Wednesday, 7 August 2013

Mazes and blocks and stuff

I recently went back to an old idea I had, which is to make a space-style Minecraft CTF map. The only difference between now and then is that I actually finished the map this time. The map is playable, and I will hopefully be playing it a lot now. It's really fun, with okay scaling and shape and all that.

Soon, I intend to figure out how to bake the lightmaps in 3DS Max, so right now there are no lights on the map. It's really bright.

In other news, I made a really cool 3D maze. It's built using 64^3u grid "blocks", and it has 7*8*7 blocks. It's built entirely using patches, so all the walls are 0u thick, which makes it a really strange and cool feeling running around, though there are some points where the movement is a little awkward.

There is also a larger (16^3) maze in the works, but I ran into some problems - mainly, that having eight thousand patches, half of which are on the same plane as another, really slows down the game. I got less than 50fps without collision in the worst areas, and literally 1fps with collision on. It's not really the best performance, no doubt. That is why I'm going to try and either convert it to a model and compile it from there, or recreate it with brushes. I would prefer the former over the latter, as brushes almost entirely defeat the purpose of this map. It won't necessarily break the gameplay though.
This is one of sixteen "layers" of the maze. Creating it manually is a very slow and painful process.

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