Thursday, May 29, 2008

Aw, crap,

I'm behind schedule with my 5 at 5 updates. Hopefully I'll add something in the very near future, I've been hard at work on some fairly.... strange architecture on my little blacklisted level. Maybe more once I get areaportals fixed, and with any luck I'll release the level to beta testers within a couple of weeks.

A bunch of work on the mod and now I'm running on Valve time. Fantastic.

Tuesday, May 13, 2008

How (not?) to Develop A Mod, Part Four

My next section of our development blog will deal with mapping theory itself for our mod.

The main idea with "5" was to create a fresh, non linear take on standard Half Life 2 weaponry with a limited weapon set. Since the levels were nonlinear we had to use the Episode Two tech to keep render detail at longer distances. The benefits to AI and graphics improvements were just on the side, because we needed the longer render distance to enable us to make larger areas the player could move through. The first area for example is a large area with several entry points for buildings, combining interior and exterior spaces for a small military base and a power plant. The second section will be much larger and rely more heavily on the long distance draw- a forest, dockyard, waste treatment plant, substation, and a shanty town are planned for the second section which work has commenced upon (below). The current shots below are not representative of the final project, so each area will be expanded.

The main idea for each map is to keep the choice of multiple routes fresh. The entrance to the military base and power plant area has no less than four separate entry points with varying levels of risk. Gaps in a fence, a minor exploration physics puzzle to get over a fence, a more direct route, and a fortuitously placed dumpster all provide different approaches from distinctly different angles and of varying visibility to the first target. Keeping in touch with the alternate way to beat the game (which involves more avoidance, observation, and exploration than direct conflict), two of those routes avoid the sniper in places. The other two are somewhat more direct. This is only the beginning as well. The third segment of the island happens to be even more taxing than the second area, as it requires a HUGE area of open space. I'll reveal more later when the map is under construction.

Remember, your comments fuel progress!

(In other news, I tried the demo for "The Bourne Conspiracy-" fun but infuriating often. I predict that it will get 7s and 8s from the media.)

Monday, May 12, 2008

5 at 5, Part Two

Numbero Dos of our latest development progress. Bean-o has gotten a good start on the second segment of the island. I've taken a few screens from there, section one, and a little bit of the game that I've been working on for quite some time. Once again, I shut up and let the images speak for me.


Images, away!!!