Archive for the ‘achievement_idle_inferno’ Category

Let the magic weave itself!

Tuesday, April 6th, 2010

The design of the new battle arena in idle inferno beta 3 is basically done. However, I’ve still been trying to decide on how battles will take place and whether to allow a team to win, or just make fighting go on indefinitely. In ether case I think there needs to be some kind of incentive to capture the control point in the middle, even if it will not win the game.

For this I have decided to place intel in the map. The way it works is that once your team captures the control point a small door inside the arena will open containing the enemies intelligence. Simply grab the intel and take it to the control point to capture it and gain ten seconds of 100% crits. This was the only real way I could find to give players a reward through the map, since changing re-spawn times for one team would be pretty much useless.

This setup is also the safest one to do since most players may not like the idea of being able to win a round in an idle map, but having the map restart every once in a while might not be a completely bad thing. It could stop some medics from continuing to heal players against their wishes. However, if I did want to give players the ability to win a round I would also need to make sure it’s only possible when players from both sides are actually fighting. This would of course complicate things even more for me. So I may just leave it the way it is for now.

The only other feature I need to finish is the expanded space on the cliff which will allow players to rocket and sticky jump off as they please. This however means I need to extend the skybox, which will take me a while to do.

Hey Boyos

Wednesday, March 24th, 2010

I’ve been trying to continue my work on the maps Spire and Inferno, but as you all know its been going very slow. cp_spire is still going through a complete redesign and is currently in the pre alpha stage. I’ll try to provide some screenshots of it as soon as it becomes intelligible. idle_Inferno is a much easier project, but still somewhat challenging because I’ve decided to open up areas of it that require more work then I would’ve liked, but it should all be worth it in the end.

On top of that I’ve also been working on writing up a suggestion for a new feature in Team Fortress 2 that I think could radically improve the overall player experience. I’ll be posting it over at the steam forums (with a link to it here) when it’s done. I think you’ll find it interesting.

Idler’s Inferno

Wednesday, March 3rd, 2010

Here is a sneak peek at IcyEyes’ third circle of hell (aka: idle inferno beta 3). This is a screenshot of the new and very roomy padded cell. You know, the kind meant for CRAZY PEOPLE! It will be replacing that good old claustrophobic deathtrap we’ve all come to love.

Hell To Pay

Saturday, January 16th, 2010

I decided to do a quick performance test to compare achievement_idle_inferno_b2 to achievement_idle. I set all graphics options to low and ran the game in 640×480 window mode. I joined two servers, each hosting one of the maps with about 30 players. I then ran task manager and Nvidia System Monitor to observe the difference.

Surprising as it may sound, I could not see any real difference in performance. Both maps stayed in the range of 30% CPU usage, and about 60% memory usage. I could not get any stats on GPU usage. There is probably a better way to do this kind of test, but I would not be very surprised if this turned out to be pretty accurate.

The main difference between my idle map and the original is props, particles, water shader, and a skybox. Fire deaths may extend the distance ragdolls travel and increase particle amounts some, but I don’t think this has a real effect on overall performance much because ragdolls appear in both maps. The water shader and particles should increase GPU usage some, but turning off certain options can disable most of these extra effects. The skybox should increase memory usage as well, but the map still remains very small, so this should not be very much.

Actually, I would say that my map should perform better in most cases versus the original because of a few tweaks I’ve added. First, players from opposite teams are not visible to each other when idle because of the walls placed between the rooms. Second, doorways between each area are covered with view portals to limit model draw distances even more. And Third, ragdoll models are forced to disappear by default within ten seconds to increase performance again.

I’ve also been experimenting with a new TF2 idle launch tool that would increase performance no matter what map your running. By automatically turning all settings to low or off when idling. This tool would not just turn off standard graphics options, but also certain console and multiplayer commands as well. Allowing you to idle with the lowest amount of resources possible.

Go to Heaven for the climate, Hell for the company

Thursday, January 14th, 2010

I’m happy to report that achievement_idle_inferno has been a complete success. At the time of this writing it’s ranked ninth on the list of the most popular maps according to TF2stats.net, and it’s continuing to climb even higher.

There are only a few issues at the moment with the map that I think could possibly prevent it from going all the way to number one.

First and most importantly would probably be the performance. Yes, this map was really just designed as a joke, with much less of a focus on actual performance, but I do still care about that element somewhat. I know some will look at this map and decide not to run it because of the feeling it will use more system resources, but how much exactly? I plan on doing some tests in the future to get some actual facts on this aspect so people will understand it better.

Secondly, I want to make it more deathmatch friendly. Originally I went for a small battle arena because I thought this would be more ideal for 1vs1 battles, but I now see that it’s just too spamy. I’m going to enlarge the battle arena some, and possibly add a functioning capture point. This capture point would only be active when players from both sides where inside the battle arena, or when a button on both sides was activated. If you have any other suggestions for the next beta feel free to email me with your ideas at isaiah@n00bicidal.com

It’s a Trap!

Monday, November 30th, 2009

From the guy who made your eyes bleed in the blindingly white Achievement Construct comes the greatest map ever made….. not to be played!

Are you sick and tired of watching all your friends idle endlessly in achievement servers? Sweet revenge is closer then you think. Just invite those fools to join a server running this baby, and laugh your ass off as you watch then idle IN HELL! And once they join they can never leave because disconnects are disabled, meaning they get to enjoy eternal idle torment for the rest of their pathetic (steam account) lives. How awesome is that?

Or if you’re one of the condemned (like myself) you can voluntarily submit your sinful soul to the depths of Hades, vowing never to leave, even if Valve forgives you, to show true repentance for your sins.

TONIGHT we idle IN HELL! So I’ll catch you all later at the barbecue.

WARNING: Map does not actually prevent users from disconnecting, but may increase your desire to idle.

Download the map from tf2maps.net or fpsbanana.com