Paul Mendoza C# blog
Thursday, June 29, 2006
  Amazing Level design paper

It’s been a week or so since I posted any of my level design articles but I just found this paper on level design that is absolutely amazing. It’s written by the lead level designer on the game Splinter Cell: Choas Theory and he gives a great overview of the theory behind developing single player levels to tell a story. He doesn’t give a high level overview but a mid level overview of level design as he calls it.

The difference is… level design today is no longer simply a technical process of implementing game design patterns. Level design today has become a narrative art, and we at least need to look at level design as narrative in order to improve our level design. In other words… it’s all about the story.

Of course, I’m not going to leave you hanging with a mindless platitude. Anybody can say ‘It’s all about the story’ and increasingly, just about anybody will. It’s one thing to say it, it’s another thing to tell you why level design is all about the story, and how to make your level designs stronger by using narrative tools.

I’m not here to say at all that story is the most important thing. In a game, interactivity is the most important thing. Anyone who says different is wrong. I’m kind of being a smart-ass when I say it’s all about the story. What I’m trying to suggest, in fact, is that if we accept that level design is a narrative art – maybe not about telling better stories, but more about facilitating the player’s ability to tell himself better stories, then we need to look at the tools and structure of narrative and ways that we can learn from them and bring applications from narrative into level design.


 

 
  IE7 beta 3 and RSS

The latest Internet Explorer 7 beta 3 was released today with some new features and some minor changes to the UI and overall it’s still a pretty good browser. Actually, it’s way better than IE6 and I still can’t decide whether I like it more than Firefox. Being able to drag the tabs around inside of IE7 is an nice addition to this version of the beta that I really like.

Now, the problem I’m having is with RSS feeds. What I want is for my browser to have a built in RSS reader much like what the Google Reader does. So I want to dedicate a tab in my browser to the Google Reader like application that should be inside of IE7. When I want to add a feed, instead of it going into that tiny favorites bar on the left that makes checking feeds a pain, I want to be able to see that latest posts on the left and see previews on the right all quickly. Right now you can collect a bunch of feeds but it’s not a very well organized feature at this point. It’s not good enough to get me to stop using the Google Feed reader which isn’t the most impressive reader out there but it currently has all my feeds in it and I don’t feel like moving them all over to another reader.

If anyone knows of a good IE7 plugin that is good for reading RSS feeds, let me know because I’ve been looking for that for a while. It would be great if I could import the feeds into it from Google Reader. If you know of one for Firefox, that would be awesome as well.

I’d be curious to know what RSS feeds most of you are reading my site through and if it’s the RSS reader you like or it’s the one you now are pretty much stuck with using because it’s got all your feeds stuck in it and you haven’t bothered to export them all to another reader? Maybe it’s not that hard to move them out but I’ve never seemed to have much luck getting feeds out of Google Reader.

 
Wednesday, June 28, 2006
  Where are the game levels?

That’s a good question. I’m not really sure what’s been up lately. I’ve been so busy during the last couple weeks that I just haven’t had a chance to really get the stuff done that I’ve been hoping to accomplish level wise. Here is what’s been happening. I started creating the level pictured here and I think I made it too large and it just doesn’t seem to work. I have this huge middle section to the map that I’m having a lot of trouble figuring out what to do with it so I’m just about ready to scrap the whole map and start a new one and maybe salvage some pieces of the current map into the next one.

These are really just early screenshots. At this point I’m really trying to just find the direction gameplay wise for where these maps are going to go. Let me try and explain what happened.

First I started creating the map with the idea that it would be a bank and one of the teams would start outside the bank in a loading dock which I’ve built and that the teams would run into the bank. I then decided that maybe it would look better as a shopping mall but after starting to build that, I quickly realized that Valve doesn’t include very many thinks that would work well as a shopping mall. I wanted to add some glass to the level that would break because I thought that would look cool.

Then I ended up creating a really large room that I was going to fill with an escalator, a glass ceiling in part and lots of racks of clothing and other merchandise. The problem I ran into was a gameplay issue. It’s not fun to play. Running through a detail store is kind of cool but there are too many places to be killed from and it becomes less skill and more about getting lucky by finding someone among all the racks of clothing.

I cleared out the room then of everything and then added massive amounts of boxes as fillers. After testing some different positions for the boxes, I still wasn’t able to really make a gameplay that seemed to fit. The space just seemed too large. It took about 14 seconds for each team to reach the center of the map. Again, this goes back to my 10 second rule I talked about before. It shouldn’t take a team more than 10 seconds to reach the center point.

So at this point, I’m thinking that I need to get rid of the middle room which then changes the map quite a bit in terms of what I’d need to rebuild and rework. I’m thinking I’ll build a bomb map which is quite a bit different from the death match style maps I’ve been building. Bomb maps tend to need to be more of a circular map with death match often being somewhat longer.

Here are some screenshots of the maps. Let me know if you have any ideas.

 
  Word 2007

I’ve been blogging about Word 2007 a lot. Yeah, I know but came across another error. Apparently a blog post that I wrote last night that didn’t ever seem to post was just posted tonight to my blog when I posted my blog entry tonight so either it somehow was queued up in Word 2007 until tonight or it somehow was waiting on the Blogger server. Not sure about either really since both really don’t make much sense.

 
  Word 2007 and Tagging

Last night I was using Word 2007 and I realized that it doesn’t support tagging. It’s still in beta so I’m pretty sure that when Word 2007 finally releases that it will support tagging but for now, I’m going to just create a macro to do it.

An hour later…

After looking online for some help on getting started with building Word additions for 2007, apparently I can’t really build them with my express edition of C# and my copy of Visual Studio 2003 isn’t compatible with their new dev tools for Office 2007 development. That’s really frustrating but not all too surprising. I’m sure if I really spent a few hours more looking at it, I could come up with a way to use the express editions but I’d rather not use that much time.

Also, were you aware that the Developer toolbar in Word only is displayed on a standard document but it doesn’t show up on a blog type post which is frustrating? Yeah, I thought that was kind of lame as well.

 
Tuesday, June 27, 2006
  Word 2007 lacks tagging

Anyone notice yet that Word 2007 lacks a tagging feature. I would think there would be an easy button to add a tag to your page in Word 2007 but there doesn’t seem to be one. There is a button for hyperlink but I don’t see one for adding a tag which would be another nice feature in the Insert bar. I really think I’m going to start looking more at Office development to see what features I can add for blogging.

Tagging and the photo addition are my first two priorities for things to start working on for this.

 
  Riya API and Word 2007 blog support

Recently Riya, the photo storage and search site, launched their Riya API for people to use. Now, at first I was really excited about using it and I had some ideas of what I’d like to do with it. Something that I’ve thought the site has needed for a while was an easy way to blog the photos.

The easiest way was if the “Blog Photo” button that they have on their site actually worked instead of saying “Coming Soon” all the time on it. The next best way would be to have an application on the desktop that would display the photos in a user’s account and the user could just click a photo and select a “blog this” button that would post the photo to their blog. Now, my final idea came tonight. If you haven’t downloaded Word 2007 already, it’s awesome and it has a blogging feature inside of it. Actually, I’m writing this post right now inside of Word 2007. But what I was thinking was that wouldn’t it be cool if there was a button in Word that you could click and all your Riya photos would come up and you would just click the photo you liked and it would be added to the blog post you were creating? I think that would be pretty neat to have since I hate having to upload a photo and then select and image upload location and go into the document and write out the html for the image tag.

If this were a feature that I built, would you use it? Is this something that other people would like to see as well? I was thinking I’d probably start off with the Riya API and then expand to the Flickr API if on exists. Maybe something for Flickr already exists which would be very cool. If one does, let me know.

I’m also thinking maybe it might be interesting to create a Riya Widget for blog pages. So the idea is that someone goes to your page, see’s a photo on your profile they like and there is a little icon on or next to the photo that says blog or indicates blog. Click the icon and it’ll send it to your blog or wherever.

I’d be interested to hear what you think about this.

 
  Google maps, Virtual Earth and Yahoo Maps API sets

Recently I’ve been playing with three API sets for the mapping solutions that Google, Yahoo and Microsoft and while the three all have pretty easy to use API’s, they all have some fairly large problems. Here are my personal thoughts on them.

Google Maps

Pros - What an amazing looking API. Probably took about 5 minutes to get a map on a screen. Another 10 minutes to add a couple of navigation features and tweak them around. It doesn’t require any difficult scripting and their examples gave me pretty much everything I needed to know how to do. There is also a lot of support since it’s a pretty popular and people just seem to love stuff Google does although I think the company of Google is losing it’s moto of “do no evil.” That’s a subject for a whole other post though.

Cons –There is a rate limit on the number of geocoding that each user key can do. The geocoding rate limit is 50,000 per day which is a lot so probably isn’t a big deal for 99% of people. If you’re not familiar with the term geocoding, it’s taking a text address and converting it into a latitude and longitude that’s quick to find on a map when loading the map at a later time. The next biggest problem is that in order to register and use the API, the site has to be posted on an open page on the internet. What if you’re doing test development on a local server using localhost as the address? Then you’ve got problems and Google just isn’t going to work for you. This means that Google maps was basically a non-starter since I don’t develop on the public internet and I can’t imagine many other developers building their applications on actual domains like Google is requiring. This seemed pretty absurd to limit developers like this. Anyone know of a way to get around this? I’d appreciate the help.

Microsoft Virtual Earth v3

Pros – Again, their API is fairly easy to use like Google’s and Yahoo! Much of their API is exactly the same as Google’s except for a few small things and the names of their functions. But my favorite part of it was that there aren’t any limits like on the Google API. I couldn’t find anywhere on the site that they mention any geocoding limits or limits on the number of visitors that can look at the maps. The API also doesn’t require a key.

Cons – Geocoding is broken. Well, you can give the map API a street address and it’ll find it but trying to find the LatLong is pretty much broken. How can this be broken? I mean, it’s such a basic feature that you almost have to have. It’s obviously a bug and not something that they intended since their own documentation even states that it should work and how but obviously it doesn’t. The part that’s broken is the Find function. Here is an example.

Lets say you’re looking up the street address of a location and you need to get the latitude and longitude so that you can store it in your database and quickly look it up later. So you’d use something like what they have on in their documentation which is pretty much the javascript I’ve copied and pasted here and made a couple changes to.

function Find()

{

map.Find(null,'Las Vegas, NV','1',onFindResults);

}

function onFindResults(findResults)

{

Var lat = findResults[i].LatLong.Latitude;

Var long = findResults[i].LatLong.Longitude;

    

}


 

Obviously this example code does nothing useful but what should happen is that you would call the Find() function, it would initiate an asynchronous call to the server and the callback is set to the onFindResults() function which then executes and performs whatever operations it needs on the findResults function which contains the LatLong object. Based on their documentation, using a null value in the map.Find() function as the first parameter should still do a search on the second parameter, the street address, and return a LatLong object inside of the findResults object. It doesn’t happen though.


 

If you have a map on the screen, when the callback happens, the map will reposition to the correct place but the actual function it’s supposed to point to callback to never gets executed which means that doing a search on just an address in order to get the Latitude and Longitude coordinates is very difficult. One solution might be to add an event listener for the change of the map coordinates when the value is returned. It’s not an optimal solution though.


 

The nice thing is that you can register an event handler so you can register an onmapchange event and when the map relocates, the event will fire and then you can grab the map object’s LatLong object.


 

Does anyone know when Microsoft is planning to fix this bug so that we don’t have to use the hack for their geocoding?


 

Yahoo! Maps


 

Pros – Yahoo! Maps is just as easy to setup as the last two. It probably ranks between Google and Microsoft. It required that I setup a key with them but this key is just a word instead of the massive string that Google required. Adding markers and content was very simple and I can really see this tool being nice to use. The Flash version I think is better looking than the Microsoft and Google versions actually. Some people disagree with me but I think the Flash looks better. I played with their AJAX version which had about the same functionality as the Google version.


 

Cons – There is a 50,000 usage limit for the map per day and a 5,000 geocode limit per day. That’s really low. It would be pretty easy for me to geocode far more than 5000 things a day if I’ve got 100 things on a map. That’s only 50 page views for the map and I’ve run out for the day. But they also make it easier to geocode than Google and Microsoft do. The problem is that their really easy method also doesn’t seem to have an easy way to get at the Lat and Long coordinates. They make it really easy to pass in an address and the map will center on that point. Maybe I just haven’t looked into this enough but I thought that was a major issue.

Another problem that I’ve been noticing is that their maps seem to load slower than Google and Microsft’s do. I’m not sure why this is but it’s quite noticeable at times although Microsoft’s at times is a bit sluggish, it’s nothing like how bad Yahoo! is at other times. Does anyone know of a way to optimize this?


 


 

Overall thoughts


 

Overall I’ve been pretty impressed with how easy the three solutions are to use for the basics tasks that would be required from the API maps. The best one I think is probably Yahoo! for it’s general features and usability. Then the Virtual Earth API and last would be the Google Maps just because of the horrible limitation of requiring a public dev environment. I’m even thinking of adding a map to this page. Maybe I’ll do that tonight but I’m not sure what it would point to. I’m not sure I really want everyone to be viewing aerial photos of my house as their first introduction to me.


 


 

 
Friday, June 23, 2006
  Prey gameplay video
I just sat down and played the demo for the game Prey and it's very good. I think it's probably going to be better than Doom 3 and maybe HL2. Really, I loved those games but I just think this game beats those two. The story and character really seem strong. Stronger than most games. And it's a FPS that creates totally innovate stuff in a first person shooter and does it with a great story. Anyways, here is some video that I took.

 
Wednesday, June 21, 2006
  Great game editor software

I was just reading about this awesome piece of software called Torque Game Builder. From what I read on the GameDevSchool blog, it’s a 2D game creation tool. I’m going to get it and play with it this weekend. It looks so easy to use. I keep thinking I need a scanner so I can draw stuff and throw it into Illustrator. I really only build 3D levels but I think a 2D game might be a fun distraction for a bit. I’m still no where close to finishing my latest level either. I actually think I might just scrap my latest. It’s far too large and the gameplay just isn’t there I don’t think. I’ve got this one large room that I just can’t figure out what to do with.

 
  World of Warcraft and reality

I really think that I just don’t get World of Warcraft at times. I’ve tried playing it and found it to be a fun game until I reached about level 15 or so at which point used a bot hired a small child to play the game for me, used that for about a week, leveled my character about 3 levels and lost interest in the game. Not to mention that kid was eating all my food and was complaining that his eyes were sore after 38 hours. Kids these days. Can't even play for more than a couple days without complaining... I think the game is probably more enjoyable without the bot child but a total waste of time since grinding is really only fun during the first MMO I played and then I figured out that the other MMO games really did grinding for levels the same say.

Needless to say, there are those that are addicted to the game and I’ve once been addicted to other MMOs. ChrisM writes a very interesting post about the connections between the worlds of reality and that of the virtual and something that was done in the virtual world for a real life event and actions that happened in the virtual world and caused the real players to be hated.

In the situation, a woman died and the WOW players held a memorial service for her in the game in a PvP area. During the memorial service a clan attacked the group and killed all the attending players which disrupted the virtual memorial. Probably a juvenile and rude thing to do but the leaders of the memorial service were idiots for holding the event in a PvP area. They had to figure someone was going to kill someone else in the area. I’d actually be more surprised if the service was held and no one was attacked.

I think the reason why these events in games don’t work is because people play games a lot of times for escape and enjoyment. MMOs cross the line because some people play because they are addicted to them. Their lives are the games and an in game memorial service really means something to them. To someone that just plays after work a couple days a week, they’ll never understand the game the way a hard core player does or feel as invested in the world events.

 
Tuesday, June 20, 2006
  Crysis and PC Gamer


Just got the latest issue of PC Gamer and Crysis sounds really good and what makes it even better is that is says in the magazine that the game is due out in the winter of 2006. I thought for sure it would be sometime in the middle of 07 but this is a nice treat. By then the next set of graphics cards will be out from ATI and NVidia I’m sure since the current series of graphics cards are getting stale.

I’m really loving my Nvidia Geforce 7900 GT though.

I just found this out about MS Word 2007. You can adjust the contrast and brightness of the pictures in the documents or posts without using a separate editor. I’m really having issues with the typing being slow though when a picture is on screen.

 
  Office 07 rocks!

I just downloaded the MS Office 2007 and I am so amazed at how good it is. How do I express how good it is? Well, I just made this blog post in MS Word 2007 and then after a few clicks inside of the program, it now will posts the document and it’s included pictures straight to my blog. It was so easy to setup that I’m amazed. It even posts pictures to my blog which I couldn’t get Blogger to even do correctly so my posts are going to contain many more pictures.

Right now I’m waiting for some friends to come over and we’re going to watch a TV show but the below picture is a drawing that Carolann made of me, her and Chris from left to right. She’s an amazing artist and totally kicks ass.


 

I’ve been lacking on posts over the last few days. I’m trying to determine which direction this blog should go. I probably could write more on my programming and I have a lot of ideas for things to build for web applications but I’m not sure that I really want to write on the topic of programming as well. I can only take so much of one thing before I get burnt out on it and then I really won’t want to write about programming after working all day on programming which is why I write about game level design. I actually don’t intend on going into the game development industry but I just enjoy creating the levels and having people play them.

 
Sunday, June 18, 2006
  5 steps to a fast multiplayer game level design.

Do you want fun, fast multiplayer gameplay in your Counter-strike Source level? Here are the essentials to achieving this type of gameplay.

1.10 second rule. It should take no more than 10 seconds for a player to run from their spawn to the center choke point of the map. Any longer and the map is probably too large and the map is no longer a fast style gameplay. It then becomes a map with slightly slower gameplay because players have a harder time finding each other to kill. When you create your map, time yourself running from the spawn points of either team to the spawn point of the center of the map where you envision most of the conflicts happening.
2. One is lonely, two is nice but three is genius. Typically giving a player three ways to enter a choke point area, the place it takes 10 seconds to reach, is best because that way it doesn't spread out the map over too large of an area and it's going to make the opposing team have to watch three points of entry which is always harder than watching two.
3.Game path economics. Giving the player three options of paths to take should involve trade offs. There should be one path that is almost a direct path into the choke point area but it has almost no advantage to taking it other than it gets you there first. The second path should have some sort of tactical advantage to it but it might take a second longer to reach the center but the tactical advantage should make up for that. Then I typically like to make the third be an odd vent or ceiling drop in that the teams can use against each other but typically it takes the longest time to get to these locations because of the high tactical advantage they present.
4.Crouching is a single player feature. Never make a player in a fast multiplayer map crouch. As soon as you force that on the player, your map play slows down because crouching often times places the player at a disadvantage and they can't move as fast which really slows the map down for gameplay.
5.It's so sunny outside. HDR is great because now level developers are encouraged to build outdoor maps because they can use those very cool HDR effects. Fast maps need to be lit well because if a player goes into a location that they can't see well, they'll start moving slower in order to be more cautious.
 
Saturday, June 17, 2006
  5 ways to create an attractive hallway for CS:S

Hallways are the essence of most maps and levels in CS:S. Think a hallway is just four boxes with wall textures, ceiling texture and a floor texture and your hallway is bound to be drab, boring to play in and uncomfortable to walk in. A hallway should have it's own life and tell it's own story. Even new places have some history in them and it's all told through imperfections. Everything is about imperfections with hallways.

1. The 10 foot rule. Never leave more than 10 horizontal feet of a wall exposed without either a decal or a prop on it. Ten feet may even be too much. Five feet might even be a better rule of thumb for walls and just placing a light doesn't generally cut it. In the example photos I've added the lockers along the wall with a light and a chiped brick decal.

2. Floors are dirty. Make sure to have dirt, trash and paper decals on the floors or else the texture repetion becomes obvious, the open space is blinding and the lack of depth to the story of the area of that map is also depressing.

3. Ceilings are rarely touched. Since so few people ever touch ceilings, for the most part, they're always in a good condition. Floors are walked on and everything falls to the floor but ceilings are clean and orderly like the day they were built.

4. The Vegas Rule. In Vegas the carpets have insanely busy patterns and the ceilings are totally drab. The creators of Vegas casinos know that you wont want to look down because the patterns are too busy and you won't look up because the ceilings are so drab so you look right in the middle to where all their casino machines are. This is the same for a hallway. You want to draw the player's eyes towards the end of the hallway where the enemy is coming from right in the middle of the vertical view.

5. Empty Hallway 7B811. What is this hallway for? If you can't determine what the building does or what is moved around in the hallway from a quick glance, the hallway isn't done. A hallway should have some sort of story or at least a purpose to it. Typically I pick a theme for a building interior and use five to ten decals through most of the building to express that theme. The example map has a paper theme to it so I have paper strewn all over the map.
 
  760 Clan party and Joe Jager
I just got back from meeting the 760 clan today which was pretty cool. Parvo, Sareena, Ass_Man, Scrub and Murder were there and Parvo's wife.I met them at Ass_Man's house and we had BBQ and drinks and played CS:S and Burnout Revenge on the XBox 360. I really see now how the 720p is kind of limiting on resolution. I want to see the PS3 now to compare the difference. The party was a lot of fun though.

Today Joe Jager and I started talking about how we had at one time wanted to do something with computer graphics or game programming. Since we work at Sponsorhouse, that's not what we're doing now. Then I stated my theory of how "half of all CS majors want to program games and the other half don't want to because they know what it's like in reality at most game companies."

Erica over heard this comment and pitched in that she never wanted to do games. But then she said that she worked on a graphics application in college. So it didn't actually disprove my theory because I think she realized she didn't like it then but I think it holds an attraction for almost all CS majors at some point.
 
Wednesday, June 14, 2006
  5 ways to add detail to a CS:S map quickly

Game levels are good when they have great gameplay and great when they've got great game gameplay and they look amazing. Here are 5 ways to quickly add detail to make a 3D game level look amazing.


1. Make all your doorways the same size and give them a frame.
Often all a frame needs to be is three blocks that set the frame at a different level than the door. The best way to do this quickly is to make sure early on that you create all of your doorways the same size and that the walls are the same thickness. Then just create one doorframe and copy and past it to all the other doorways. If you've got 20 doorframes in a level which is easy to do in an urban indoor map, this could save you hours of level creation time.

2. Only create one light with the right settings and copy it everywhere. In the Hammer Valve editor, you can use the default light entity but the draw distance for the light isn't far enough so you have to place a lot of them and HDR is disabled by default on them. So create one light, set all the properties how you'd like and then copy and paste them everywhere. You can always go back later and fine tune the lighting but you'll probably be happy with using the one light everywhere if you tweaked it to what you wanted early on.

3. Find the "Center on object" shortcut key and use it! The Hammer editor uses Ctrl + E as it's shortcut key combo. This feature will center all of the views onto the currently selected object. Once a map starts getting populated with items, sometimes an item can be selected in a window and there are so many things on screen you can't even see what's selected anymore which is where this comes in handy so you're no longer having to guess.

4. Physics objects fall to the ground. Just place them anywhere in the air near where you want them to start the beginning of the level and they'll drop to the ground when the level loads. Don't waste the time to position each one one or two units above ground level. The objects all fall to the ground during the paused moments when no one can play on a CS:S map so they'll never notice if it takes a little bit extra processing power to calculate 50 physics objects all falling at once.

5. Place a prop and then leave it! No one really is going to care if the trash can is rotated 87 degrees or 72 degrees off axis. Just give it a little twist and move onto the next prop. Props a lot of times are like the nuts on an ice creme sunday. Most people care that they're there and that they're relatively dispersed over the sunday but their exact position on the sunday isn't important. The same goes for props. Use them liberally and don't worry much if they're not exactly evenly dispersed.
 
  5 steps to building game levels quickly

This summer I've been creating quite a few high quality game maps with the Valve Source engine for the game Counter-Strike: Source and I've come across some steps that will increase your speed while developing game levels and making them look good. Most of these apply to creating game levels in general.

1. Use decals everywhere! If you have a wall showing someplace that doesn't have a decal, your first question should be "Why doesn't it have a decal?" If you have to think about it for more than a second, it should probably have a decal on it. In case you don't know what a decal it, it's a texture that has an alpha layer to it so that it's transparent in places. Things like grafitti, sewer lids, water spots, exposed brick and signs are all great decals and should be placed all over your map. You map will go from boring to exciting very quickly with decals.

2. Props are your friend. Use them everywhere. When I say everywhere, I really mean it. Don't ever worry about whether or not your computer will be able to handle drawing all those props on screen. If you get to the point where your computer is actually having a problem, then deal with it but never before. Try not to use Physics props more than 50 places on a multiplayer level but static props should be used all over the place and don't spend more than 30 seconds placing most of the props. Make sure to place a lot of little props. Don't just only use those big oil tanks or cars but use a lot of garbage and small poles.

3. Build cities or closed in areas. Outdoor areas with expansive vistas are highly over rated. Few people will look at the view but if they do look and they see that something is wrong with your skybox land off in the distance with how it meets up with your land, it'll deduct some major cool points from your map. Large vistas also take a ton of time to build well because it's a lot more detail that needs to be added to the map. Focus on a small area to map and do a really good job with it. Focus on smaller maps that are enclosed by city buildings. Even long streets are to be avoided since it's so much extra detail thats needed. Whenever I've seen a long street in a mod, I've never seen it pulled off well.

4. Never create your own textures or models. It's a waste of time. No one knows if you created the textures yourself or if they came from the game anyways and few will care. Unless you're making the level for a contest and it requires custom textures, creating new ones is a waste of time. Occasionally you'll need a model like if you're building a recreation of the Lourve in France, you're going to need a model for the three glass domes most likely.

5. Never try to recreate a real life place or at least only recreate a portion of it. Often times, while creating a real life place, you'll create the outside first and the building will look correct. Then when you start building the interior, you quickly realize the inside is way too small. This happens because when you run around inside of a game, your game character likes to have more room to run around and dodge than is in a real life building so give the character some room and don't build an exact replica of the building. Generally if you build the outside, people will get the idea of what it's supposed to be.
 
Tuesday, June 13, 2006
  AJAX, ATLAX, ASP.NET and Blogger
The last couple of evenings I've been messing around with adding AJAX to my blog which is a Blogger account so that the comment will show up in a modal window but so far all I've got is that div tag that appears at the top of the page that really just contains an IFrame. Carolann wants me to AJAX-ify her blog for her when I'm done with mine but I'm not sure if that's going to happen. I wish there was a better way to do comments with it.

What I did figure out though was a few things on getting my Blogger to create ASP.NET pages and not hurt me when it can't.

If you weren't aware, in an ASP.NET page, you don't actually have to put your page declaration for the Page object as the first item on the page. You can actually embed it inside of an HTML element. Why would you want to do this? Well, what if your aspx page is actually going to render as a .html page. We could do something like this then.

The nice part about this is that it will hide the part of the code if the page renders on as a HTML page which will happen in Blogger.

Also, you will need to change the Publishing> Blog Filename to "whatever.aspx" instead of "whatever.html" so that you can render the main page as an asp.net page. Also, under Archiving, change the Archive Filename to "Archive.aspx" instead of the default of "Archive.html".

Now that we've done this, we can start using inline ASP.NET code in our pages. I'm pretty sure that inline code is an ASP.NET 2.0 feature so your IIS server needs to be setup and running .NET 2.0.

What I've been trying to do is get the Atlas modal window to popup a dynamically generated div tag that I'm creating server side before poping up the div but for some reason there is a confict between Atlast UpdatePanel and Atlas modal window when I try to perform the operation. I'm sure there is a work around, I just haven't found it yet. I might post the source code if anyone is interested in seeing what I've created.
 
Sunday, June 11, 2006
  Summer of mapping
This summer has been a massive amount of CS:S level creation. The guys in 760 clan have really been getting into creating maps as well and I've been creating some videos for them to use when mapping. Here is one video I created for creating windows in the Valve Hammer editor. You'll need Windows Media Player to view it and it's HD quality so probably a somewhat good computer as well. I think the resolution of the video is 1280 X 1024.

Carolann said she'd build me some models for the maps that I'm creating so I'm hoping she comes through on that over her vacation she has coming up soon. I've already started on my next map which will be my third for the summer and it's quite a bit larger than my last two have been so I'm thinking I might spend two weeks on this one.

I will probably wrap up the second map today and publish it on the site.

A few interesting notes. The DS Lite is now out which I might be getting soon. Apparently Target has a good supply. This is actually pretty tempting.
 
Saturday, June 03, 2006
  Sponsorhouse.com work and CS:S

Just finished my second week at SponsorHouse.com and I'm really busy but it's a great place to work. Today I created this awesome feature for the project we're working on and I was pretty excited by it but I'm not sure that I can really say what I'm working on yet there.

Earlier this week I wrote about the limitations in the Express editions of the Microsoft IDE's that are out there. I was totally wrong. I just forgot to import my references into the new project which was why I thought I'd come upon a limitation. Apparently everything works fine and I'm back up and running in Visual Web Developer Express and C# Express which I'm really happy about because now I can work from home when I need to. There should be an emphasis on "need". When I'm at work I use VS 2005 but it's nice that my stuff from work also works at home when I need to work on it.

Me and Chris Kirkman have been talking recently about doing wedding videos for people over the summer so if you're looking for someone to do wedding videos for you, I'm now back in that business part-time. I used to have my own company doing them a couple of years ago and then stopped for a while but this time we're using HD cameras for the weddings which should look really nice. Summer is normally when people get married and I've got some free time this summer when I'm not working at SponsorHouse.

Also, my next map is coming along pretty well although I haven't done much work on it in the last day or two. I'm going to try and put some more time into it this weekend and get it up on the 760 clan server soon.
 
I am currently an ASP.NET, C# developer working on MangosteenNation.com, a XanGo website for helping people build their businesses. I am also pursuing a degree at CSU San Marcos in Southern California.

XanGo at Mangosteen Nation

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