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Red Eclipse • View topic - [fun map] sm64 (updated dez 18)

[fun map] sm64 (updated dez 18)

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[fun map] sm64 (updated dez 18)

Postby bonifarz » 25 May 2015 13:57

Attachments
clock.jpg
stair.jpg
flames.jpg
basement.jpg
yard.jpg
cannon.jpg
grounds.jpg
entrance.jpg
aquarium.jpg
gallery.jpg
tinyhuge.jpg
mirror.jpg
water.jpg
sm64-v0.7.4.zip
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Re: [fun map] sm64

Postby Norakam » 25 May 2015 17:41

I love this! You could put the Alpha base outside where Mario begins and the Omega base somewhere inside the castle, representing Bowser.
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Re: [fun map] sm64

Postby shirepirate » 26 May 2015 02:12

interesting, i want to see how it looks with more realistic lighting. it might be a fun FFA map.
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Re: [fun map] sm64

Postby bonifarz » 26 May 2015 06:35

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Re: [fun map] sm64 (updated may 28)

Postby bonifarz » 28 May 2015 22:11

OKay, I have spent some more time on this, and I think it looks quite a bit nicer now, so, time for an update.
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Re: [fun map] sm64 (updated may 28)

Postby nemurati » 29 May 2015 00:11

Thank you for making this - I wanted this to exist! Super Mario 64 is a classic 3D parkour game, so it makes sense for it to be a fan map in Red Eclipse.
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Re: [fun map] sm64 (updated may 31)

Postby bonifarz » 31 May 2015 07:07

Big map update with a new section. See the notes and screenshots in the first post. The placement of affinities and weapons is just for testing, suggestions for other locations are welcome.
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Re: [fun map] sm64

Postby bonifarz » 02 Jun 2015 22:57

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Re: [fun map] sm64 (updated june 4)

Postby bonifarz » 04 Jun 2015 16:25

Thanks for the feedback while coop-editing, and thanks for the flat star geometry spontaneously created by acerspyro.
I have updated the first post with a recent version, screenshots of the new balustrades and a poll.
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Re: [fun map] sm64 (updated june 7)

Postby bonifarz » 07 Jun 2015 12:30

4 posts in a row - bad practice :)
For those who like the map, there is another update, mostly concerning gameplay, the lake area and the map boundaries.
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Re: [fun map] sm64 (updated june 7)

Postby qreeves » 08 Jun 2015 04:07

I'm quietly watching this progress :P
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Re: [fun map] sm64 (updated june 7)

Postby bloodfox » 08 Jun 2015 16:18

you know... Usually, I'm not too interested in maps like these... "Cartoony" or "childish" maps. (Don't rage on me for calling it childish... I mean it in a good way...)
But to me the colors look a little wacko... Now, Yes, I'm an old school PC gamer but Mario isn't my type of thing... so just say my stuff is bullshit if it's going against the purpose of this map or whatever.
Level design looks nice. I've seen enough of mario kart and all that jazz to know that you mocked it quite well. Again, colors look a little too bright and contrasty. (That's not a real word...) Anywho, keep up your work... I wanna see more maps from you :)
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Re: [fun map] sm64 (updated june 7)

Postby Evropi » 08 Jun 2015 18:51

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Re: [fun map] sm64 (updated june 7)

Postby acerspyro » 08 Jun 2015 22:04

We could go out there on the internet and find a free to use HD version of the original SM64 textures to use on the map. That would be awesome.

Also, watch out for the size. Last time I saw it, it felt a little bit oversized.
*screams internally*
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Re: [fun map] sm64 (updated june 7)

Postby bonifarz » 09 Jun 2015 09:40

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Re: [fun map] sm64 (updated june 11)

Postby bonifarz » 11 Jun 2015 16:23

The basement is more or less ready now, so I packed v-0.5. We'll address the map's scale in a new poll later.
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Re: [fun map] sm64 (updated june 14)

Postby bonifarz » 14 Jun 2015 11:52

I think this map really needs support for race games, but I found that very difficult to add. V-0.5.1 includes this in an experimental way - a lap takes roughly 90s. The ceiling grate that separates the outdoor areas is really ugly, but if I make it transparent, any water behind the plane will not be rendered ;)
Also, I've put up a new poll (map size).
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Re: [fun map] sm64 (updated june 14)

Postby Honno » 14 Jun 2015 19:27

Would love to see it become a fully fledged race map, but yeah, the ceiling grates are a killer.

Ba-ba-ba-babababa-dddddd--Ba-ba-ba-babababa-dddddd--Ba-ba-ba-babababa-De-dede-dede-de-de-de-de-duuuuu...
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Re: [fun map] sm64 (updated june 17)

Postby bonifarz » 17 Jun 2015 20:55

Okay, I've rearranged the race route. Seems a bit shorter (easily < 70s), no tower climbing, traditional player start point (pipe). Once again, there should be enough checkpoints to use plenty of impulse energy, and those should make different paths in the beginning roughly equally fast (left, right or straight). No other improvements or additions in this small update.
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Re: [fun map] sm64 (updated june 17)

Postby JDWhyte » 30 Jul 2015 14:32

All I can say is.... wow... haha... Classic... Keep it up.
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Re: [fun map] sm64 (updated june 17)

Postby Boognish » 06 Aug 2015 08:56

I am so very glad you are working on this map. The reason that I started mapping was because my older brother made an SM64 map for jedi knight 2. Seeing people work on projects is freaking awesome
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Re: [fun map] sm64 (updated june 17)

Postby bonifarz » 06 Aug 2015 09:39

Thanks for the kind words, and welcome back to the forums, Boognish.
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Re: [fun map] sm64 (updated june 17)

Postby Doom32 » 11 Sep 2015 16:17

As a mapper from sauerbraten, I'm impressed.
My friend boog told me to check this out, because me and some others are working on our on version of sm64 castle with more detailing put into the castle.

Nice ^^
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Re: [fun map] sm64 (updated june 17)

Postby bonifarz » 12 Sep 2015 09:20

Thanks for the nice comment, Doom32.

Is boog boognish?

How far is your map project, did you already publish some preview? Which areas are you planning to cover? I'm not sure here which rooms or levels should be added next, maybe I'll open a poll for that.

In case you want to reuse some map geometry from here, that's perfectly okay for me. Maybe some collaboration for expanding the map geometry is possible, it should be no problem to use prefabs for that.
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Re: [fun map] sm64 (updated june 17)

Postby bonifarz » 04 Nov 2015 11:33

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Re: [fun map] sm64 (updated nov 8)

Postby bonifarz » 08 Nov 2015 21:56

I have pushed v 0.6 with 6 new rooms, as described in my previous post. There's a bunch of new things to explore, but none of that is set up for actual game play. The race stuff is still there and left unchanged (broken). I'm not sure yet if and how exactly I should add more connections. So, this version is sort of a preview.
EDIT:
For those who like the map, I have opened a new poll: Which sections would you like to see included, and what do you think about changes to the map layout?
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Re: [fun map] sm64 (updated nov 15)

Postby bonifarz » 15 Nov 2015 07:41

Small update.
Here I'm experimenting with new teleports and passages.
For the moment, I entirely removed race from this version (mapmodel bug, ugly crates).
Maybe I'll add a race version later where clipping is used to force a longer, more complicated path. Invisible walls were quite common in sm64 ;)
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Re: [fun map] sm64 (updated nov 15)

Postby bonifarz » 18 Nov 2015 11:47

I have successfully imported the original painting textures and added them to the map. Works pretty well.
I guess if I modify them a bit, I could include them in the next version, but I don't post an update yet, because licensing is not quite clear to me (actual rom content is clearly copyrighted). Would not be hard to re-paint them from scratch, so I guess applying some filters or distortions will not exactly count as derivative work. *shrugs*
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preview: Custom textures for paintings
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Re: [fun map] sm64 (updated nov 22)

Postby bonifarz » 22 Nov 2015 07:14

I've included the new textures anyway, V 0.6.2
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Re: [fun map] sm64 (updated nov 22)

Postby qreeves » 29 Nov 2015 02:07

Try those N64 emulator texture packs for SM64, they're often original works.
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Re: [fun map] sm64 (updated nov 22)

Postby bonifarz » 29 Nov 2015 06:50

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Re: [fun map] sm64 (updated nov 29)

Postby Boognish » 02 Dec 2015 01:47

I threw this together just now, it can be improved if you like it
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smboognish.mpz
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smboognish.png
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Re: [fun map] sm64 (updated nov 29)

Postby bonifarz » 02 Dec 2015 13:16

Thanks for this preview, boognish

As discussed via private messages, contributions like this are welcome for inclusion in my map. I can add your draft with the next update, or you can wait until I publish another revision and then add your work, whatever you prefer.
Either way, I promise V0.7 will be a cool, big update. There's an entire new floor to explore with plenty of detail. And finally, I realized that vscale does not have to be a power of 2, so the scale of all paintings will fit much better.
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Re: [fun map] sm64 (updated dez 5)

Postby bonifarz » 04 Dec 2015 23:26

Finally, version 0.7 is out.

I intended to push an update once the second floor was complete, but editing was so much fun, I really had to get the entire castle done :roll:
Custom textures are getting more useful in this version, as some of you certainly remember, there's lots of paintings in the upper floor rooms.
A good reason to wipe the screenshot gallery of this topic and make new one with a (hopefully) reasonable resolution (see the topic header).
You may wonder why there is no screenie of the castle entrance hall. The reason is that I am experimenting with a blended texture of wicked's awesome brick wall (which is what I have been using all the time) and the original style (happy hills and clouds). That actually worked pretty well, but i was not convinced to include it in 0.7 and wanted to avoid further delays.
I have not included boognish's arena here, but it can be added any time. It is probably easier for him to get the textures right when importing this piece.
Once again: Collaborations are welcome. If you have ideas where to place entities (e.g. team bases), do not hesitate to post a modification of my map here.
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Re: [fun map] sm64 (updated dez 5)

Postby shirepirate » 04 Dec 2015 23:42

looking very fun, haven't checked it out in-game yet but /skytexturelight 0 should take care of those light precision errors on the edges of some walls. did you use a teleport to create the endless stairs? haha
you can actually get past the endless stairs in the original using a jump trick that's difficult to pull off (though i managed to do it even on android). in this way you can beat the game with far fewer stars.
only other thing i noticed is there might be too much light hitting the castle from the front, washes out that light/drab texture a bit. it might look better with more shadows if you can pull that off.
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Re: [fun map] sm64 (updated dez 5)

Postby bonifarz » 05 Dec 2015 11:02

Disabling skytexture lighting is a good idea! I think I will redo the ceiling of the entrance hall when experimenting with different textures, so new lighting will be needed there anyway.
Lighting on the castle grounds is indeed nearly fullbright, which gets close to the N64 look and feel there, but kills some detail of the shaders. I'll have another look at this.
In the new rooms, there are actually no teleports yet, so there are some dead ends. I finished the endless stair room just a few minutes before packing the update.
And yeah, there were some really weird glitch jumps, e.g. https://www.youtube.com/watch?v=DTzs9bcNgMQ
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Re: [fun map] sm64 (updated dez 5)

Postby bonifarz » 05 Dec 2015 16:45

There's another update, same day.

I have followed shirepirate's suggestion and improved the lighting a bit. And boy, I have struggled with the wall texture for a while. My first approach was to make custom high res textures, which would bloat the zip quite a bit. Then I realized that this can also be tackled with a blendmap. Does not look that bad. You can see the result also in the screenshot section on the first page of this topic.
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Re: [fun map] sm64 (updated dez 9)

Postby bonifarz » 09 Dec 2015 21:35

There's another update with a bunch of new affinites, such as player starts on the paintings and nades on all spots where toads were found in the castle.
A nice visual improvement is the water barrier in the basement. I like the way the water texture scrolls over the wave-like geometry I just added. There's a screenshot, but I suggest to look at it in-game :)
I'm not sure about the clouds i added to the castle grounds, that was just an idea to make the top floor teleports two-way.

And thanks again to quin for fixing my previous edit, which was quite a mess, as I hit the character limit.
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Re: [fun map] sm64 (updated dez 9)

Postby qreeves » 10 Dec 2015 05:40

I removed the character limit altogether, didn't realise there was one :)
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Re: [fun map] sm64 (updated dez 9)

Postby bonifarz » 18 Dec 2015 16:31

I have just started importing Boognish's draft of the bowser platform. So far, the textures look roughly the same, and he can later polish them to his liking. Before I publish this update, I'll have to think again about moving an affinity there (not a great idea if there's only one connecting spot), and about removing the ugly clouds again.

EDIT: Included in version 0.7.4. Clouds are a bit different as well, and look noticeably better now. Affinity spots are left unchanged here.
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