Polusi - Part Two
Polusi - Part Two
Have you ever hit the maximum point you can get twice in a row in a single game?
What are the chances of it happening or maybe we use math to calculate the possibility of it
Me personally it is 50/50 chance of it happening, either it happens or not happening at all
Rather than overthinking it, let me tell you a story about what happens in one of my game
It happens in one of the custom gamemode of riichi mahjong that has similar rules with the normal 4-player mahjong
With the gimmick that is you choose 3 tiles at the start that you do not want and swap it to either to your left or right or infront of you
Also the round does not end if you or someone else deals in, it will end if 3 player wins a hand or exhaustive draw
It is basically a more fun casual way to play and you can build your hand without worrying on defense too much, thus building big hand far more lenient
I scored the maximum point twice in a row, or a yakuman hand (yakuman literally means maximum point).
Thus ending the game by busting the other player, first one was a tsumo win (tsumo means self draw) with tsumo loss enabled so 16k points,
and the second one is a direct hit with 32k points
Now you are asking what is the maximum points that I have achieved twice in a row are? it is the beautiful Tsuuiisou or All Honors hand
All Honors means that your winning hand only consist of Honor tiles or to say it easier, your hand must not have number tiles at all, only Dragons and Wind tiles are allowed
It is an awesome game in my opinion, and scoring twice in a row while also ending the game by busting the other player?
Feels like I was spending all my luck on that casual gamemode, either way it was so good that I wrote this story that long. If you play riichi mahjong, you know what it feels!
With all of that lengthy story, I managed to sneak in some mahjong reference in this map too, did you notice it while playing?
I can give you a hint, there is one social media post on the map that mention the name of the yakuman hand that is Tsuuiisou or All Honors.
Let us get into the main point of this blog that is continuing what I left off from part one
In this blog I will discuss on the map development process, from making the social media post to some obstacle on developing it!
First off I want to talk about how I made the social media post since it was the first thing I did when making this map, before everything else.
Let me show you a screenshot about my workflow down below so I can make a good seperator between the mahjong story and the actual blog 草
I used a program called Affinity Publisher. This program is more like a magazine editing software rather than photo editing software, there is a program called Affinity Photo that is the photo manipulating software, and Affinity Designer for illustration design. As you can see on the screenshot above it has a "Master Page" that works as a layer that will never change, good for making magazine since they use some element on every page and to make it more organized, so you do not need to copy and paste the always appearing element everytime you make a new page. The good thing about Publisher is they are basically an 3 in 1 app, they have everything bundled so you do not need to change app, I do not know if you need to own all 3 for it to work or not.
The plan is to make 4 post for each social media and their counterpart, what I mean counterpart is for example one social media has a normal post and a short video type, or maybe a post and a thread, and it goes on. This time, each social media has 2 counterpart so all of that ends up with 40 pages! 4 post times 2 counterpart times 5 social media. Prior to this, I planned to have 80 post! but after making some at first, it is so time consuming, and I want to finish it soon so I can actually work on the map in hammer. This is happening around middle of June and the planned release date is at the end of June, think this is a good call for me since the next part is the most stressful part, that is the making of the actual map. Before we go to the actual map making process, here is some more screenshot of the workflow in the application.
This next part is to make the social media post to appear ingame using the particle editor, I do not want to go into details on it since it is not that interesting rather than that, we will continue onto the next step that is planning where to put the particle ingame. My first idea is to put a set place on the particle to appear, but that would make it time consuming, my second idea is just to make it spawn near the player. That is what I am going for, it will save time and make it so it will always appear near the player when playing the map until the end. First off, we need to make the system first, I do not know how to use vscript since before the anniversary update, the game does not support vscript, so I am trying my best to make the system works using the provided tools in the hammer editor. Now what we do first is to make it so the system attach to the player by stripping the player from anything then makes the player pick up a knife, since knife can not be dropped by default, it is the perfect way to make the system stick onto the player. Then we make it spawn random near the player so we have a little bit of spawn variation, I used a func_door entity, func_rotating entity, and a func_tanktrain. This translate to a up and down system (func_door), then rotating system (func_rotating), and a back and forth system (func_tanktrain).
After all of it was done, the next step is to make the particle itself shows on the map so that I can attach it to the system. For it to have a little bit more of variation, I made it so that they spawn in 3 different size that is; 64 unit, 96 unit, and 128 unit. That will end up with 120 variation of the particle to show! with the base 40 social media post that I made, with 3 variation each. It would be 240 variation if I made the actual 80 social media post, but alas I only made 40... With all of that said, it is still impressive to me with the timeframe that I had, so let us not worry that much for that. The particle will spawn with a physbox that is shootable since the gimmick of the map is to be able to remove the noise also known as the social media post that showed up during the map. Speaking of shootable particle, did you know that there is a tutorial on the map? when you first spawn in, you will be teleported to the tutorial stage with shootable glass! the first glass with the bullet hole texture tells that the glass is shootable, I think that it is a cool way to introduce a mechanic without saying it out loud, makes it so the player think they are smart because they figure it out when playing the actual map, a cool subconscious trick since people do not like being told what to do. Also the effect when you spawn in, match the general theme of the map with simple white line that acts as a guide on where to go or a route that contrast the black background. Before I am going to explain on the map main area, the next one will be explaining on the logic system that uses the tools hammer provided.
It is possible to make it the whole system works without using vscript! hammer provided a lot of logic entity that acts like a programming input and output without needing to code. I have some experience on using the logic entity, but I have not used it for a complex system in a long time, only a simple logic_relay or logic_case. By browsing the wiki to see what is the best logic entity that I can use, I faced a roadblock that is the wiki does not explain it really well sometime, only the basic information on what they do or maybe some hidden information that hammer does not explicitly tells. That is when I tried to ask AI on how to make the system works! First I tell the AI what I am going to make so that the AI can guess on what system would be the best to apply it on my map, it is a genuinely a timesaver! it sometime hallucinate on the answer so I need to tell the AI that certain input or output does not exist in hammer, and the AI corrected it after I told it was wrong, since AI will always satisfy us first even if the AI lack some information or do not double check, it will just think that the answer will most likely satisfy the user the best using probability. With all the narrative that AI is bad, it is really not that bad, depends on what you use it for. This apply to everything, even the internet is too a double edged sword, for the environmental issues, I think everything is bad for the environment, not just AI exhausting clean water to cool down their hot system, lithium battery is worse and it exist on everything electronic we use today. So there is no point on debating which one is worse, they all worse, but the world still moves on depending what the top thinks, so either we adapt or to be left off.
With all of that said, lets move on to the next one! I will be explaining on how the whole system works. First off when you take the knife so the system attach to you, this will be only available to one player at a time, so it will check if no one has it, it will spawn the system once, after someone picks it up, the system checks it and do not spawn another one until the user that has the system left the map or finish the map. There will be a big trigger on the main map area so it will check if the player left the map or finish the map it will spawn another knife and break all of the existing social media post particle that is on the map (if the player decided not to shoot all of it) so this system works on multiplayer server if you ever play it online or lan with friends! also after finishing the tutorial, you will be spawned into the main map instantly without going to the tutorial for the duration of the map (until you restart the round). The particle will spawn at a slow rate at first and without any background noises at under 5 particle on the map, after that it will go to the second stage that is when it hit 5 particle, it will start to make the spawn timer a little faster and the background noises will play with a low volume (quiet) until you hit 20 particle that is the third stage, it will spawn faster and the background noises will play the normal volume (loud) until it hit the maximum possible limit on a single map that is 40 particle. At this stage it will no longer spawn until you shoot all of it to zero and it will loop like when you first play the map, it will spawn slowly and then faster, the loop only ends if you finish the map. A cool system is it not? all of it only using the tools hammer provided! this will obviously be much more easier and faster using vscript, but still, it is still possible without using one!
For the main map, the reason why I did simple white line and the xc part using white outline is for the particle to still be able to be viewed if it ever spawn in the walls and it is obvious when they spawn since it contrast with the black background. Assuming you played the map before reading this, the ending will show that this map is the prequel of xc_kanji, during the period when I made xc_kanji, is when I tried the no opening social media experiment so there is a connection to it, a reasonable reason to make it a prequel since it is connected to me... Think this is long enough for the blog, before ending the blog, what do you think about this map? is it ok? is it good? what are your thoughts? you can send a message to me via email or on steam or discord if you have me added! looking forward to your thoughts and opinion on the map!