Developer Journal: eat
This is my first dev journal and its long overdue. Im beavering on 2 maps at the moment, ff_well and ff_crossover.
ff_well
Zouave was working on ff_well previously but we decided to move him onto just AvD maps and so I took over well. He had a completed layout and I have been using it but changing some parts. I have kept the general theme of his map - heavy industrial and I am keen for the water in the map to have a source. I am playing with the idea of having huge dams that the water flows down from, meaning waterfalls will be needed. There is no implementation for falling water in HL2 so I am experimenting with some methods that are will appear realistic.
Still in its infancy but the last few days I've nailed the style and so its time for some real progress. As some of you may have noticed, I like to push mapping techniques as far as I can and come up with new ways to make things that people perviously said were impossible. Displacements are a huge improvement from HL1 meaning mappers can make curved areas and I like to use them for this purpose. Its cheap in engine terms aswell so there aren't the same drawbacks that forced mappers to build on the grid for HL1.
There is a thread discussing some points of well here if anyone would like to contribute.
ff_crossover
This is in the tweaking stages now. Im putting a few of the team's new textures in replacing some others so the map is a bit more colourful. Maybe we can show updated screenshots of this soon.
ff_well
Zouave was working on ff_well previously but we decided to move him onto just AvD maps and so I took over well. He had a completed layout and I have been using it but changing some parts. I have kept the general theme of his map - heavy industrial and I am keen for the water in the map to have a source. I am playing with the idea of having huge dams that the water flows down from, meaning waterfalls will be needed. There is no implementation for falling water in HL2 so I am experimenting with some methods that are will appear realistic.
Still in its infancy but the last few days I've nailed the style and so its time for some real progress. As some of you may have noticed, I like to push mapping techniques as far as I can and come up with new ways to make things that people perviously said were impossible. Displacements are a huge improvement from HL1 meaning mappers can make curved areas and I like to use them for this purpose. Its cheap in engine terms aswell so there aren't the same drawbacks that forced mappers to build on the grid for HL1.
There is a thread discussing some points of well here if anyone would like to contribute.
ff_crossover
This is in the tweaking stages now. Im putting a few of the team's new textures in replacing some others so the map is a bit more colourful. Maybe we can show updated screenshots of this soon.