Work In Progress / Snowy Mountain Stroll ( Gameguru max)

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wizard of id
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Posted: 6th Jan 2022 19:30 Edited at: 6th Jan 2022 19:33
Developer: Wizardofid

Storyline: Stuck in a winter storm will you be able to survive in this empty tundra, is it really empty is there some thing lurking in the mountain.

Description: This first is the official sequel map to the morning mountain stroll I made for GameGuru Classic, now re imagined for gameguru max.Decided on a change of scenery to see how well gameguru max can pull off a snow terrain.


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bluemeenie195
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Posted: 7th Jan 2022 02:23
Looks nice
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wizard of id
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Posted: 7th Jan 2022 11:43
Max is struggling with the scenery but is worth it so far.

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Wolf
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Posted: 8th Jan 2022 17:20
Nice! Gotta love those snowy rocks.

Just an aside: There is a user who lifted all of morning mountain stroll for a level in his game, he did however place the start marker for the map to start in reverse (but neglected to rotate the enemies so they all spawn facing away from the player).

This same user proceeded to blame the engine about all the shortcomings of his game, even going as far as to imply that he could have made a far better game if he had access to the source code. Just thought you might get a chuckle out of it
wizard of id
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Posted: 8th Jan 2022 20:45
Quote: "Just an aside: There is a user who lifted all of morning mountain stroll for a level in his game, he did however place the start marker for the map to start in reverse (but neglected to rotate the enemies so they all spawn facing away from the player).

This same user proceeded to blame the engine about all the shortcomings of his game, even going as far as to imply that he could have made a far better game if he had access to the source code. Just thought you might get a chuckle out of it"


Actually not the first time my morning mountain stroll map was lifted and used.Couple years back it was used for a comp entry, but the guy got nailed after the map won the comp, way back with the farce that was game dev fort.

Can't help but laugh, when I hear and see things like that. That map took about 8 weeks +- minus to make, the terrain editing taking the longest period.I don't mind people, using and making a heavy edited version of the map.I my self is using the base terrain of the mountain stroll map for this. Pretty much stripped out every entity, marker ect. Smoothed out the terrain and edited quite a bit. But pretty standard and common to find people passing off others works as their own.


Any ways started with the next set of finer tweak and additional stuff. I do like the rocks, but they are a bit limited in their reuse, makes it a bit harder to use, but so far it has done a pretty good job. With mountain stroll I reused a lot of walls, to keep the AI within the bounds of the linear play area, trying to do the same with the rocks here. Hopefully it pays off, because honestly just the terrain wouldn't have done it justice.


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wizard of id
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Posted: 10th Jan 2022 09:23 Edited at: 10th Jan 2022 09:24
Next section for tweaking is a cave system, at first I used a cave model I made, however the collision was atrocious, so much so the frame rate dropped to be almost unplayable, so removed it and came up with a new plan of attack.Still want to add a tree or two where the cave roof opens up a bit and add a light source or two at this areas to create nice focal points.

Sadly the screenshot doesn't do it justice just how massive the overall scale and size.Once I have done another section I will do another video, however I want to start adding the AI next for the completed sections, to see how the performance holds up. The next section I want to be slightly more open to add some builds and stuff to explore.

But definitely pretty happy overall performance is holding up pretty decently as long as you don't have the player walking on any meshes.

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Belidos
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Posted: 12th Jan 2022 15:15
Quote: "Any ways started with the next set of finer tweak and additional stuff. I do like the rocks, but they are a bit limited in their reuse, makes it a bit harder to use, but so far it has done a pretty good job."


Yeah you've done a great job so far with it, good work. The only thing that broke immersion for me was when you went through the cave and it looked like there was snow stuck to the ceiling in places it would never stick in a real world situation. But overall pretty good job so far, wish i had time to do more 3d/game level work, to busy at my full time job.
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wizard of id
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Posted: 13th Jan 2022 05:11
Quote: "cave and it looked like there was snow stuck to the ceiling in places it would never stick in a real world situation"
Not entirely true, it would depend on what it looks like, wind conditions, surface water, temperature, actual rock formation ect. In most cases it is more likely to be ice then snow.

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wizard of id
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Posted: 18th Jan 2022 09:44 Edited at: 18th Jan 2022 10:20
The new gpu finally arrived last week. Can finally enjoy gameguru max in all it's glory.

Started with the next round of additions and detail.








and a new vid showing some of the progress.

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Posted: 18th Jan 2022 18:51
@wizard of id, these pictures and video looks very good , Over all it looks fantastic.
Keep up the good work.

Ps:. its just the footfall sound of Max that do not sound 100% in the snow, it sound a little off.
I mite be total wrong about this , but it does not sound 100% on the ear. but every thing else looks and sounds perfect.
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wizard of id
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Posted: 18th Jan 2022 19:55
Quote: "Ps:. its just the footfall sound of Max that do not sound 100% in the snow, it sound a little off.
I mite be total wrong about this , but it does not sound 100% on the ear. but every thing else looks and sounds perfect."
Didn't really notice it lol

Started adding the sections for AI encounters.The walls are intentional to keep the AI in the area. The military walls of max fit the theme quite well. I am doing a similar thing that I did will the classic map with adding walls to keep the player in bound as well as the AI. Previous method required a lot of walls this time I only have to place them where the AI will be as the rocks serve as the walls in this version of the map.The walls serve more as a cosmetic addition and a way to hide the ai from the player.

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wizard of id
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Posted: 20th Jan 2022 10:40
Updated cave, not perfect needs to be tweaked a bit more.

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Posted: 23rd Jan 2022 17:13
All neat and fixed, still one or two more tweaks needed



Using one of the full screen filters, as it blends the environment pretty well, gives it a nice hazy look.Have about another full days of work of the level left, then add AI, and final play testing and tweaks.
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wizard of id
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Posted: 24th Jan 2022 19:19
Final area complete.

Tomorrow AI, and more objects, then Tuesday play testing

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Posted: 27th Jan 2022 10:52 Edited at: 27th Jan 2022 10:52
Level done for the comp entry. Plenty of Max bugs to go around. AI is quite terrible. lol but that is to be expected.

You can try the level here, however you will need most of the max assets in order to play this level, and additionally you will need a beefy system or turn down graphics.
https://drive.google.com/file/d/1t0bZys3fAY2z2G2slgi1qvBwZAo5oSnF/view?usp=sharing

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Posted: 28th Jan 2022 14:52 Edited at: 28th Jan 2022 15:37
I am testing right now. It looks nice, not to bad with the bug so far.
im getting a steadily above 60Fps. Did not adjust any setting, just opened and playing now.
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wizard of id
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Posted: 29th Jan 2022 10:07
Cool I hope you enjoy the scenery
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Posted: 31st Jan 2022 16:05
WOW!

The rocks overwhelm me. I always think too much about the polygons and forget the quality. That's a tradition. Always these economical objects from FPSC to GGclassic. These are indeed excellent impressions.

mfLg
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wizard of id
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Posted: 31st Jan 2022 16:55
Quote: "WOW!

The rocks overwhelm me. I always think too much about the polygons and forget the quality. That's a tradition. Always these economical objects from FPSC to GGclassic. These are indeed excellent impressions.

mfLg"


If we can get instancing added, it will be even better
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AmenMoses
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Posted: 4th Feb 2022 15:07


Was I supposed to follow the path?
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wizard of id
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Posted: 4th Feb 2022 16:02 Edited at: 4th Feb 2022 16:03
Yeah lol Suspected someone was going to go rock climbing
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AmenMoses
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Posted: 4th Feb 2022 17:24
Can't say it was easy though!

Only a few places you can get up on top with a lot of Shift-W and bashing the space bar.
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Posted: 4th Feb 2022 21:17
Quote: "Can't say it was easy though!

Only a few places you can get up on top with a lot of Shift-W and bashing the space bar."


If the level is selected for the comp, will go back in and see what I can do about fixing that "speed run" of yours.
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Posted: 8th Feb 2022 14:42
Good stuff.

Quote: "If the level is selected for the comp, will go back in and see what I can do about fixing that "speed run" of yours."


Eh, an invisible wall does the trick. Its not the most elegant solution but it works
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Posted: 8th Feb 2022 17:31
Quote: "Eh, an invisible wall does the trick. Its not the most elegant solution but it works"


On a map this size you would need a heck of a lot of them.

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Posted: 9th Feb 2022 06:47
Quote: "On a map this size you would need a heck of a lot of them"


Well you could just go about testing every inch and just add to the obvious spots. But Imagine if I used the original morning mountain stroll map size ugh :p. Morning mountain stroll intentionally used real walls and props to contain the player and AI. Can't say that was a fun experience :p
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Posted: 23rd Feb 2022 17:10
Level was selected to appear as a demo in gameguru max. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

With the feedback received, I am hard at work making some changes. For example the start position has been edited to start underground. For better start and end game.

Only real additions will be some ladders, the new start sections and some added game logic here and there, and a few tweaks.

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Posted: 27th Feb 2022 22:21
Congratulations man! all the hard work has paid off! Great work, love the look of it all.
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Posted: 2nd Mar 2022 03:59 Edited at: 15th Mar 2022 12:25
Thanks
Here is the latest updated version, of the map, with a few changes.Again make sure you have most of the additional content for gameguru max installed, in particular, the arctic collection and military collection.


Changes made
Relates to start position
Some more entities added
some minor changes to the middle section.

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Posted: 15th Mar 2022 12:26
Latest version of the level should be in this weeks max build.
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Posted: 15th Mar 2022 17:58
Virtually indestructable enemies!

At least in the MAX version I just updated to they are.

Also Rabbit just sits there doing it's idle animation. Can't tell if the birds are working as I can't get past the first three soldiers!

I do wish Lee would stop breaking stuff all the time.
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Posted: 15th Mar 2022 18:44
@AmenMoses

Do you have access to the internal build. TGC added the level to the latest internal build. Several changes has been made to the original level.

AI has random reduced health.
Birds and rabbits should work now.
AI has been linked together so if one gets altered the other spring into action
Some explosive barrels were added, so in some cases you can kill your self or enemies with that.
New area, was added to the start.
3 areas were updated with new content.
I manually changed all the collision of the rocks( which makes it theoretically harder to scale the rocks. Some rocks entities higher up were changed to box collision. Which should block the player from scaling up the rocks some more.

So yeah you definitely need to check out the latest level, as a lot of changes were made, especially with regards to getting the AI to respond and attack faster and sooner as well as changes their health values. Hopefully lee shows the new updated level in the broadcast tomorrow. Will have to wait and see.

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Posted: 15th Mar 2022 18:45 Edited at: 15th Mar 2022 20:28
This is the internal build, updated this afternoon.

Edited to add: Restarted a few times and managed to get past the first bunch but right at the start got around 17 FPS for some reason.

After the first checkpoint I cheated and took a short cut over the top and managed to get to the end ok.
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Posted: 15th Mar 2022 20:53
Quote: "This is the internal build, updated this afternoon.

Edited to add: Restarted a few times and managed to get past the first bunch but right at the start got around 17 FPS for some reason.

After the first checkpoint I cheated and took a short cut over the top and managed to get to the end ok."


Sigh, enjoy the scenery, take a nice long stroll, enjoy the painstaking level assembly.

AmenMoses......I know shortcut......

:p

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Posted: 15th Mar 2022 21:03
Just wanted to test the ending, and it worked fine.

Birdies worked as well btw.
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Posted: 16th Mar 2022 07:02
Yeah I am joking of course :p

But yeah I suspect people are going to complain at lot about the overall performance of the level. As you do need newer hardware to get good frame rates. Performance will increase as they further develop it. TGC did mention, it is one of the more complex demo designs they currently have in max. It is also a pretty good overall stress test for the engine and gives them a good idea, what areas of the engine need performance upgrades.

So I would prefer that fair warning is given on the demo page that it does require a beefier system or graphics settings will need to be turned down.Changing to static skybox and changing from 1024 dynamic light resolution to 128 or none at all, will give very good frame rates on lower end hardware.

However I wanted to design a complex level with zero compromises and push the engine as far as I could on visuals. I am pretty happy with the overall result. Would have liked to have added my own custom entities to the mix, but really wasn't enough time. But I will check with TGC and see if they want to expand the game or at least update the level with new custom assets.

This should reduce the overall polygon count of the level and will allow to do a few things extra. Still don't think the level is anywhere near as completed as it could be, still lots of areas that can be polished a bit more.
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AmenMoses
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Posted: 16th Mar 2022 14:39
I went back and played your original Classic 'stroll' just as a comparison and it is actually a lot better now with the improved AI in classic.

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Posted: 18th Mar 2022 04:12
Quote: "I went back and played your original Classic 'stroll' just as a comparison and it is actually a lot better now with the improved AI in classic."
Visually thought it doesn't hold a candle to the new stroll level.

But it does show TGC has their work cut out for them, they will need to step up their game.But from my side, I can also make more improvements and reduce the polygon count, which would improve the overall performance a bit as well.
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AmenMoses
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Posted: 19th Mar 2022 18:51
Hmm, with todays update it all appears to be working ok.
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Posted: 2nd Apr 2022 20:43
It's much better now btw.

Still a few places on the level where I get a dip in FPS but it doesn't make it unplayable.

Still a few places I can take the short cut.
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Posted: 3rd Apr 2022 08:48
Quote: "It's much better now btw.

Still a few places on the level where I get a dip in FPS but it doesn't make it unplayable.

Still a few places I can take the short cut. "


This level should improve with time, as bugs are fixed, and performance tweaks added.
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