Cesig Moreis


Change of Tack

Posted in mapping, HL2:EP2, mods, Overheid by Cesig on the September 10th, 2008

Developing a single player map, I have to say, is hard work.  Especially if you’ve never done one before.  Or at least, that’s what I’ve discovered about myself.

I spent literally months tweaking a single building (the one I said I’d wrapped up in the previous post), only to decide the quality sucked and remove it entirely. I’ve still got it in previous versions, and there were elements in it that I really did like a lot.  But the overall pace and experience within that warehouse wasn’t as good as it needed to be, so it got the axe.

I sort of hate doing that kind of stuff, but at the same time, now that it’s gone and I’ve changed direction, the map is progressing so much more quickly and fluidly.   As a celebration of sorts, I’ve attached two shots straight from the editor.  Notice the change in the red warehouse compared to how it was a few months ago.  It plays a lot better in this new version.

Also, please keep in mind that a lot of what you see in the editor shots is not detailed or polished.  I’m not at that stage yet.  So things will look ugly now, but get better once they’re polished.  Just take a look at Devious Methods for some idea of how it’ll turn out.  And there are a few placeholder buildings right now until the real ones are built.  But hopefully you get the idea.
One of the best things about making a map like this is it allows me to write a story for it.  I’ll go into some of the frustrations stemming from that in a later post.

Enjoy the shots for now.
overheid_9-10-08_a.jpg overheid_9-10-08_b.jpg

Going strong

Posted in mapping, HL2:EP2, Overheid by Cesig on the February 22nd, 2008

So right now I’m at a point where I have to stop myself from mapping so I can go to sleep.  Progress is moving forward extraordinarily quickly right now, both in terms of ideation, and construction.

I haven’t ever developed SP puzzles before, so I’m fumbling my way through what I’ve got so far.  I’m basically working on a “turn the power back on” puzzle, but with a slight twist (hopefully).  I have to keep slowing down and planning out the next step in the puzzle, but I think in the end it’ll turn out well.

I imagine that it won’t be long before I can’t stop myself from posting a screenshot or two.

Back on track in a big way

Posted in mapping, HL2:EP2, mods by Cesig on the February 19th, 2008

I’ve made a ton of progress in the last two days.  I’ve got the second of about 7 warehouses just about blocked out and I’m close to starting on the next.

I’ve started a page for this project, but I’m going to keep it pretty vague for a while, until I’m pretty far along.  I’ll post screenshots eventually, story, etc.

Ever forward…

Posted in mapping, HL2:EP2, mods by Cesig on the February 4th, 2008

The SP level is going well, but progress is slower than I’d like.  But this is pretty much always going to be the case.  I’ve got probably half of it planned out 90+% and the other half is basically just an idea.  But I know it’ll work.  I just need to keep plugging away.

I’m far enough along to show a screenshot.  Keep in mind that it’s not only a WIP, but that this part has been redone.  But this is a fair representation of the level so far.

Treatment facility

TF2 Update

Posted in mapping, cf_cluster, TF2, HL2:EP2 by Cesig on the January 23rd, 2008

Well, the different approach I discussed earlier is already paying off.  So that’s good.  Being able to walk around a place really helps to visualize what will work and what won’t.  And it’s much easier to see what needs additional polish, even from an early, blocked-out state.

I may take another stab at the TF2 map.  I’ve talked to some people and it miiiight be doable.  I have to prioritize one map over the other, but maybe a TF2 map would help me through creative dry spells on my SP map.  Or maybe it’ll just cannibalize all my time.  In any case, I haven’t done any new work on it, so this is all theory at the moment.

Changing tack again

Posted in mapping, HL2:EP2, mods by Cesig on the January 23rd, 2008

This single-player map is slowly becoming the bane of my very existence. This is how it’s been going for a while now:

  1. Plan
  2. Plan
  3. Plan
  4. Sketch
  5. Plan
  6. Sketch
  7. Toss 90%
  8. Go to step 1

I’m going to try yet another approach to this. Thus far, I’ve been attacking the map one structure at a time, laboring over every detail, puzzle, route, etc. And it’s just not working.

Instead, I’m going to build the basic plan, which I’ve had worked out for a month, and then fill the said details in later. Hopefully I’ll be able to get some creative momentum going. Because right now it’s like I’m slogging through setting concrete.
Right now, I don’t think there are enough puzzles / things to do within the level the way I have it planned so far, so I’m hoping that if I’m able to run through it I’ll get a better sense of what’s lacking and what needs refinement.

I’ve had a creative block on this thing since before christmas. I have to do something.

A Dialog Snippet

Plugging away

Posted in mapping, HL2:EP2, mods by Cesig on the January 12th, 2008

Happy holidays/new year!

I’ve been silent, but I’ve been working working working on plans for a new map. I’m doing this one right and planning everything out on paper first. Because otherwise I end up with shit and a bunch of wasted time!

It’s too early to post screens, but below are two pages of the first few sketches I’ve done for it. I probably have close to 50 now.

More as it develops…
Filtration Plant Filtration Plant

TF2: frustrating

Posted in mapping, cf_cluster, TF2 by Cesig on the October 17th, 2007

I’m trying to test to see if the game rules I’ve come up with will work in TF2. And it doesn’t look like they will. Which absolutely blows. I’m trying all sorts of things, and nothing has worked. Every step of the way it’s like the game doesn’t want me to succeed. It’s so frustrating.

The game, for all its pluses, isn’t letting me do what I want to. And it looks like it’s misbehaving in the process. I wish I could explain it more, but I don’t want to spoil the idea until I’m further along.

Basically, it’s a modified Capture the Flag. But I need to give the flag some non-flag-like behavior. And it’s having none of it.

My CS:S map on indefinite hold

Posted in mapping, de_devious, CS:S, cs_perfect, cf_cluster, TF2, HL2:EP2 by Cesig on the October 14th, 2007

So, the previous map wasn’t going anywhere. It started as a random building, turned into a trainyard, turned into a subway station, turned into a city block with a subway, turned into a city block WITHOUT a subway, and then turned back into a subway station.

In other words, the map was going nowhere.

And now that TF2 is out, I’m in the beginning stages of a TF2 map. Currently I’m doing some tests to see if my idea will even work. The gameplay type is new, and I’m beginning to suspect that the game, as it is, won’t support it. Which is a damn shame. Because the idea is a great one, and brand spanking new. So, fingers crossed.

And Half Life 2: Episode 2 has made me want to build a simple single-player map. Nothing terribly fancy, but something to see how I can do at it. But I have to get the TF2 map in some sort of shape first. And then build it, assuming the game will allow me to.

Sorry for the lack of updates, but, to be honest, there hasn’t been too much to write about. But this new TF2 map should be a very different story from the previous CS:S map. Meaning it’s been planned out much better.

Slowwwww going

Posted in mapping, CS:S, cs_perfect by Cesig on the May 30th, 2007

Well, cs_perfect is still alive, but it’s been giving me fits lately. But I guess that’s what happens when you abandon your plan and never bother to come up with a new one.

So, I’m reconfiguring the map in a big way (for the umpteenth time), but this time I think I’m on to something. It’s less ambitious than the initial idea, but this one is at least doable.

But, things are slow because I’ve not had time to work on this, and when I do, I’ve just been spinning my wheels. But I’m still pressing on.

cs_perfect

Next Page »

Bad Behavior has blocked 14 access attempts in the last 7 days.