YCP Maps

All about Maps, Mods & Creating them
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deeahchur
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Re: YCP Maps

Post by deeahchur »

RL has bogged me down a bit from working on these maps for a while, but soon I will redevote some time. I have decided to return to the old style for the maps, using simpler geometry. While I understand it will be difficult to create a 0 error map (points off grid will occur the most), I will endeavor to have no other errors in the map.

My first goal will be to create the bare bones for each map and then add complexity carefully thereafter.

Common features I would like to include:
  • teleporters (upload to download points)
    breakables (consoles, windows, and maybe security screens)
    archive bins (from which to download)
    security screens (either triggerable to disappear and reappear or be breakable and reform)
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Re: YCP Maps

Post by deeahchur »

THANK YOU GMAIL!

I just found an old conversation thread with Meatsack that includes one of my OLD YCP_HQ maps, but it is quite functional, so I'll share that for review and testing, and then make some greatly needed tweaks!

Still no luck locating a backed-up file for my Sweeper.
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Re: YCP Maps

Post by HangmanEXE »

I still have all the ones that you shared via Dropbox from about this time last year Dee! I had them backup on an external hard drive with my TRON 2.0 Dedit tutorials bud.
I am just about to send you a PM here Dee with a link to all the ones that I still had, plus 1 newer one labled YCP listed with a date from Oct 8th of this year. [email with upload will be shortly. I am just waiting on the upload to my storage site to finish so I can get a link to share. Watch your PM here or for an IM from me with it within the hour.]

....just in case you dont have any of them anymore.

I hope they help some.
In my day we didn't need these fancy R,G,B, LCD an 3D colors!
A program was happy to process 15 megacycles just to get to use monochrome display! You program's today wouldn't know a hard microcycles work if it came up and derez'd ya from behind!
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Re: YCP Maps

Post by deeahchur »

Thanks, Hangman!

I still have the ones from last year, and the one dated the 8th is probably the one I just found in GMail and sent to you, which is my oldest surviving model next to the DataBlock Prefabs. I'm gonna share it all here for now.

Warning for others who are welcome to download and peruse, a lot is very rough and unfinished!Most will be scrapped for newer, cleaner versions. At least this way others can see the start of the YCP sector of the Grid.

http://www.filefactory.com/file/ce28c10 ... ackups_rar
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Re: YCP Maps

Post by deeahchur »

Map building has resumed and will be working from one of my old map files recently recovered. Changes will be implemented based on some techniques learned roughly a year ago. I, or others assisting me, will be adding screenshots to show progress, and video links will be added as able.

To that effect, what are some recommendations for video capture? Any volunteers to make some virtual tours of some maps? I would greatly appreciate the assist!
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Re: YCP Maps

Post by TronFAQ »

You could try FRAPS or ZD Soft Capture, which a lot of people seem to like. But if you don't pay for them, they have restrictions. FRAPS limits you to something like 30 seconds and adds a watermark, while ZD Soft expires after a month.

If you want totally free solutions, your best bet is either Xfire or MSI Afterburner I think.

I'd say MSI is the better choice. Go to the download page and download the latest Beta, not the older 2.1.0 version. After it's installed and you run it, click the Settings button at the bottom. Look for the Video capture tab and set the recording hotkey there. This beta added some improvements, like capturing sound now.

You should set the Video format to RTV1. Uncompressed gives the best quality, but gobbles up disk space. MJPEG uses too much CPU power. If I'm not mistaken, this latest version now installs the RTV1 codec so you should be able to edit and play back the video in other programs. Before it didn't install the codec, so after you recorded your video you couldn't do anything with it until you installed the codec manually.

This program is also a utility to monitor and overclock your video card, and it doesn't matter what brand or model of card you have. It works with anything. In fact, this is what the program started out as. The video capture was recently added as a bonus feature.
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Re: YCP Maps

Post by deeahchur »

NICE! Thanx FAQ! And so quick, too!

I'll do some quick wall insertions on my. OLD map, just to have walls in the appropriate places. Then I'll do a test run (probably with some assistance) and make a vid.

No promises, but I'll try to get that done within the week.

And as a side note, expect to see some screenshots of the rebuilt YCP Sweeper in the near future.
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Re: YCP Maps

Post by deeahchur »

Here are some screenshots of the YCP_HQ (OLD) map that I will be working from and updating. The overall grayness on some surfaces is due to the WorldProperties AmbientLight. Also, not all features are apparent in the images, and some walls are missing. In any case, this is a taste of things to come!

Image
Image
Image
Image
Image
Image
Image
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Re: YCP Maps

Post by Meatsack »

One thing I've always liked about your style is the black and white themes.
It makes me want to say things like TRON-noir!
As if there was a union between TRON and early film-making... :P
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Re: YCP Maps

Post by deeahchur »

:::)

and now the new way

T~o

(That's my way of saying +1 or "thumbs up")
Last edited by deeahchur on Wed Jan 25, 2012 7:03 am, edited 1 time in total.
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Re: YCP Maps

Post by deeahchur »

Per the discussion on xMDK, I shall be starting to show building elements used in YCP. I have been testing YCP_HQ quite a bit lately, so I have been able to work more precisely towards completion. As they are shown, each element will be in its finished state. For objects that can have multiple states, I will post an example of each state.
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Re: YCP Maps

Post by deeahchur »

I know I have been rather quiet for a while regarding YCP building. I started a rebuild of the YCP HQ map after playing around with a technique derived from a technique that X had on his old website. The technique walked through creating glowing edges for geometry, and it got me thinking and playing around with gemoetry. I am pleased to say that I have finally come up with something that works for my needs and takes fewer polies to implement. Then I started playing around more with sprites as textures.

I should have a rough functional map that is playable by month's end. What I mean by playable is it has multiple StartPoints, Powerups, teleporters, and breakables. The first level to be released will be YCP_HQ.

I admit that building has been significantly delayed due to immersing myself in a galaxy far far away. T-p
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Re: YCP Maps

Post by Daddyo »

deeahchur wrote:I am pleased to say that I have finally come up with something that works for my needs and takes fewer polies to implement
Since the original game came out, GPU's have increased in processing power by something like 15x for high end cards (compared ATI 9800 to GTX 580 at http://www.videocardbenchmark.net). So maybe you can make some really interesting / detailed maps today vs then, with something on the order of 15x more poly's on a map?

I just realized that the 15x increase is very Moore-like e.g. every 2 years doubles performance, so

2003-2005
2005-2007
2007-2009
2009-2011
= 4 doublings = 2x2x2x2=16x

GPU manufacturers seem to work towards meeting this too.
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Re: YCP Maps

Post by deeahchur »

YCP_HQ_Alpha

http://www.fileplanet.com/224576/220000 ... P_HQ_Alpha

contents

Code: Select all

YCP_HQ_Alpha.rar
- Custom

-- PREFABS
--- YCP
---- DATABLOCKS

-- TEX
--- HangmanEXE
---- SKYPORTALS
--- YCP
---- BINS

-- WORLDS
--- RETAILMULTIPLAYER
---- DEATHMATCH
----- YCP_HQ_Alpha.dat
----- YCP_HQ_Alpha.lta
INSTALLATION INSTRUCTIONS:
  • Step 1: Download .rar
    Step 2: uncompress to desktop
    Step 3: copy and paste folders into respective hierarchy in Custom folder.
    Note: the .lta is extra and is for inspecting in DEdit proper.
Keep in mind that this map is rough but functional.
  • - Throw a disc at the center windows! They'll disappear and reappear after 20 seconds!
    - The doors to the offices on Level 2 are non-solids for the time being, so walk right through to acquire a PowerUp.
    - The overhead forcefield enclosures are devoid of decoration for the time being, while architecture is created and custom textures are prepared.
    - The teleporters are functional, if seeming a bit skeletal, while a larger, more robust rebuild of the teleporter is viewable on the lowest level but is not a functioning teleporter itself (I have a few bugs to work out with it, including non-functioning sprites).
I would appreciate a critique of the map at this point.
  • - What do you like about the map?
    - What do you hate about the map? Lack of content doesn't count, tho. T-p
    - Suggestions for improvement
    - Questions about content
    - Bugs experienced or flawed geometry
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Re: YCP Maps

Post by TronFAQ »

I don't have much time to check out the map thoroughly today, but from what I saw it looked really nice. The use of strictly monochrome lighting and textures gives it a very unique atmosphere. I'm just wondering what the eventual purpose/goal is for this level? I read the description for it in the wiki, but it's still not clear to me what players will be doing here in a Multiplayer environment. Just curious.
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