May 21, 2008

Map re-edited.

Fixed a small minor problem with a ladder.

Here is the new file.

"If at first you don't succeed, call it version 1.0."
-Anonymous

May 16, 2008

missing file

forgot the bsp...

Supplemental entry

Additional things I learned when making the map consisted of usage of prefabs, the creation of breakable walls/glass, and how to use the copy and paste efficiently. I tried to make a simple elevator but due to time constraints, was unable to.

This differs from my idea because it is only 2 stories with a roof, instead of 3 stories and an inaccessible roof. I wanted to also create an outer walkway that is similar to a catwalk, but did not get the chance to. Overall there are many things that one can do in this maze but i wonder how it will turn out with more than one person?

Maze File

Here it is!

Enjoy!


Place in ur \%userfolder%\sourcesdk_content\hl2mp\mapsrc in order to play it!

hammer screenshot

this was from earlier today
quick-hammer-ss.jpg

and this one was later
quick-hammer-ss2.jpg

I think this is pretty much all i'm going to do.

What I have learned doing my final project

My project is pretty much on key with what my original proposal was. The big difference is, rather than having a goal to reach the center, it simply is a killbox maze. Some things that were unforeseen in the designing, was destructible walls everywhere. Some players whom feel claustrophobic, could simply destroy most of their surrounding, leaving but an empty room with no cover. This was found to be effective because of the tight spacing I created. Ideally, the maze would be bigger to accommodate smoother traveling conditions. Overall, I'm pleased with my work, despite it's incompleteness. I would however still like to complete it simply to have it available. Perhaps it could be something that many people might like and want to play or even modify. Here's to high hopes.

As for what I've learned from this project: Go for something beyond what you can achieve even if it's impossible. Despite my incomplete map, I'm glad I came this far on creating it, because it's quite an experience to see what you've done in action.

References

I forgot to put this up earlier in the week, but here are some links to some references I looked into before I started designing and making my map.

First I went to the quick and dirty Wikipedia.com

http://en.wikipedia.org/wiki/Maze
http://en.wikipedia.org/wiki/Labyrinth


Here I learned what the differences are in a maze and labyrinth. A maze is a more complex structure, which is harder to escape, where as a labyrinth possesses almost one path, that dauntingly creates a shape and/or image.

It is from this, that I gathered that I would rather prefer to make a maze rather than to make a labyrinth.

Looking online for more sites, I came across these two:

http://www.astrolog.org/labyrnth/algrithm.htm
http://www.amazeingart.com/maze-faqs/draw-mazes.html

Here is where i learned the technical terms and how to even create a maze for use.

draw-mazes1.png

draw-mazes-2.png

draw-mazes-3.png

draw-mazes-4.png

Here is what I have thus far.

ss1.jpg

ss2.jpg

ss3.jpg


At this point I believe I could say that I've bitten off a lot more than I can "chew". I definitely hit some snags during this whole final project, but the biggest problem is the lack of time with an adequate computer in order to create this map. My dependence on the "Computer" in the lab is what lead to my downfall. Had I more time with a computer that can run hammer and Deathmatch at my disposal without any problems, I would definitely have finished this with a much better polished piece.


May 6, 2008

Concept Write-up

1. Concept
My main idea is to have player(s) inside of a 3d Maze that is multi-layered with different rooms to explore. I chose to do this because the main idea is not many people have actually been in one, and can be quite confusing. I find this interesting because I wonder if people will figure out how to get to the center of my diabolical maze. To make this idea as simple as I can while making it quite complex is to limit the amount of textures I use, and only use simple shapes in complicated ways. My final product will be a multiplayer deathmatch map that takes the players into a 3d maze. I will document the level from a perspective outside and inside the maze. It is up to the players (up to 16) to see what it is like inside with no escape.

2. Technical
-This is based on the Half-life 2 Deathmatch. I will be using hammer predominately and after learning how to make textures for the map, I will be able to make any texture I want for the level. I have done research on maze making and labyrinth designs, along with constructing a concept sketch using Adobe Illustrator to further my ideas by making a hard copy to follow. Also, I've researched hallway size and breakable walls/glass for further factors in fun. I foresee that I will probably not have enough time to make all parts of the labyrinth work, but even if I create one floor, I feel it will be a great experience for everyone to check out.

3. Schedule
May 2: Created and tested my first room of 27 to make sure everything is the right size as well as in workin order. Complete my rough outline of my map to follow while constructing the map. Haven't figured out how to make destroyed wall respawn.
May: 9: :Finish creating at least 20 rooms. Hopefully I will be able to copy and paste most room while changing the geographic layout. May consider making most wall destroyable, in order to make the map more interesting (but they will have A LOT of hit points).
May 16: Finish up with whatever rooms, and bug test it with a friend. Then record on fraps while making a quickview of what it looks like. And turn it in??

May 4, 2008

Final Project in the works.

In class Friday, I completed my outline/rough of what I want my room to look like.
Download file to see it.

Today, I didnt' get to spend all that much time in the class to work on it because of Danny's Commemorative event, but I did get a chance to do some testing and working with Hammer editor. I was able to make one room w/ lighting, but within a skybox, it seemed to take a lot of memory/time to load, so i might have to get rid of the skybox. but we'll see. No screenshots yet, but perhaps next time.

April 25, 2008

Catching up

Today I worked a bit on my final project idea after doing some research on labyrinths and mazes. The idea I'm working on is to be played in deathmatch where the players fight to attain the center prize in in a cubed 3d maze. Sketching and concepting took most of my time today. will post Screen shots and files later.

April 4, 2008

Model Files!

Download file

The model files necessary to see my character model

ScreenShot of my model

View image

Thought the model is not all that great, it was imported into the game at least.

March 13, 2008

Mod Idea

One Mod idea that I'd like to do myself is to do someone walking up in the mourning.

Noise Blairs.
Eyes open.
Alarm clock is going off.
location: in bed.
Turn off alarm clock.
Slow Movement.
Togglable enviroment (TV, Lights, radio, etc.)
Bathroom + Mirror:
and in the mirror stand someone unhuman like.
End Game.

Dream or reality?

What do you think?

March 7, 2008

Death Match: Face/Off

Click to see my imported face mod.

multiplayer screenshot update

Click Here to see my Half Life 2 Deathmatch Room (hallway, really).

March 5, 2008

Multiplayer Death Match Scn Shot

Though I have done the level and done the tutuorial, No available screenshot yet, but on friday, i will post one.

February 27, 2008

The Game Design Sequence - Super Secret Summarized Sauce

Six main points to be taken from "The Game Design Sequence" from Chris Crawford's "The Art of Game Design".

1. Design on an ultimate goal that you want to attain, then choose an appropriate topic in order to make it happen.
2. Preparation through research and brainstorm: Take the time to research the topic and think thoroughly about the goal, research, and topics; and how they will weave together into an awesome game.
3. The design process consists of three sub-structures: I/O structures (User interface), Game Stucture (level designs and gameplay), and Program Stucture (Putting it all together).
4. Evaluate the entire design to see if its a desirable game, and thus deciding its future (Proceed or abort)
5. Pre-programming to programming. As always prepare yourself to program. In the end, it will save you more time than you now and take the time to program every bit well. (Check by play testing it!)
6. Publishing. Brace yourself as you are putting yourself out there naked. Take the comments from an objective stand point because they're all not worth reading. Be proud you made it thus far.

My note: Thought the reading was great. Send me to more like this.

February 20, 2008

Show and Tell

Clancy: The X-Com Story

clancy.jpg

"The X-Com Story is a singleplayer mod for Half-Life 2 that is currently under development. It is an original story set in the X-Com universe that will be available for free download once it is completed. The game will follow the story of Clancy, a police officer who later becomes an X-Com soldier."

Excerpt taken from:
http://www.hl2mods.co.uk/modsdetail.php?id=256

Yet to be released but I'm looking forward to seeing it (and playing it) considering it takes an old game idea/concept that was originally strategic and turns it into a first person. While it is not yet released, I still wanted to submit a post on this idea under development because not many people know what X-com is and why it would make for a great single player (or even multiplayer co-op). Here is wikipedia's best compilation on X-com.

http://en.wikipedia.org/wiki/X_com

To me this would be similar to making Contra from the NES into a First person shooter.
The only problem I have with these creations, is how closely are they going to make it like the original game and is it going to be a huge cliche in terms of the aliens genre. So many have been done, and they have either failed or be a slight success.

lastly, on something not relevant to the assignment; Why are there not many (good) multiplayer co-op games that consists of 2, 4, or more players involved in a campaign story rather than a deathmatch? One game I'd like to point out is Star Wars: Repulic Commando, in which the player controls the main character that issues orders to 3 squad members. I believe that this game would have worked equally well if those 3 squad members were available to multiplayer co-op.

This is all.

February 14, 2008

Okay...I think I understand now...

Okay, I think I got it now, but you can totally shoot it down with any kind of firearm if I'm wrong.

McLuhan writes that games are "social reactions to the main drive or action of any culture". Describe at least one "social reaction" that might be activated by video games. Include at least one game as an example. We will discuss in class on Friday.

One "social reaction" that I feel is activated by video games is competitiveness. It is through conditioning and nature, anyone has the need to be better. Video games amplify this need of competition through dueling matches and offers no buffers on it. What I mean is, in life, one feels gratification through success. How can one feel success if one has not felt failure? Through failure we strive for success once more. Thus, in the end, there must only be one! (Highlander, Movie) One 'Winner'. Though he may be a winner today, there will always be competition for one to beat or meet that 'winner'. Sure, some may give up along the way, doesn't mean they like winning. It just simply means that they'd rather win at something else.

I feel as though I'm being a little vague.

I would like to take any Mmorpg(WoW) or multiplayer(halo, RTS games) games for my example. Through this need to be better at this one game, does their best at winning/humiliate another. In fact, some feel good about it. The satisfaction they derive from a game, knowing they are better than someone, keeps them going on. It fuels their need to play more. On the other end of the spectrum, some play mind games to irritate rather than to beat. The anonymity that a person has, allows them to say or do whatever they please that they otherwise would not face-to-face. This humiliation/irritation factor also is what I consider to be a bit sadistic, however, people face-to-face would even go out of their way to rub it in one's face.


This would be a good example...View image


What I'm slowing getting at is, our culture has always been competitive with bars/buffers but the video games created a social reaction, that allowed people to be 'childish' and wear their head high in arrogance because of their meaningless accomplishments.

(p.s. I still love games)


February 13, 2008

And Now for Something Completely Different

http://entertainment.howstuffworks.com/superman-vs.htm

I thought this was interesting and funny at the same time, which is why I'm sharing it with those who would read my blog.

February 12, 2008

Confusing Reading...

After reading Games: The Extensions of Man...I could not be more confused. So far I was able to understand the part about how the games played by people heightened their reactions for war but most of everything else was kind of dry and didn't appeal to me. Perhaps it was just me though, i can't wait until next class to see what other people think also.

maybe i'll read it again later...

February 8, 2008

Pixar Lamp

Today, while working on the Pixar Lamp assignment, I experienced some difficulty in making the lamp joints work perfectly though I believe I did all the parts correct. Though I asked Andy what is wrong, we were unable to fix the problem. Sadly, I'll have to put this assignment aside and work on the next assignment. If I get the time, I will retry the Lamp assignment and upon completion will upload unto this blog.

Mod Tools XSI Cat Face

Here is a practice exercise using XSI. Trying to make a cat's face.

Download file
Requires XSI Mod Tool Program

February 5, 2008

Super Mario Clouds

bild.jpg

This image is a screenshot of a videogame mod that's based off the very popular super mario game. This is called Super Mario Clouds made in 2002 by Cory Arcangel, who hacked the game and left all but the blue sky and clouds left in the background.

Do I consider this "game" is now considered art?

Well, to simply put it yes...and no. I can see how Cory Arcangel created such a nice piece of artwork, however I do not see how this can still be considered a game. For super mario, the clouds were not a focal point in the game but there for more of an aesthetic value, one that would be fine with or without. But now that he has made re-look at something we once considered trivial in a new light,, we can see how it is Art and no longer a game.

February 1, 2008

Half Life 2 Impressions

hl2_ingame_menu.jpg

In terms of how you experience the story, how is playing HL2 different than reading a book or watching a movie?

I would have to say that playing Half Life 2 is an experience that takes and audience on an adventure. While this could be said about reading a book or watching a movie, the linear path created for the user by a videogame is completely user dependent, whereas, in a movie it would continue playing without an audience or in a book the text would never change. This unique videogame experience causes the audience to think about their actions and do things completely out of character because there are practically no restrictions. Half Life 2 is a window into another dimension where you are in the mind of another person without having any repercussions on your actions.


Click Here to view an in game graphic image on a well designed scene that is not normally seen in the real world.