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Author Topic: surf_overgrowth2  (Read 40320 times)

Offline Fission

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surf_overgrowth2
« on: December 03, 2012, 11:43:17 PM »
Hey all.

Have started working on my second surf map - a sequel to surf_overgrowth. I've promised a lot of people I'd make this, and after finishing my first year of university I finally have time to start working seriously on it.

Much the same as surf_overgrowth, the map will feature 5 stages. It'll be of the same scale as the original - huge ramps, big jumps, no bunnyhops or tight movements, but I've taken all the feedback on board and have made a couple of critical gameplay changes.

Level 4 of the original was far from fantastic. Some of the ramp placement ruined the flow of the stage, and it was a little awkward to surf at times. Level 3, on the other hand, was generally very well received because it was just... more fun to surf. I've listened to that criticism and have put a lot of my focus into making sure each stage flows nicely, and is as fun as surf should be.

I've reduced a lot of the redundant air time that was present in the first map without impacting on the feeling of totally free air movement. To word it differently, it still feels like you're flying through the map, but you're not spending as much time twiddling your thumbs in the air waiting to land. The big jump on stage 5 was fun for a little while, but when the novelty wore off after surfing the map several times, the long period of idle air time got a little boring. I've taken that into account and am designing the map with plenty of free air control in mind, while still retaining a good number of fun obstacles and plenty of things to move around on your way through the stages.

I've got big plans for an arena-type jail and lots of fun activities to satisfy the combat-oriented players, while maintaining a high quality, medium-high difficulty skill map for the skill surfers to enjoy.

Will post more as I go - a lot of the screenshots I post will be very much subject to change, and I'll be putting a lot more effort into visual design than the original _overgrowth (more props and detail work, trees, ivy, broken/damaged walls and floors, etc.) I'll be adding a bunch of fun secrets that will all be worth the time discovering and obtaining in-game, and may add bonus stages/jails sent to me by other mappers if I have the resources to add them in.

Am hoping to have this released by March next year, but I certainly won't be rushing things to stick to that date. We'll see what happens.

Please note this is all pasted from my primary development thread on the Surf Infamous forums (http://www.surf-infamous.com/forums/viewtopic.php?f=24&t=15104) - I'll still post all the same content here, so don't worry!

As always, your support and criticism is much appreciated - I want to get this map made to the highest standard possible, and you can all help me do it. I'll be releasing versions of this map for CS:S, CS:GO and TF2, but all development and testing before the final version will be done in CS:S. If you're interested in beta testing, feel free to send me a message any time - I'm looking for experienced surfers who wouldn't mind testing and giving me feedback on a new stage every couple of weeks.


Cheers guys,

Fission


Changelog
« Last Edit: February 13, 2014, 05:00:10 AM by Fission »

Offline Fission

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Re: surf_overgrowth2
« Reply #1 on: December 03, 2012, 11:43:55 PM »
Update: December 04, 2012 - Stage 1 Public Alpha Release
Download Link: surf_overgrowth2_alpha3.7z

As promised, I've released the finished first stage of this map for everyone to play.





Known Bugs
  • You can see parts of the map rendering when you look out the windows - this isn't pretty by any stretch of the imagination. I will definitely be working on fixing this up before the final release, but it's not a major concern of mine at this stage.
  • Obviously, the top of the map (spawn area) isn't sealed in. This is not finished by any means, and the entire spawn area is simply a placeholder.
I'd greatly appreciate the reporting of any bugs or critical gameplay errors, such as areas where you can land and get stuck without being able to teleport back to the spawn, missing textures, or gaps in the walls of the map. Please bear in mind that there are platforms in the map I'm intending to use as secret areas, and as such, they do not teleport you back to spawn - I think these are obvious enough.

You can reply with any feedback in this thread, send me a private message, or message me on Steam (add 'physsion' to friends.)

Please note that while I will still be updating this thread with plenty of screenshots of my development, this is the only stage that will be publicly released before the map is completed. The play testing and reviewing of the rest of the stages will be reserved for a specific list of beta testers, as mentioned in my original post.
« Last Edit: December 04, 2012, 12:01:38 AM by Fission »

Offline moonrabbit

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Re: surf_overgrowth2
« Reply #2 on: December 04, 2012, 01:04:19 AM »
I've been testing this over the past week or however long it's been in development. The man has a knack for good surf.

I'd recommend all of you to have a go at it.

Offline S.T.A.L.K.E.R.

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Re: surf_overgrowth2
« Reply #3 on: December 04, 2012, 01:34:44 AM »
Where is the over growth though?

Offline Power-Fusion

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Re: surf_overgrowth2
« Reply #4 on: December 04, 2012, 07:11:39 AM »
Its in your pants Ryan, trim that shit up.
spoz: I like my women how i like my filesystems... FAT and 16

Offline Sacred

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Re: surf_overgrowth2
« Reply #5 on: December 05, 2012, 10:38:16 AM »
this looks fantastic and promising. enjoyed surfing it.
this makes me want to map again  \

Offline Mr.Cow

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Re: surf_overgrowth2
« Reply #6 on: December 07, 2012, 03:46:54 AM »
I see lots of treeees!
Looks gud.

Offline Fission

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Re: surf_overgrowth2
« Reply #7 on: December 11, 2012, 12:49:21 AM »
Update: December 11, 2012 - Oh Dear

well, shit.

My SSD failed, and I've lost the .vmf (map save file) for this. All my progress on level 2 is gone, and my level 1 fixes since the public alpha release have also been reverted.

Will hopefully get my SSD replaced tomorrow. Will get those bugs in level 1 patched up again, and start anew on level 2 I guess.

big demoralizer, that. Will keep trucking on as soon as I can, though.

Offline RazerSurf

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Re: surf_overgrowth2
« Reply #8 on: December 12, 2012, 04:28:42 PM »
Update: December 11, 2012 - Oh Dear

well, shit.

My SSD failed, and I've lost the .vmf (map save file) for this. All my progress on level 2 is gone, and my level 1 fixes since the public alpha release have also been reverted.

Will hopefully get my SSD replaced tomorrow. Will get those bugs in level 1 patched up again, and start anew on level 2 I guess.

big demoralizer, that. Will keep trucking on as soon as I can, though.

You're not the first one to go through that shit.. I don't think I have enough fingers to count every mapper who started something great and lost it in HDD-failure.. Didn't think SSD's were so unreliable though, mine is working great so far thankfully.

Offline Tioga060

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Re: surf_overgrowth2
« Reply #9 on: December 12, 2012, 05:43:23 PM »
Download dropbox and save/edit your vmfs in the dropbox folder.

Surf felt more like eternal than overgrowth imo (I'm not just saying that because of the theme)

Offline RizzLe

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Re: surf_overgrowth2
« Reply #10 on: December 13, 2012, 05:25:38 AM »
Surf felt more like eternal than overgrowth imo (I'm not just saying that because of the theme)
This is true, but still, stage 1 is very fun. There are too many tight turns to feel like overgrowth.
Juxtapo

Offline The call me queer

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Re: surf_overgrowth2
« Reply #11 on: December 14, 2012, 02:47:47 AM »
Agreeing with those two even though I haven't played it yet. The endless hang time is what made it feel like Overgrowth.

Offline Fission

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Re: surf_overgrowth2
« Reply #12 on: June 11, 2013, 02:47:01 AM »
Update: June 11, 2013 - Stage 2 Alpha

wow. It has been a long time.

It seems the gods of surf don't want me to finish this project. SSD failure and the dreaded steampipe patch have stopped me in my tracks, but here I am with an update - finally finished stage 2. Huge thanks to Doodles for helping me fix my Hammer!

As promised, here are some screenshots to show my progress. I am, however, sticking to my word, and won't be releasing any more stages publicly.






Hammer Screenshot: https://dl.dropboxusercontent.com/u/108725570/Mapping/surf_overgrowth2/Screenshots/hammer%20alpha8.jpg

Hopefully I'll be able to pump out stage 3 a bit quicker than this one - 6 months per stage is pretty shocking to me too!

Offline Bluefin

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Re: surf_overgrowth2
« Reply #13 on: June 11, 2013, 04:42:35 AM »
Update: June 11, 2013 - Stage 2 Alpha

wow. It has been a long time.

It seems the gods of surf don't want me to finish this project. SSD failure and the dreaded steampipe patch have stopped me in my tracks, but here I am with an update - finally finished stage 2. Huge thanks to Doodles for helping me fix my Hammer!

As promised, here are some screenshots to show my progress. I am, however, sticking to my word, and won't be releasing any more stages publicly.

Hopefully I'll be able to pump out stage 3 a bit quicker than this one - 6 months per stage is pretty shocking to me too!

Sexy!

Offline maltsns

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Re: surf_overgrowth2
« Reply #14 on: June 13, 2013, 12:58:01 AM »
Still play stage 1 of this map from time to time. Can't wait for the final thing.

Offline Fission

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Re: surf_overgrowth2
« Reply #15 on: November 05, 2013, 12:39:59 AM »
Update: November 5, 2013 - Stage 3 Alpha

Finally got around to working on this again. A huge thanks to my testers, my friends, and especially my wonderful girlfriend for supporting, motivating and inspiring me to keep working on this project.

Hammer screenshot linked at the bottom so you can see the kind of chaos I'm working with here!






Hammer Screenshot: http://i.imgur.com/XrghVV4.jpg

Offline RizzLe

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Re: surf_overgrowth2
« Reply #16 on: November 05, 2013, 12:46:00 AM »
Last screenshot looks really really nice! Can't wait to surf it! If the other stages are anything like the one you released I'm sure everyone will love it. Any estimate on release?
Juxtapo

Offline Fission

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Re: surf_overgrowth2
« Reply #17 on: November 05, 2013, 01:03:47 AM »
Depends. I'll try to keep this momentum going and have stage 4 done in the next week or two, but... I said that about this stage as well, haha.

I'd really like to get it finished by early 2014, but we'll see.

Thanks for the feedback, much appreciated \

Offline moonrabbit

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Re: surf_overgrowth2
« Reply #18 on: November 05, 2013, 09:46:14 AM »
It's looking better than when I last played it!

So keen.

Offline Fission

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Re: surf_overgrowth2
« Reply #19 on: January 27, 2014, 03:24:11 AM »
Update: January 27, 2014 - Stage 4 & 5 Alpha

Hey team, time for a quick update.

Haven't got any screenshots for you at this stage, but I have good news. Stage 4 and 5 are very close to completion, and this map as a whole is very nearly in a completely playable state.

I have a lot of housekeeping to do with it, like tidying up teleport triggers, lights, details, props, etc. It probably won't be finished for a few more weeks - this thing is colossal, and changing minor things through the entirety of the map does take a while.

Took another screenshot of my Hammer editor below. Not far to go now!

Hammer Screenshot: http://i.imgur.com/5whLaVP.png

Offline Diealready

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Re: surf_overgrowth2
« Reply #20 on: January 27, 2014, 03:27:29 AM »
Holy shit that must lag up hammer so much

GG

Offline Fission

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Re: surf_overgrowth2
« Reply #21 on: January 27, 2014, 06:08:54 AM »
Actually, it's not bad at all, thankfully! Even if I did have lag problems, the visgroups you can see on the right make it really easy to simplify what's on my screen at any given time. It's nice when I'm doing the tedious stuff like adding trees, lights and detail geometry.

Offline Fission

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Re: surf_overgrowth2
« Reply #22 on: January 28, 2014, 01:46:11 AM »
Update: January 28, 2014 - Stage 4 Completion

Have finished lighting and detailing stage 4. Worked through it much faster than I expected.

Just one more stage to finish detailing, then some work optimizing and finalizing it for a release.

I am very close to finishing this.




« Last Edit: February 13, 2014, 05:00:29 AM by Fission »

Offline Fission

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Re: surf_overgrowth2
« Reply #23 on: February 13, 2014, 04:55:15 AM »
Update: February 13, 2014 - Stage 5 Completion

Finally.






aaaaaaaaaaaaaaaaaaand guess what? I've finished the map.






A huge thanks to all my testers, and a very special mention to [frank.], Morning, komaokc, TopHATTwaffle, Insane, EarthwormEd and Mark C.

Release coming soon - got a few things to sort out first. Watch this space.


One last Hammer screenshot.


« Last Edit: February 13, 2014, 05:01:02 AM by Fission »

Offline moonrabbit

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Re: surf_overgrowth2
« Reply #24 on: February 13, 2014, 10:15:32 AM »
Good to see it finally finished!

Offline RazerSurf

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Re: surf_overgrowth2
« Reply #25 on: February 13, 2014, 01:28:25 PM »
That is one tight grid.. Good job man

Offline Tioga060

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Re: surf_overgrowth2
« Reply #26 on: February 14, 2014, 02:39:54 PM »
Looks OK I dunno kinda looks like a copy of surf_elysium if you ask me.

Offline Sacred

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Re: surf_overgrowth2
« Reply #27 on: February 15, 2014, 08:53:32 AM »
Can't wait to play it, only reason to surf lately is your map!

Looks OK I dunno kinda looks like a copy of surf_elysium if you ask me.

Ujelly?


Offline Arblarg

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Re: surf_overgrowth2
« Reply #28 on: February 16, 2014, 01:30:56 AM »
Holy shit that grid. Good luck with the final compile. Make sure you put a backup somewhere. Interested in the final release.

Offline S.T.A.L.K.E.R.

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Re: surf_overgrowth2
« Reply #29 on: February 17, 2014, 12:12:40 AM »
Sooo, should people with low ends PCs expect to be surfing with 4 FPS?

Offline Panzerhandschuh

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Re: surf_overgrowth2
« Reply #30 on: February 17, 2014, 12:20:27 AM »
Sooo, should people with low ends PCs expect to be surfing with 4 FPS?

Maybe if source engine was really shit and didn't have vis culling.

Offline moonrabbit

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Re: surf_overgrowth2
« Reply #31 on: February 17, 2014, 01:49:45 AM »
Yeah, I'm at a constant 300 fps on this map. It's massive, but not made stupidly.

Offline S.T.A.L.K.E.R.

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Re: surf_overgrowth2
« Reply #32 on: February 17, 2014, 04:19:44 PM »
Maybe if source engine was really shit and didn't have vis culling.
One of these is true

Offline Orange

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Re: surf_overgrowth2
« Reply #33 on: February 19, 2014, 10:23:28 AM »
How long would that take to compile?  \
Surfing states of the elder men

Offline moonrabbit

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Re: surf_overgrowth2
« Reply #34 on: February 19, 2014, 08:00:27 PM »
How long would that take to compile?  \

Last I remember he said about 5 minutes for a full compile. Large lightmaps and use of visclusters cuts the compile down significantly.

Offline RizzLe

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Re: surf_overgrowth2
« Reply #35 on: February 19, 2014, 09:32:23 PM »
Insane made a bonus?!?!?
Juxtapo

Offline Fission

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Re: surf_overgrowth2
« Reply #36 on: February 25, 2014, 09:44:40 AM »
Final compile with normal vvis and vrad took 1 minute 57 seconds.

Luckily for me, with a map this size, I can get away with a lightmap scale of 128. As moonrabbit mentioned above, visclusters certainly helped cut my vvis time. I have had no reports of any lag or choppiness from any of my testers.

99.8% brushsides!  \

Offline scaz.zaf

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Re: surf_overgrowth2
« Reply #37 on: February 25, 2014, 10:26:54 PM »
Sweet jesus that grid
I'm really looking forward to the finished product

Offline Crayz

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Re: surf_overgrowth2
« Reply #38 on: February 27, 2014, 01:17:32 AM »
I just finished surf_overgrowth, it's hands down one of my favorites.  I'm anxious for this one  \