Here's some pics of my last lunch at F5 and playing rock band last night at Seppo's house.
Saturday, April 05, 2008
...new job, new city + pics!
Here's some pics of my last lunch at F5 and playing rock band last night at Seppo's house.
Saturday, February 23, 2008
...some quick things we're learning making the TF2 map
- It seems obvious, but we missed this for awhile. It's not a great experience when the flag holder can run through the safety of the spawn room to easily get to the capture point without people being able to chase him.
2. Keep engineer sentry range in mind for all major meeting points and defensive points.
- The should be a generous amount of good sentry spots in the map. For players, taking the time to setup a sentry and then have it destroyed by people simply shooting out of it's range gets frustrating. We made a prefab of this distance to move around the map as needed.
3. Large wide-open areas tend to be lacking for team-based play
- Areas like this may be fun for snipers, soldiers and scouts, but we saw that the resultant gameplay to be too unorganized for fun team play especially with the other classes. We have ended up constraining more as we go and the level is getting more fun.
4. If you are going to place the flags multiple floors up, don't let the capturer simply drop off to get away
- Constraining this with fences has given the defenders a better chance to regroup.
5. Make sure the spawn room exits are simple and obvious.
- At first we had 3 ways to go, one of which went up the stairs. This was really confusing (even to us!). It seems like 2 directions from the room is ideal...one to battlements and one to flag area.
6. We made Snipers pits within view of each other.
- Allows snipers to have to kill and avoid being killed by each other.
7. Most importantly - testing the map with people is worth 1000 hours of theory.
- So much becomes obvious when we watch and play with people. We play on opposite teams and constantly switch classes to see how it feels with each. Also we have all talk on (sv_alltalk 1). Pay attention to what people are saying and suggesting, but also notice events such as why people drop (sorry about the unfair squishing!).
Extra Bonus - Here are some stats I found on the forums that have proved usefull:
All Classes
Walk ---- 83h x 49w
Crouch -- 56h x 49w
step ------------ 18
Jump ----------- 43
Jump + Crouch -- 70
min height before fall damage -- 269 (this is lower if you crouch)
------------------------------------------------------------------------
Class specific (listing highest values I was able to attain, recommend lowering these unless you want the jumps to be as difficult as possible):
Sentry Range ---------------- 1132.15
Engineer Sentry Jump -- 136 (jumping from top of your sentry gun to reach higher locations)
Scout double jump ----------- 90
Scout double jump + crouch -- 117
Soldier Rocket Jump -------- 324
Soldier *Super Rocket Jump -- 528
Demoman Sticky Jump --------- 608
Demoman *Super Sticky Jump -- 960
*Super Rocket Jump - crouch just before you do standard rocket jump.
*Super Sticky Jump - crouch just before you do standard sticky jump.
These are kind of difficult to pull off, you have to time it just right. I find the demoman more difficult to super jump.
...went to GDC 2008 this week.
Saturday, February 16, 2008
...latest TF2 map link and Pics [UPDATED - again]
http://www.megaupload.com/?d=A4VXM86Q
Newer Pics:
Newer, simpler spawn room.
New middle section has much better flow now. Intense battles take place along 3 levels of crossfire.
Buttons on boths building levels move the "elevator". Players can shoot from the windows on the second floor which face the sniper pits. Soldier can rockets jump into and out of the second floor.
View from new Flag area 3 floors up.
Back route shortcut for soldiers/scouts.
Monday, February 04, 2008
...flocking birds
Wednesday, January 30, 2008
Saturday, December 29, 2007
...3 rings of nooooooooooooooo
Thursday, December 20, 2007
Monday, December 17, 2007
Sunday, November 25, 2007
...pics of the TF2 mod I'm working on
Monday, November 12, 2007
...last night (we played our tf2 level)
Saturday, October 27, 2007
...the relationship between making a TV pilot and making a level
Friday, October 05, 2007
...frustrations with the Simpsons game demo
- walking in a straight line is hard! The camera starts turning with any rotation off directly forward.
- demo level is too hectic...too many krustys running around saying the same thing over and over.
- "lard lad" boss's pattern could be much better. One of the 2 spots he goes between is almost impossible to get onto his back from.
- ...and Homer is practically useless against him. I would like it better if Bart had to do one thing, then Homer had to do the next etc...
- too unforgiving in general...I'm talking about glide decent rate, double jump success rate, amount of time Lard Lad stays stunned, frequency of Krustys...
- camera is odd...R-stick can be used to look around, but pressing L1 to actually aim at things often has you pointing away from your intended target
A good focus test could really help...unfortunately I know sometimes even with well-run focus tests, it is all in how management reacts and fixes the problems that come up that make the difference...
Sunday, September 16, 2007
...article I wrote about game design
Saturday, September 15, 2007
...DC
Tuesday, September 04, 2007
...i have this week off
Wednesday, August 15, 2007
...well I'm back
Went to the gym yesterday and I'm down to 147 from 152. I'm hoping it's fat, but my last yoga class tells me otherwise...
Thursday, July 19, 2007
...one thing before I leave
Wednesday, July 18, 2007
...Best of 2006
Here's my favorites for 2006 that I experienced. Anything I missed?
Music (includes releases from late 2005)
Top 5
The Mall - Emergency at the Everyday
Sonic Youth - Rather Ripped
Reuben - Very Fast Very Dangerous
Genghis Tron - Dead Mountain Mouth
Mastodon - Blood Mountain
Honorable Mentions
The Bronx - The Bronx
Converge - No Heroes
Movies
Top 5
The Prestige
Children of Men
Pan's Labyrinth
An Inconvinient Truth
Little Miss Sunshine
Honorable Mentions
The Descent
The Departed
Borat
Tristram Shandy: A Cock and Bull Story
Brick
Games
Top 5
Half-Life 2: Episode One (PC)
Dead Rising (360)
Wii Sports (Wii)
Brain Age (DS)
Guitar Hero 2 (PS2)
Honorable Mentions
Bully (PS2)
Gears of War (360)
The Legend of Zelda: Twilight Princess (Wii)
Elite Beat Agents (DS)
Saturday, July 14, 2007
...Amsterdam here I come
Tuesday, June 05, 2007
Monday, May 21, 2007
...Gears of War Multiplayer Design
1. Recognizable level landmarks
For me this is one of the big things that makes it easier for me to learn (and therefore enjoy a map). I think too many of the gears maps fail to do this well enough. Take Garden. At least 2 or 3 times in a match I find myself running 2 or staying at the wrong greenhouse. Even a map that's generally good at this could use a little more clarification (the upper left and right mirrored spots - it would be better to be able to say "the balcony with the statue", or "red building" balcony. Some other levels that could use a little more clarity are Canals, and Mausoleum. In general while looking around, I should be able to tell my teammates where I am in a small sentence - sometimes I can use weapon spawns, but ideally this should be conveyed by the level architecture and texturing.
2. Level lighting
Perhaps this problem is exacerbated by my 27" standard TV (there are a lot of us out there still!), but on a few levels I have a very hard time telling the teams apart. In general this is an issue due to generally similar body sizes and next-gen-style lighting, but it really sticks out in a level like process which I like in every other way...on the grenade capture point (by the 2 long bridges) the 2 teams look pretty much dark black. I have similar issues in Bullet Marsh.
3. Running paths
Good paths to run (holding A) make playing in a GOW level much more fun. Ideally I should be able to traverse large distances in the map without unintentionally getting stuck too often and without having to come out of run too often. One thing I learned from Counter-strike design that applies to GOW is that having 2 ways -no more, no less- to go from start (and all spawn points if possible) is ideal...it allows your team to break up into a couple groups. Finally, there should be enough running room for 4 team members to run around. A good example of all these is Gridlock. Coming from start there is a large curved section which splits off on two sides of the railing. Running from here to any section of the map is a treat. Rooftops is a bad example of this and one of the reasons we don't play it much. The start has you running towards a linear section of thin L-shaped corridors. These sections would be better served if the were not 90 degrees (curved or sectional) and/or larger in size. As they are, you often bump into your comrades or get sucked into the walls. Additionally it takes 7 or 8 seconds before it branches off to a sectional area of hard turns and stairs that is very hard to run through...
4. Arg!- Dropoffs
Sometimes ledges and stairs don't let you walk off of them from certain angles. I also have issues rolling off them and running down them. This is not a level-only issue but it sure seems worse in some spots than others. In general, too many short stairs and ledges in close proximity and mixed in with short 90 degree turns make traversal less fun (see Rooftops). Certain geometry placed too nearby can make the problem even worse - like the pillars placed near the stairs in Canals.
5. Respawn spots
In general, most respawn points are well thought out and well-done. There are a couple instances where they aren't as good. In Raven Down, enemies can spawn directly behind you . When you have the jeep control point under control with a short dead end behind you..this feel extremely cheap. Also related is some of the points above. I want to know where I am (landmarks) and have a nice path(s) to run to where I need to go to. Finally, there is at least one occasion where a capture spot is near enough to a spawn point...in Fuel Depot, there is a capture right near the spawn point in the hangars which encourages spawn camping...
6. Long linear routes = bad
For multiplayer games, oftentimes it's often best to have a short to medium path to every other spot in the map. GOW does this particularly well. Most of the better levels are built like a series of interconnected Os that allow good meeting spots, and flanking enemies who don't watch there backs. There are a couple that don't feel as good. Bullet Marsh deserves some criticism for how long it takes to get from place to place. It takes extremely long to get from the top middle to the bottom. A couple extra routes or shortened lead up routes would've made this map more playable. Escalation has similar issues due to its extremely linear climb. Perhaps this level could have worked better half the height stacked next to each other with a couple paths between.
7. Variety in capture points
It's nice to have variety within a level's capture points. Most of Garden capture points give you different feeling, from the close combat of the middle spot, to the stairways leading to the boom, to the uneasy surroundings of the greenhouse. Process is really good in this regard as well. You have a wide open spot with massive death counts, a small round spot that's easy to flank and chainsaw, a long sniper friendly corridor that also has stairs to the side, a raised platform that is exposed on the sides and back, and the area behind it which is lower and exposed on the sides...each spot feels hard to defend in unique ways.
That's it for now....More thoughts as they come. I would love to try my hand at making a GOW multiplayer map, but currently there is no way...let's hope more maps are coming in the future :)
Monday, May 14, 2007
...new cd reviews
decisions, decisions...
Wednesday, March 28, 2007
...one thing
Sunday, March 11, 2007
... went to GDC this week
Didn't buy any new game design books but that's ok...I just finished reading a couple (here and here) so I need a little break....
Besides that, still very busy finishing Lair at work and currently learning XSI so I can convert my CS brushes into props....fun fun...
Saturday, February 17, 2007
...killing in the name of...all that which does suck
I can't find the solo black hole sun, but you get the point...










