Multiplayer Work In Progress / The Humungous Cave

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rolfy
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Posted: 6th Mar 2015 03:15 Edited at: 6th Mar 2015 03:28
The Humungous Cave

Developer: rolfy

The cave is huge and has three storeys accessible via many ramps and platforms and bridges etc. Navigation is difficult and if you fall off you will take massive damage, dependant on height instant death is inevitable. Players will need to practice the runs to get them right and at the same time avoid being knocked off or shot as they traverse the Arena.

Difficulty level is extreme and not for the faint hearted.

Media used in this Multiplayer level will be available through the store so users can build their own multiplayer or include in their single player games, this particular game will be a showcase and testing ground for the assets.
About 50% complete in screenshots below.



unfamillia
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Posted: 6th Mar 2015 08:59
Looking really good Rolfy!

This would make a perfect arena for me to take all of my victims........I mean......to play games with other nice people.

Cheers

Jay.





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Posted: 6th Mar 2015 14:20
I own some of your cave models for classic. They where truely a challenge to set up and get working in it and it appears that its easier in guru.
Will there be any kinds of structures? Like small ruins where the players can find the guns on some kind of medieval weaponrack?

Either way! this looks really good. How is it lit?

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rolfy
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Posted: 6th Mar 2015 18:01 Edited at: 6th Mar 2015 18:13
I haven't kept count but I reckon around 50-75 lights so far and lightmapped, I expect a lot more before finishing so we will find out if there is a limit. Will of course have a few dynamic lights too but I won't place these till last, or change some static to dynamic after final lightmapping. It is easier to put together in GG but what you may have missed in Classic is the fact that you can grid snap all those platforms and ramps. The tough part is seeing what your doing with the same texture on all parts and the shader in editor lends no real form to objects so it gets confusing, test level editor is great for this but without a way to raise or lower entity's it is a win lose situation, unless there is a way and I am missing it. The F9 editor really needs a lot more work.

All the same with a single texture and no terrain it runs like the wind.
Pirate Myke
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Posted: 6th Mar 2015 22:45
You rule again. Hard to top that. That is killer looking. I want to run around in there.
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rolfy
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Posted: 7th Mar 2015 01:31 Edited at: 7th Mar 2015 01:34
Thanks Myke and Unfamilia, I will hit you up for a test run when it goes live
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Posted: 7th Mar 2015 05:51
Excellent
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Duncan Peck
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Posted: 7th Mar 2015 15:20
Count me in that map looks amazing.
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Shadow man
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Posted: 8th Mar 2015 00:57
Unique, intriguing map,....nice.
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unfamillia
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Posted: 8th Mar 2015 22:16
Count me in for a test run!

Quote: "All the same with a single texture and no terrain it runs like the wind"


Someone else that likes to turn the terrain off! haha. The increase in frames is incredible!

Cheers

Jay.




rolfy
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Posted: 11th Mar 2015 02:13 Edited at: 11th Mar 2015 02:21
Quote: "Light maps in a multiplayer map no longer cause a crash (light maps are not used) "

After reading this in the last update looks like I just wasted my time on this, either remove all the lights and start again using outdoor lighting in an indoor level or simply quit it and move on.....was starting to look pretty cool too

Mods can lock this.
Pirate Myke
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Posted: 11th Mar 2015 06:11
Yes I read that also, and will have to check that out, I am hoping that that was misquoted. Let me get back to you on this one.
I like the lightmapping in my MP levels.
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Pirate Myke
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Posted: 11th Mar 2015 16:23
Apparently there is no light mapping in the MP module, at the moment. I am hoping this is temporary, for the better lighting.
As I love lights.
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rolfy
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Posted: 11th Mar 2015 20:36
Well, I just wasted a lot of hours on this, something I am not overly fond of, it is unlikely I will come back to it so might as well lock this.
Pirate Myke
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Posted: 12th Mar 2015 01:15
Don't give up yet, please. Give it a day yet.
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rolfy
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Posted: 12th Mar 2015 01:23
It will sit there for now Myke, just you didn't seem too sure if it would be fixed or even if a fix would be on the cards at all

If it is a long way off, I will move on and do something else.
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Posted: 12th Mar 2015 12:20
Light mapping for MP is back now in .019.

So we want to see more of your level. : )
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rolfy
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Posted: 12th Mar 2015 17:49 Edited at: 12th Mar 2015 20:15
Okay Myke, thanks for the heads up
Quote: "
When hosting a multiplayer map containing light maps, the system will now use them and show them in the game."


That'll teach me not to spit out the dummy and stomp out the room too soon
unfamillia
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Posted: 13th Mar 2015 15:09
That's right Rolfy, get back in here and put this dummy back in!

Honestly, stop being so silly.

Now go back to your room and finish your level. If you're a good boy, you can have ice cream when you have finished.





The Storyteller 01
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Posted: 19th Mar 2015 02:11
Wow! Game Guru is definitely better suited for your humungous cave than FPSC. Hope you get it going and someone post a vid of a fight in this amazing arena
In case you find my grammar and spelling weird ---> native German speaker ^^
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Posted: 19th Mar 2015 05:00
I cant wait to play this. Very soon now.
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rolfy
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Posted: 19th Mar 2015 06:25 Edited at: 19th Mar 2015 06:28
I have been testing it out, some issues, I find some entity's refusing to take lightmaps and if it persists will simply remove those. Seems it might be best to build a complete level then bake at end as it might be related to too many lightmap runs. Just need to place some weapons and ammo. Never created a multiplayer game before so it's a little new to me. All the same I get really good fps and the workshop was easy enough to set up, still to see how that will work out with other players in game.
Emrys
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Posted: 19th Mar 2015 12:14
Great work Rolfy, can't wait to see your cave in action.


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rolfy
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Posted: 20th Mar 2015 20:50
Anyone feel like joining me in the cave? I need someone to simply wander around and see if any errors, glitches or if you got any advice on what to add would be welcome. I will keep an eye on this thread for next couple hours and host if any takers
Pirate Myke
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Posted: 21st Mar 2015 05:46
How did I miss this. Must have been hosting when this happened. Kicking myself.
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rolfy
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Posted: 21st Mar 2015 09:02
I will host again soon, just want someone to look it over and test things out, as I say any advice will be welcome. I only had a couple of hours free time last night if you want to jump in just post here, I will keep an eye out, mostly around 7-12pm EST, Sunday will be best.
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Posted: 21st Mar 2015 12:22
Marked on my calendar for checking this out. Thank you.
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rolfy
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Posted: 22nd Mar 2015 22:04 Edited at: 22nd Mar 2015 22:10
Hosting tonight 7pm EST.
Pirate Myke
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Posted: 22nd Mar 2015 22:39
Cool, will be looking forward to it.
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rolfy
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Posted: 22nd Mar 2015 23:15
Hosting now.
Pirate Myke
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Posted: 23rd Mar 2015 01:09
Wow, I just had the pleasure of running thru this map, and again Rolfy does not disappoint.

True to the out of the box thinking that he always does, when making his media, truly made a great experience.

The cave is very well thought out and exciting to run thru. This will be added to my collection when finished, for sure.

A fine example of craftsmanship.

Thank you Rolfy for inviting me.



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rolfy
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Posted: 23rd Mar 2015 05:16 Edited at: 23rd Mar 2015 05:17
Thanks Myke, was my pleasure and I enjoyed our chat too
unfamillia
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Posted: 23rd Mar 2015 13:16
Rolfy, are you looking to test the map again soon?

I would be very interested to take a look around the level!

Cheers

Jay.




rolfy
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Posted: 23rd Mar 2015 15:14
Let me know what time would suit you best Unfamilia....I can be fairly flexible.
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Posted: 24th Mar 2015 13:48
After I get home from work and put the kids to bed, I am free from around 7:30 onwards. With the Wife being heavily pregnant, I might have some things to sort around the house, but, I can definitely allocate 15 minutes to have a good poke around your level.

If we could say around 8 GMT, which I believe would be about 3 EST.

Cheers

Jay.




rolfy
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Posted: 24th Mar 2015 19:00 Edited at: 24th Mar 2015 19:01
I can host between 9-10pm your time today if that works
unfamillia
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Posted: 24th Mar 2015 19:37
Rolfy, That time would be perfect.

So, 9-10 GMT.

I will be ready an waiting. Would it be OK if I recorded?

Cheers

Jay.




rolfy
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Posted: 24th Mar 2015 20:04
Record if you want, would be happy for you to post it too
unfamillia
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Posted: 24th Mar 2015 21:05
Online now Rolfy.

Also, sent you a Steam request.

Cheers

Jay.




Seditious
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Posted: 27th Mar 2015 07:31
Well, I like the colours but it's hard to make out what is actually in the pictures. Any chance of a video?
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rolfy
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Posted: 29th Mar 2015 08:12
smallg
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Posted: 3rd Apr 2015 22:04
why do you sound like a tin robot when you walk? that cave made out of metal?
could use some more cover for the fire fights maybe but i think the most dangerous part isn't getting shot but rather falling off those scarily narrow pathways while running.. XD
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rolfy
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Posted: 3rd Apr 2015 22:24 Edited at: 3rd Apr 2015 22:25
I really should have made sure of changing the material properties, my sound isn't working properly on the dev comp so never really noticed that.
I intended for it to be real difficult to run those ramps, once you know your way around it becomes easier but takes practice and if too slow there is a good chance you will get picked off or even knocked off by an opponent. The thing is that though you take damage and if high enough die instantly if falling off in test level, in Multiplayer you take no damage at all if falling from height so something else needing looked at. I have also had the idea of using hacked up jetpacks in this map which could be quite fun, once we have AI characters in there it would be awesome to use flying demons as both player and enemies and would complete this project as I would like to see it
Pirate Myke
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Posted: 4th Apr 2015 01:27
It all adds to the challenge of staying alive. Which would be true to life, not watching where your going will get you dead just as fast as being shot.

Also, I cant wait to have more dynamic objects functional in MP. I want things falling at the player, environment health hazards, Blowing up pieces of the builds and paths and have it change the playing field.

There are settings in the MP start markers, that might change the fall damage. But have to be played with.

All in good time.
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rolfy
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Posted: 4th Apr 2015 01:57 Edited at: 4th Apr 2015 01:57
Awesome ideas, makes me think dynamic changing maps, akin to AVP or the labyrinth in Clash of the Titans.
smallg
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Posted: 4th Apr 2015 18:00
dont get me wrong, i completely agree with the idea of the narrow paths, just think it may be a little too deadly... depends how fast you want the players to die i guess.

Quote: "once we have AI characters in there it would be awesome to use flying demons as both player and enemies and would complete this project as I would like to see it"


sounds awesome, like some infighting for control of Hell itself
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HarryWever
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Posted: 10th Apr 2015 11:43
That looks amazing Rolfy.. Great work..
Cheers

Harry
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JC LEON
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Posted: 18th May 2015 08:23
rolfy I have this pack for classic and I'mtrying to port it into GG but I cannot acheive the shader effect (lava and caustics) which GG shader are you using for effect??
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rolfy
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Posted: 18th May 2015 17:40 Edited at: 18th May 2015 17:43
The default entity shader in GG should work for the lava effect as it will pick up the illumination maps. the default animation shader in GG should work with the caustics. I haven't tried the caustics yet so might have a look at it tonight as it might require a couple of texture changes.
JC LEON
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Posted: 18th May 2015 18:15 Edited at: 18th May 2015 18:17
are you referring to entity_basic.fx for the lava segments/props??
and effect_animate.fx for caustics-???

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