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By Ernest Khoo
(02/09/01)


You may have fought hideous aliens in Half-Life's Black Mesa Facility. You may have engaged in countless fragging matches in the various sci-fi inspired structures in Quake and Unreal Tournament. You may even have traversed through the treacherous gardens in American McGee's Alice. Okay, so those places are brilliantly designed and beautifully textured, but they're all just part of someone's fertile imagination.

Now, won't it be smashing if you can actually conduct a deathmatch in a map modeled after a real-life location? Although it's now possible for you to walk through computer models based on real-life structures, being able to target your online friends with a virtual sub-machine gun in a location that you know exist is a totally different experience.

Last year, Singapore.Gamecenter.com did a story on maps designed by Singaporeans (see story Playing at home: Local Half-Life/Counter-Strike maps). One of them is a map by this group of boys from the Anglo-Chinese Junior College (ACJC) who called themselves Team Fragnetics. They did a model of their school and turned it into a Half-Life Deathmatch map. Although that was only a preview release, those who have been to the school will notice how close the model is to the real thing.

The boys got the idea to do the map in June 1999 when their seniors suggested the idea of doing a Half-Life deathmatch map of the school. "They even had some pretty crazy ideas like your health decreasing when you walk through the school canteen," said Abel Yang, the teams's 3D Modeling and Mapping expert. "I then started to work on the structure and managed to get something out in Oct 1999."

In late Nov last year, these boys spent a couple of weeks after 'A' levels working on the final version of the ACJC map. As CS is the hottest multiplayer game around right now, the boys have already ported an earlier version of the map from Half-Life to CS. However, as some of them were due to be enlisted into the army, they had to work fast to complete the final version of the map. "After our examinations, we knew we didn't have much time left," explains Christopher Choo, the teams Project Manager. "But that made us work faster." Team Fragnetics eventually finished the ACJC CS map and released the final version on 11 Dec last year.

Singapore.Gamecenter.com caught up with Team Fragnetics during their time off from Basic Military Training recently and spoke to them about their creation.

Blow it up!

The members of Team Fragnetics are:

Christopher Choo "Avenger" - Project Manager
Abel Yang "Dixon" - 3D Modeling and Mapping
Kwok Yang Bin "Zem" - Technical Expert
Hong Xiangrong "#sucker" - Texturing
Chong Kwong Sheng "Sephyre" - Tactical and Strategic Advisor

The ACJC Counter-Strike Map: A timeline

1999

Jun - Initial concept of ACJC Half-Life map proposed.

Oct - Prototype of map completed.

"This version had windows in the classrooms that were individually breakable. It was so detailed that we couldn't replicate it as a playable Half-Life map."

2000

Feb - Idea for ACJC Counter-Strike map proposed.

"We knew that once we ported the map from Half-Life deathmatch to CS, it would be a hit. So we just did it."

Jun - Preview Release 1 of the ACJC map released. This was a Half-Life map. It contained the Lecture Theatres, a few corridors, and some classrooms. It also included three models - two anime-inspired ACJC girls and a construction worker.

Sept - After one week of intensive work after their preliminary examinations, Preview Release 2 was posted on the Net. A total of 8 Mb, this release contains both the Half-Life and the CS maps.

"A lot of people were complaining about the size of the file since they only wanted the CS map. They didn't want to spend time downloading 8 Mb only to throw 4 Mb away."

The auditorium, the void deck, another Lecture Theatre, and a couple more rooms were added. The car park was also extended. The library block was added but it was sealed off. Bomb points were added to a few locations. One of the bomb points was inspired by an idea from Christopher.

"I had the idea that the main pillar of the school is at one of the staircases, where the bomb point was. My theory was that when you bomb it, the entire school collapses, and you lose."

Oct - The team decided to call themselves Team Fragnetics.

11th Dec - Final version of CS ACJC map released. Old textures were taken out and replaced with new ones.

"The original textures were rather bland and not very realistic. They looked too clean. So we sampled dirtier textures from the photos we took and added them to the walls, wirings, bricks, and also the boxes lying around."

27th Dec - Release 1.01 released to patch spawn point problem.


Singapore Gamecenter: You guys started work on the final version of the ACJC map after your 'A' levels. How did you manage to complete it in such a short time?

Abel Yang: Those weeks in November were the most intensive time I ever spent working on the map. All of us worked on a 32-hour work cycle, and then sleep the next 16 hours. The worst thing was that I got my enlistment letter (for National Service) late! Initially, we planned a lot of other things such as finishing the character models after we create a release. I was hoping that if Christopher was enlisted in December, at least I'll be around to work on it. But now, I'm out of action as well!

Christopher Choo: We worked on the final version for 2 weeks. We just worked and worked till we collapsed. We slept overnight at Abel's place for god knows how many days.

AY: We only took breaks when the maps were being compiled. That's when we'd watch Star Trek. (laughs)

Q: Since the ACJC map is based on a real building, did it make designing the map easier?


CC: Even though we've the structure of the school, like the dimensions of the corridors and how high the ceilings are, to work with, these are actually limitations. We can't make the corridors a lot wider because people would then ask why the corridors are so wide! One huge issue that we had to grapple with is that we wanted to have more freedom to change the dimensions of the school but we can't since the model has to be approximately real.

Q: Tell us what's the biggest problem you faced while designing the map.

CC: If we were not working on a replica of the school and tried to make something not based on any real location, we would have been able to come up with a map in a shorter time. What we tried to do was to reduce as much details without people realizing that it's not as accurate as the real thing. We removed a lot of beams and pillars. We had to make the map look real without slowing the computer down too much.

AY: Before working on the map, I was doing non real-time 3D modeling. I used to design stuff and do science fiction rendering so I like to put in lots of polygons and details. That's why when it comes to the map, I tend to go overboard. Actually, handling the technical bits of the design comes naturally once you get the hang of it, but there're still a lot of problems with the engine.

CC: We tried to make a lift that could go to all three levels. When we implemented it, the engine crashed! We just couldn't duplicate the problem across all the machines we tested on so we couldn't fix the problem. That's why we took that out.

Q: Since this is a map of the school, did you get any support from them?

CC: Before we started on the map, we did approach our teachers to see if they could help us. Well, their reply was: "No guns!" (laughs) So we thought, "What do you mean no guns? How are we supposed to fight with our hands?" That's why we decided to do it on our own. The school only knew about it when Lianhe Zaobao (Singapore's Chinese newspaper) wanted to interview us. We had to give a formal notification to the school before the interview, but our principal wasn't so sure what we were doing. She thought it was some IQ game.

AY: Whatever it was, when our teachers said no guns, it meant the end of official support from the school.

CC: We did do a bit of testing in school though. We installed it on the school computers and played it there.

Q: Well, after you told the school about this map, did they have any violent objections to it? After all, CS is a game with plenty of violence.

CC: The teachers were pretty okay with it. They just took it as a hobby that we have. When they saw the final product, all they said was: "Very interesting."

AY: The bottomline was that we had a disclaimer saying that this is not affiliated to the school. It's just a replica of the school and it does not have anything official to do with ACJC.

Q: In the preview releases, you modeled two ACJC girls. Tell us more.

AY: The models were more of a technical challenge. I wanted to try my hands at human figure modeling. The biggest problem with doing the model is the skirt. Basically when she walks, you have a skirt and you need to animate the limbs. In other models, the skirt would be attached to the legs. In this case, the skirt had to move independently from the legs. Doing that was challenging. Also, and we had to cover the underneath of the models. (laughs)

Q: Why model a girl rather than a guy, and why do they look like girls straight out from some Japanese anime?

AY: If we wanted a guy, we could easily use the skin of the standard Half-Life model and just modify it. I based it on two existing models that I downloaded, one for the figure and another for the texture. Since they had significantly different structures, I compared the two and slowly modeled them until I had something unique. Since the face of the anime model looked better, I just mapped it on.

Q: What tools did you use to do the map?

AY: The most important tool we used was the measuring tape! (laughs) We used it to measure the dimensions of the corridors, rooms, and stairs. We also used a digital camera to take photos of the tiles, walls and even shots so that we have something to compare to when we do the models. The hardware we used included a G4, two Pentium IIIs, a Duron 650, and a Celeron 466. For software, we used Photoshop to do textures. For the models, we used 3D Studio and Milkshake 3D. For maps, we used Worldcraft, the software that came with Half-Life for you to map levels.

Q: Since the map is based on a real building, what are some of the comments you guys received?

CC: Well, some people said that this might not be the best environment for CS since it follows the structure of the school closely. When we first released it, we asked Halflife.net and PlanetHalflife to put it up. Many people tried it were quite impressed. Some of the negative comments have to do with the lag problem. Also, some people didn't like the narrow corridors and thought that they were not very maneuverable.

Q: Were there things you guys wanted to do but just didn't have the time?

CC: We wanted to do a Counter-Strike movie using the game engine! A short clip, perhaps 10 minutes long. We even got a scriptwriter! But since we were running out of time, we couldn't get that done. We were thinking of something with a humorous storyline. If you look around on the Net, you'll be able to find some very interesting Quake movies but you hardly find any Half-Life ones.

Q: What do you guys think is the coolest thing about map?

AY: The fact that map exist at all is a great achievement in terms of mapping and gameplay. A real area is not so easily map, and what's more, it's a playable map!

CC: I like the skybox best. Even in the preview release, some people commented that it looked very real and gave the atmosphere that you're not in any generic 'Half-Life land' but in an identifiable location. We actually took pictures of the area around the school so when you try to look at the horizon, you can see the condos at the back and the sports complex in front.

Hong Xiangrong: The best thing about the map is that it has a homely feel. A lot of people who played it were from the school and they were just happy being able to walk around the school. Even the vending machine was there!

Chong Kwong Sheng: The library corridor because that's the only place I mapped. (laughs) But seriously, the map gave those of us who were from the school feel nostalgic. Since we're now not in ACJC, we miss some of the things in school. Walking through the building makes you think of those stupid things your classmates and you did.

Q: Having done a map on Counter-Strike, what do you think of the future of the mod?

AY: Basically we're sick and tired of CS. We've seen too much of it. After working with it, we all agreed that the Half-Life engine is quite a blotched piece of programming. The CS mod is even worse.

CC: As a game, it has a good concept. But doing development for it is a different story. When you do something that's not the norm, you'll notice that there're a lot of limitations with the engine. Well, people will still play Half-Life and CS, just like people still play Starcraft. But we think that it will reach the end of its life span maybe by the end of the year.

Q: If you think that the Half-Life engine, which is based on the Quake 2 engine, is already out-dated, what about other engines like the Quake 3 or the Lithtech engine which is used in No One Lives Forever?

AY: Basically, engines are there for a purpose - to build a game. I'm more familiar with the two major engines, the Quake and the Unreal ones. Both engines are different in how they work but when it comes to geometry and construction of solid blocks, they're pretty much the same. The thing about these two engines is that when you make a map, a lot of the rendering work is passed to the video card.

CC: Fundamentally, whatever engine you use, your processor has to keep up with the load. If you've a more powerful processor, you can make your engine do more.

Q: Well, it used to be that developers have to design a game as well as create the engine. Now, the trend is that developers are concentrating on game design and simply license the engine they want to use.

AY: It's basically division of labor. You have a company who can concentrate its resources in creative development without worrying about technical details, and you have another that focuses just on the technical bits to develop a really good engine and then sell it to people. A very obvious example is the game Star Trek: Elite Force. It looks exactly like Quake 3 Arena but there's a strong storyline. That's where the creative team comes in.

CC: I think concept is important. Take CS as an example, it uses the Quake 2 engine but it's an amazing game.

Q: Do you guys have any future projects in the pipeline?

AY: One thing we would like to do is a mod. If we have the appropriate resources, we might want to do a game engine. But it'd be a miracle if we even get that off the ground.

CC: We are talking to some people who're interested in software development. So maybe after Basic Military Training, if we have time, we can take on other task. There's a good chance that we won't do anything for CS anymore. We'll move on.

AY: We may do something using the Quake 3 engine. I personally think it's a better engine than Unreal. I basically don't like the mapping techniques for Unreal. We are thinking of a few ideas for a mod, it could be military-based or sci-fi based, it could even be about immersive virtual reality simulation.

Q: Any advice for people who want to do maps?

CC: Making a map is a lot of hard work, and try not to do it before you go into National Service. (laughs) But seriously, if you want the map to succeed, you need to find a team that can work together. Some people don't even dare to start doing a map! So we say, don't be afraid, get people together and start doing it.

AY: And don't do it for profit. Do it for fun, and don't expect to be paid for it!

"You can download the ACJC CS map from the Team Fragnetics website at http://www.surf28.net/acjc/."


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