WiP in WiP, post your screenshots!

The_Evil_Pickle

L2: Junior Member
Mar 19, 2015
60
83
I spent the afternoon making a random map generator in C++. It randomly generates huge labyrinth-like maps that can be opened in hammer.

2016-12-14.png


Here's what the program interface looks like at the moment. You can keep generating new layouts until you find one you like, and then build it into an actual map file. There are a bunch of different settings to change how the generation works.
2016-12-14 (1).png 2016-12-14 (3).png 2016-12-14 (2).png 2016-12-14 (6).png

I'm working on making this use arena gamemode logic, but a randomly generated payload map also sounds really tempting. Currently randomly placed spawn points, health/ammo pickups, and randomly distributed props are working. The map is built by reading from prefabs, so it's easy to make new parts for the generator to incorporate.
2016-12-14 (4).png2016-12-14 (5).png

So, what's the point of it all? idk. I've got a data structures final coming up, so I figured I could use some practice. I'll definitely expand on this further, I want to be able to generate completely functional arena maps. It could be a cool way to start of a map, if you want unusual layouts. Stay tuned!
 

Diva Dan

hello!
aa
Mar 20, 2016
1,034
1,954
You should call it "Average impromptu map simulator"

Jokes aside, it's very cool so far! You should make a symmetrical version for Koth and PLR in the future, next to arena/pl. Is it always possible to get from one spawn to another?
 

Asd417

Sample Text
aa
Mar 20, 2016
1,461
1,035
monday wip on a wednesday,

did a playtest of dewm the other night - thanks to everyone in the imp, after carefully analyzing the demo...I decided to do a few small updates:

added a second chance for all the players that fell in the death pit - now you get a second chance by trying to reach the teleporter in the middle; on a not-enough-narrow path, or you will slowly burn to death in the lava pit (if you manage to reach the goal you will be teleported back to your base)
818866DE156BDB82CDBC89C7F38C320ABADAB006

the safest death-pit in the world (it doesnt look very cool now, but it will be pimped into something worthy of doom, I was thinking of making the narrow-path into a skeletal spine and the middle part will be the ribcage, an on each side of the room there would be a demonic skull looking down towards you, while lava is flowing down on both sides...tbd)

also started to work on the 3d skybox:
978AA3272CB146EE9963906B566A78D774763ABE

squint your eyes, blue n red tools texture indicates the outside are of each teams spawn, the map takes place in between; surface of mars, redish tints and blowing sand

this is the view from outside red spawn:
662D01CEF09D3E8C1468E01BFA9239BDDB9E8C54


this is the view from outside blue spawn:
AB286CA929C804206E8663400898452B7EA845FC

the plan is to break up the horizon silhouette with a few buildings and replace the soothing skybox with something more doomish doooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooom

also:
- added tonemap
- removed full health
- changed water texture
- clipped windows

dl a4 here

also preparing for a prop update:

tile c alternative wall, ventilation hatch top and light at hte bottom, middle part is some type of smothering insolation colored either red or blu, 2 x panels is 256 units
55B6B5913086671FCE325B40821F1B4A75CE8C75


staircase_a, 256x256x128
FF0675F455D3C132ACCA27CE8D2A73FB690D298E


tile _c floor and ceiling + fat floor wires, grate is brush and can be swapped with glass or metal texture
16CA51E37110C9E0836574527AB769BE79CC517A


tile c_corner, grate and chicken fence are brushes, can be swapped with something else, wall ao needs to be rebaked without pipes - I think to looks way to dark and draws attention to something non relevant in the level, bottom pipes are also weirdly lit,
E1A115D8BAD0CC237541CE7F2870715F3E54BD3B


the hydraulic support system is essential to stabilizes the pressure changes in the garage, somebody told me it looked like a ribcage - dats true
8954B34A1F864E849E04000D10B79D6F7CF04AA6

this is the least played room in the map, players spawn on the far away platform, and will exit through a door on either side of the room, unless you are hiding as a looser you wont spend much time here, was hoping to glut in some extra polys and pimp it out with a decent surface-rover-vehicle and make the spawnroom more explorable
Man you might be able to create a whole prop pack with those! I'm worrying it a bit about the map performance though since it has so much poly.

EDIT: Wait, are you making the prop set for distribution? or for your map?
 
Last edited:

MaccyF

Notoriously Unreliable
aa
Mar 27, 2015
915
1,545
monday wip on a wednesday,

did a playtest of dewm the other night - thanks to everyone in the imp, after carefully analyzing the demo...I decided to do a few small updates:

added a second chance for all the players that fell in the death pit - now you get a second chance by trying to reach the teleporter in the middle; on a not-enough-narrow path, or you will slowly burn to death in the lava pit (if you manage to reach the goal you will be teleported back to your base)
818866DE156BDB82CDBC89C7F38C320ABADAB006

the safest death-pit in the world (it doesnt look very cool now, but it will be pimped into something worthy of doom, I was thinking of making the narrow-path into a skeletal spine and the middle part will be the ribcage, an on each side of the room there would be a demonic skull looking down towards you, while lava is flowing down on both sides...tbd)

also started to work on the 3d skybox:
978AA3272CB146EE9963906B566A78D774763ABE

squint your eyes, blue n red tools texture indicates the outside are of each teams spawn, the map takes place in between; surface of mars, redish tints and blowing sand

this is the view from outside red spawn:
662D01CEF09D3E8C1468E01BFA9239BDDB9E8C54


this is the view from outside blue spawn:
AB286CA929C804206E8663400898452B7EA845FC

the plan is to break up the horizon silhouette with a few buildings and replace the soothing skybox with something more doomish doooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooom

also:
- added tonemap
- removed full health
- changed water texture
- clipped windows

dl a4 here

also preparing for a prop update:

tile c alternative wall, ventilation hatch top and light at hte bottom, middle part is some type of smothering insolation colored either red or blu, 2 x panels is 256 units
55B6B5913086671FCE325B40821F1B4A75CE8C75


staircase_a, 256x256x128
FF0675F455D3C132ACCA27CE8D2A73FB690D298E


tile _c floor and ceiling + fat floor wires, grate is brush and can be swapped with glass or metal texture
16CA51E37110C9E0836574527AB769BE79CC517A


tile c_corner, grate and chicken fence are brushes, can be swapped with something else, wall ao needs to be rebaked without pipes - I think to looks way to dark and draws attention to something non relevant in the level, bottom pipes are also weirdly lit,
E1A115D8BAD0CC237541CE7F2870715F3E54BD3B


the hydraulic support system is essential to stabilizes the pressure changes in the garage, somebody told me it looked like a ribcage - dats true
8954B34A1F864E849E04000D10B79D6F7CF04AA6

this is the least played room in the map, players spawn on the far away platform, and will exit through a door on either side of the room, unless you are hiding as a looser you wont spend much time here, was hoping to glut in some extra polys and pimp it out with a decent surface-rover-vehicle and make the spawnroom more explorable

mother of god
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
monday wip on a wednesday,

did a playtest of dewm the other night - thanks to everyone in the imp, after carefully analyzing the demo...I decided to do a few small updates:

added a second chance for all the players that fell in the death pit - now you get a second chance by trying to reach the teleporter in the middle; on a not-enough-narrow path, or you will slowly burn to death in the lava pit (if you manage to reach the goal you will be teleported back to your base)
818866DE156BDB82CDBC89C7F38C320ABADAB006

the safest death-pit in the world (it doesnt look very cool now, but it will be pimped into something worthy of doom, I was thinking of making the narrow-path into a skeletal spine and the middle part will be the ribcage, an on each side of the room there would be a demonic skull looking down towards you, while lava is flowing down on both sides...tbd)

also started to work on the 3d skybox:
978AA3272CB146EE9963906B566A78D774763ABE

squint your eyes, blue n red tools texture indicates the outside are of each teams spawn, the map takes place in between; surface of mars, redish tints and blowing sand

this is the view from outside red spawn:
662D01CEF09D3E8C1468E01BFA9239BDDB9E8C54


this is the view from outside blue spawn:
AB286CA929C804206E8663400898452B7EA845FC

the plan is to break up the horizon silhouette with a few buildings and replace the soothing skybox with something more doomish doooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooom

also:
- added tonemap
- removed full health
- changed water texture
- clipped windows

dl a4 here

also preparing for a prop update:

tile c alternative wall, ventilation hatch top and light at hte bottom, middle part is some type of smothering insolation colored either red or blu, 2 x panels is 256 units
55B6B5913086671FCE325B40821F1B4A75CE8C75


staircase_a, 256x256x128
FF0675F455D3C132ACCA27CE8D2A73FB690D298E


tile _c floor and ceiling + fat floor wires, grate is brush and can be swapped with glass or metal texture
16CA51E37110C9E0836574527AB769BE79CC517A


tile c_corner, grate and chicken fence are brushes, can be swapped with something else, wall ao needs to be rebaked without pipes - I think to looks way to dark and draws attention to something non relevant in the level, bottom pipes are also weirdly lit,
E1A115D8BAD0CC237541CE7F2870715F3E54BD3B


the hydraulic support system is essential to stabilizes the pressure changes in the garage, somebody told me it looked like a ribcage - dats true
8954B34A1F864E849E04000D10B79D6F7CF04AA6

this is the least played room in the map, players spawn on the far away platform, and will exit through a door on either side of the room, unless you are hiding as a looser you wont spend much time here, was hoping to glut in some extra polys and pimp it out with a decent surface-rover-vehicle and make the spawnroom more explorable
TEACH US PLOX
 

AsG_Alligator

qhull precision error
aa
Aug 5, 2016
620
1,223
I need to get destinations, and learn to do that shit.

Cause if you can model in Source 2 editor, then I can ditch the not-so-legal 3dsmax version I got.
 

AsG_Alligator

qhull precision error
aa
Aug 5, 2016
620
1,223
Thats when ya gotta get the student version fam
I got both legal student version (afaik you are not allowed to use it to create models for profit purposes) and not-so-legal one.

As for Hammer2... I think it was designed with multiple monitors in mind, and not a single 4:3 one.
 

Asd417

Sample Text
aa
Mar 20, 2016
1,461
1,035
That is NOT the hammer I know for sure.
I'm noticing the new .vmap extension clearly indicating tf2 not compatible.
So, is it capable of making props?
EDIT: I'm also noticing some tools well seen in most modeling softwares like the vertex, edge, face select tool or the Merge meshes tools.
 

AsG_Alligator

qhull precision error
aa
Aug 5, 2016
620
1,223
You can export the map as dmx, obj or fbx model.

You can also import Source 1 VMF files.

The best thing tho:
GGz76xw.png

REAL FUCKING TIME LIGHTING!!!!1
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
That is NOT the hammer I know for sure.
I'm noticing the new .vmap extension clearly indicating tf2 not compatible.
So, is it capable of making props?
EDIT: I'm also noticing some tools well seen in most modeling softwares like the vertex, edge, face select tool or the Merge meshes tools.
That's Source 2's Hammer.
 

Crowbar

aa
Dec 19, 2015
1,455
1,298
Source2's mesh based, like any today's half decent engine. Also, hammer did have a lighting preview for some while, but since it was in Hammer, it inherited the bugginess and didn't work as intended and got removed.
 

Benoist3012

L3: Member
Dec 25, 2015
148
207
All the features, of Hammer on Source 2 are stated on reddit:
New Hammer Editor:

  • Working ingame Lightning Preview
  • Faster/Improved 3D Preview
  • Importing feature for VMF files (Maps from old Hammer)
  • Written in QT4 (So maybe the workshop tools will be ported to Linux/Mac)
  • Undo-History
  • Support for map global variables
  • Internal Screenshot Function
  • Uses the old FGD Format (?)
  • Moving and Transform functions for Brushes are now more like in "real" 3d modelling Programs like 3DS Max. For example: You can specify the pivot Point of a brush
  • Tools for Modeling Brushes inside Hammer. For Example you can work on Vertex or Edges Layer and can do things like extrude or bevel Edges
  • Asset Sprayer: You can easily "spray" asset preset, like for example a road or a forest on your map, this makes it easier for players to create maps. (used for example in Dota 2)
  • New Chooser for Models and other Assets (Asset Browser)
  • light entity renamed to light_omni
  • Map size is no longer limited to Grid size
  • Maps dont have to be closed to work
  • Clipping tool preview
  • cubemap preview
 

nᵗʰSonata

Takes way to long to make and update maps
aa
Jun 11, 2015
433
436
Is it possible to mod Hammer 2 so it works better for TF2? 'Cause honestly it looks so much better than the current Hammer.
 

The_Evil_Pickle

L2: Junior Member
Mar 19, 2015
60
83
You should call it "Average impromptu map simulator"

Jokes aside, it's very cool so far! You should make a symmetrical version for Koth and PLR in the future, next to arena/pl. Is it always possible to get from one spawn to another?

Yup! It's always built so that any open area of the map is connected to every other open area.
 

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
1,850
Not sure if much will come of this, since I won't have too much time to map in the next few weeks, but here's a little something I whipped up today:

ran2bP9.jpg

XtCZNNj.jpg

SFhUItV.jpg