[/QUOTE] There's a difference between doing it the easy way because you're lazy and doing it the easy way because the hammer displacement tools are fucking awful. [b]Edit:[/b] :v:.
  • Make sure to include physics puzzles, like seen in HL2. That's a thing source is definitely great at (if you do it properly :v:).
  • I have planned how to work out the construction of the map, i know how to keep it at a good preformance level with a lot of detail, terrain itslef doesn't require as much people think. I am also skilled with the way to caulk properly and make stuff without wasting polygons. I have done a lot of experiments with max scale maps and i know this won't be a massive problem if made properly. I am very inspired to make it, i have so many ideas! [b]Edit:[/b] [QUOTE=Coffeine_Cat]That would be INSANE! Reminds me of zelda. But won't it be too big for the engine? Whats the black area?[/QUOTE] The black areas are where there is nothing really (beside mountains probaly)
  • If you fill the entire Hammer grid the game will crash. You can only fill about half of it (i.e. Hugeflatmap). I recommend you partition the map into areas if you want to be able to run it.
  • [QUOTE=Splurgy]If you fill the entire Hammer grid the game will crash. You can only fill about half of it (i.e. Hugeflatmap). I recommend you partition the map into areas if you want to be able to run it.[/QUOTE] Agreed. But it wouldn't be too shabby having this kind of map in, say, four segments. Good idea for a map.
  • I would worship you (well...) if you actually make the map but how about when you're compiling it?? That would take AGES!
  • [QUOTE=Splurgy]If you fill the entire Hammer grid the game will crash. You can only fill about half of it (i.e. Hugeflatmap). I recommend you partition the map into areas if you want to be able to run it.[/QUOTE] Not a half, about 6/7. I've tried out before, with a really massive map.
  • [QUOTE=Coffeine_Cat]I would worship you (well...) if you actually make the map but how about when you're compiling it?? That would take AGES![/QUOTE] Yes i know, but i don't worry much about that. I dunno how long it will take to do VVIS but the lighting is no problem as i make costum lightmaps all over the place to save size, and preformance.
  • [QUOTE=In$ane]Yes i know, but i don't worry much about that. I dunno how long it will take to do VVIS but the lighting is no problem as i make costum lightmaps all over the place to save size, and preformance.[/QUOTE] Custom lightmaps? :w-hat:? Don't you mean.. large scale lightmaps?
  • [QUOTE=Splurgy]If you fill the entire Hammer grid the game will crash. You can only fill about half of it (i.e. Hugeflatmap). I recommend you partition the map into areas if you want to be able to run it.[/QUOTE] The game isn't even close to crashing if you fill 99% of hammer. [b]Edit:[/b] [QUOTE=Uber|nooB]Custom lightmaps? :w-hat:? Don't you mean.. large scale lightmaps?[/QUOTE] Yes, i use it a lot, specialy in just huge plain areas where no shadow actualy hit it.
  • Oh yeah, also: [QUOTE=In$ane]The method i have chosen to do is to draw a 4096x4096 texture (and adding detail shader) that i will expand over the entire editor on a terrain surface and form it[/QUOTE] If you mean generate the displacements from a large image using [B]only[/B] Hammer and a big image, not going to work.
  • [QUOTE=Uber|nooB]Oh yeah, also: If you mean generate the displacements from a large image using [B]only[/B] Hammer and a big image, not going to work.[/QUOTE] I don't mean generating, i mean making a huge flat box where i put the texture upon, then seperate it into 16 peices or something and make them all displacements, then shape the terrain as i want. Half-life 2's max texture size is 4096x4096, that's the highest the engine supports. [b]Like this[/b] [img]http://www.home.no/insanetheking/displacement1.JPG[/img] I have done this before and it works very well. =P
  • But that means you can't have water and grass on the same texture. Water is handled as a seperate material property.
  • [QUOTE=Splurgy]But that means you can't have water and grass on the same texture. Water is handled as a seperate material property.[/QUOTE] Don't worry about that, if i didn't knew better i would never start a project like this.
  • Why don't you have level loads like in GTA when you transfer from one island to the other. That way you can make it as huge as you want without having too much crash and burn. >:*
  • Just want to show you guys how the early version of the surface is looking like, and the size. [img]http://www.home.no/insanetheking/progressepicmap.jpg[/img] This was just to see how the size would be, and i think it is perfect :P
  • Wow! Looks like this could actually succeed! I'm amazed! :) If you pull this off, you could start a whole new chain of giant maps, although I think it would be a good idea if you somehow areaportaled parts of it. What are the white areas?
  • [QUOTE=Splurgy]Wow! Looks like this could actually succeed! I'm amazed! :) If you pull this off, you could start a whole new chain of giant maps, although I think it would be a good idea if you somehow areaportaled parts of it. What are the white areas?[/QUOTE] The white are is where there will be mountain and stuff, to block of the areas. in the final terrain texture the white part will be transparent to not look stupid if you noclip into the rocks etc :P I know it can be a little hard to understand how it will look like when i put it together in 3D, just wait and see :)
  • The picture in itself looks good hehe. Well i bid you good luck on this project, and i hope you know how to optimize well if not, check this link out, or you map will run slower than Garry with hemmeroids. [url]http://www.student.ru.nl/rvanhoorn/optimization.php[/url]
  • [QUOTE=DeepRedCee]The picture in itself looks good hehe. Well i bid you good luck on this project, and i hope you know how to optimize well if not, check this link out, or you map will run slower than Garry with hemmeroids. [url]http://www.student.ru.nl/rvanhoorn/optimization.php[/url][/QUOTE] Thanks for the link, i have had this in the back of my mind all the time while making this. I'm gonna make it as optimised as it possibly can. Gonna use a lot of hintbrushes, detail brush etc to make it run fast.
  • [QUOTE=chris0132] Maybe you could add an antlion area in the desert, with a base or something in the middle where you can hide out of the way of the antlions.[/QUOTE] Hey, STAY AWAY FROM MY IDEA! :argh: :keke: That's what i'm working on right now... :v: Good luck with your displacements. When you make your "Base" you need to remember. When you zoom all the way out in Hammer, you cannot go to the VERY edge of the grid, stay one "block" away from it, (brown line) or else it gives compile errors.
  • I understand how he is doing it, and why are you guys asking about how the water will work? It will be simple o.O