DM-Planetoid

Overview

InspirationDouble planetoid by M.C.Esher (1949).
AuthorBrinjolf
MapDM-Planetoid
Date11-24-2001 - 30-11-2002
TimeFar too much
Game typeRune DeathMatch
Size3.62 Mb, far too large
Known problemsSome BSP holes, Bad lighting, no Skybox. No ambient sound. Poor but acceptable Framerate
NotesIt seemed like a good idea at the time. Proofed to be a lot more difficult then I expected but in the end I got it done althoug I never going to try something like this ever again

Screenshots

The inspiration/example

Installation

Installation is as follows :
DM-Planetoid.runRune\Maps folder
eye.utxRune\Textures folder

The building of this map

Since it took a long time to build this map, here's a short discource on the making of..

The geometry

Building this map I ran into a lot geometry problems. The feared BSP hole and the terrifying Hall Of Mirrors (HOM). This is due to two aspects.

The BSP Problem

Building this map I ran into a lot of BSP holes. The main way to control this is to minimise the BSP cuts. In this geometry most walls are aligned so to minimise the BSP cuts. The way to do this is make sure every angle is the same. Choose a fixed ratio for the diagonal walls and the non-perpendicular walls.
I had to align the walls exactly. When two pieces of wall are not exactly aligned, the number of BSP cuts doubled.
Another important note about BSP is that although people say Non-solids and Semi-solids do not affect BSP, I experienced otherwise. After reaching a stable geometry with working ZonePortals I couldn't add Non-Solid or semisolid decorations without collapsing the geometry somewhere.
Another BSP problem is caused by having some area's too close to eachother. This will cause a BSP overspill into the adjacent areas. The four main areas are located as far from eachother as possible, and are exactly opposite. This reduces the number BSP cuts. Sometimes the geometry collapsed just by moving an area a little bit.
In one of my attempts I tried to isolate the areas by intervening walls, but this was not effective.

The ZonePortal Problem

This map contains :

This is adding up to 36 zone portal brushes and WarpZone actors
The zoneportals were problematic because of the following reasons.

The brush order problem

Both the geometry (BSP holes) and ZonePortals (HOM) problems are closely related to the brush ordering.
The order of brushes in the map are :

  1. Main area subtractive brushes.
  2. Additive brushes
  3. Subtractive brushes
  4. Semi-solid brushes.
  5. Non-solid brushes including portals.



The skybox

There is no skybox. I abandoned the skybox idea for the following reasons.

Decorating the map

When I finally got a stable geometry, I began decorating the map. But when I added Non-Solid or semi-solid brushes the geometry collapsed. It would have been nice to have decorations like vines, some ledges for items,etc. As a workaround I edited some textures and put them on the Plate and Bench decoration actors. All FireObjects (the flameholders) are off, far too many particle systems resulting in loss of framerate.

Lighting

Due to the non-vertical walls of the tetrahedron, I had to resort to ZoneLighting. Using normal lights, I kept having pieces of wall which weren't lighted. I added a corona with animated fire for most lights because particlesystem fires slowed down the map and adding non-solid fire brushes collapsed the geometry.

All lights use no light effect although most lights are Fires. Using the LE_TorchWaver light effect slowed down the map.

Tips and lessons learned

Dedication:

I wish to dedicate this map to :

Feedback

For feedback :
Brinjolf
As far as I'm concerned this map is finished. Anyone wishing to change, add to, or convert (UT, CTT or Teamplay) this map is welcome, as long as he give's me (some) credit, and includes this documentation.