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Posts by Campaignjunkie

  • mapwars: upload thread

    • Campaignjunkie
    • March 1, 2009 at 1:40 AM

    Alright I have to leave early but here's how far I got in about an hour - dm_angus. Kind of generic-y, but I just kind of did what came naturally. Plus I rarely use the Arch Tool, so that was interesting.

  • mapwars: discussion

    • Campaignjunkie
    • February 23, 2009 at 11:43 PM

    Don't tempt me.

  • mapwars: discussion

    • Campaignjunkie
    • February 23, 2009 at 4:36 AM

    Sooooo next week is going to be Source, right?

    (I don't think I can suffer through another GoldSrc session with not being able to select things in my 3D view)

  • contest rebirth: rise of the mapwars

    • Campaignjunkie
    • February 15, 2009 at 11:47 PM

    dm_shipwreckedlake, don't ask me how the ship got there

  • contest rebirth: rise of the mapwars

    • Campaignjunkie
    • February 15, 2009 at 11:30 PM

    I'm not sure how we're doing voting, but I think warby's was the most interesting even though he's technically disqualified for taking so long. Cool stuff everyone and good job!

  • mapwars: upload thread

    • Campaignjunkie
    • February 15, 2009 at 9:48 PM

    dm_shipwreckedlake

    http://www.radiator.debacle.us/dm_shipwreckedlake.zip

  • contest rebirth: rise of the mapwars

    • Campaignjunkie
    • February 13, 2009 at 11:01 PM

    I still have them... somewhere. I'm not sure if I want to upload it though - PV, wherever he is, would hunt me down and destroy me.

    (And technically us ex-NW mappers would have an edge, knowing the textures already)

  • Source: OnUse inside trigger areas

    • Campaignjunkie
    • February 13, 2009 at 10:58 PM

    Turn every group of "rock" entities into a template, and then spawn instances of that template; you could parent the trigger_look and the func_button to the rock, and when it spawns the game will automatically increment the entity names so that instances don't conflict... See here: http://developer.valvesoftware.com/wiki/Point_template

    ... or did I misunderstand the problem / question?

  • contest rebirth: rise of the mapwars

    • Campaignjunkie
    • February 11, 2009 at 11:26 PM

    Okay guys it's an hour, you'll have time to build one trim-tastic ornate building / structure at most, do textures really matter that much? HL WAD all the way!!

  • contest rebirth: rise of the mapwars

    • Campaignjunkie
    • February 9, 2009 at 1:07 AM

    I'll try to do both dates.

    (re: engine, I think most people have Source SDK setup already so I think we'll have to use that; who still has a GoldSrc VHE setup anymore, really?)

  • WIP in WIP, post your level screenshots!

    • Campaignjunkie
    • January 26, 2009 at 7:02 AM
    Quote from Minotauro

    So is CJ about his sexual orientation it seems.

    I assure you, there's no confusion. :wink:

  • WIP in WIP, post your level screenshots!

    • Campaignjunkie
    • January 26, 2009 at 12:40 AM

    At this point I'm not even sure if you guys are faking the incomprehension so let me explain it more clearly - it's a level about level design. The player (1) places NPCs, props, and health items around the map, (2) "compiles" it, (3) gets a "playtester" / NPC to "play" the level with the defined item placement.

    The objective is to get the playtester to the level exit with their "Fun" meter full, based on how adept the item placement was. My formulation of "fun" = good pacing = rapid changes between high stress and low stress. High stress entails the playtester fighting a difficult monster for a long time, having low health, fighting in a dark area... Low stress is not fighting anything, having lots of health, hanging out in lighted areas, etc. I'm still prototyping all these mechanisms.

    Then the player releases their map and checks out the comments on Mapcore. If it's really good, there'll be a Rock Paper Shotgun post about it.

    It's "meta."

  • WIP in WIP, post your level screenshots!

    • Campaignjunkie
    • January 25, 2009 at 10:10 PM

    Umm... that's an in-game shot, guys.

    (re: in-game floorplan modification, I was thinking of lots of rotating walls / parts, but that feels too preset and too un-Hammer to me. I think I'll just keep the design gameplay to placing items / enemies / props.)

  • WIP in WIP, post your level screenshots!

    • Campaignjunkie
    • January 25, 2009 at 1:21 AM

    Doing technical R&D for another level idea I have. The main gameplay loop would consist of two parts: Design and Playtesting. In design, you're moving around props and modifying the floorplan somehow. Then you have a "player" playtest it - in reality an NPC following a certain scripted logic - and the goal is to get them to finish your level and think it was "fun." It'd be one of those Chu Chu Rocket / "guide and program the robot to the goal" / Lemmings kind of games. META SINGLEPLAYER MOD GO

    Unfortunately the whole effect will be ruined if they play the game windowed. Oh well.

    I still need to hammer (get it? HAMMER?!) out the details but I think the premise is sound. Inspired by the fantastic 2:56 minute indie game "Rara Racer" which you should play right now if you haven't already.

    EDIT: the perfect title for this mod has suddenly come to me in a brilliant flash of light - "Being Adam Foster."

  • making money with custom maps !?

    • Campaignjunkie
    • January 12, 2009 at 11:35 PM

    No offense to you (you do great work, you're awesome, etc.) but yeah, this is a terrible idea. (a) People have been getting free custom maps from hobbyists for years so there's no guilt about downloading a map off FPS Banana and not even knowing the designer's name much less paying him/her, (b) As you already said, people are going to circumvent a Paypal download gate anyway.

    I think the only model that even remotely works is the Sven Co-Op model, where donors get extra bonus features.

    ... So I guess all you have to do is make an awesome mod that everyone will want to play, and then draft a set of premium features that are enticing enough but don't alienate the non-paying players (after all, the donors have to feel better than somebody, right?) - piece of cake.

  • How many Bioshock sequels do YOU want? 1? 2? 5? 0?

    • Campaignjunkie
    • January 9, 2009 at 1:19 AM

    I think it's semi-repetitive on purpose up to the amazing climax, or at the very least repetitiveness suits its purpose (thematically, concerning agency and choice)... But then it doesn't offer a better alternative and continues along the same lines into something disappointing. Laaaazy. Fort Frolic and the first time you meet teleporting splicers were also nicely done.

  • WIP in WIP, post your level screenshots!

    • Campaignjunkie
    • January 9, 2009 at 1:09 AM

    Gay marriage is kind of a hot issue here in California / the states right now... timeliness, people!

    Internal Repression Service (IRS), Right Frontal Cortex, James’ Brain. POSITION: Object Relocation Specialist, ASSIGNMENT: Anomalous Memory Logistics, CLEARANCE: Level 3, ADMINISTRATIVE SPONSOR: Classified, DISASTER RESPONSE PRIORITY: Discretionary.

    (Are all the translations on the signs correct? I only speak French / bits of Chinese)

    (The seal is actually based on the real IRS seal... their motto being "Service + Enforcement = Compliance," really too good to be true in my case.)

  • Fk_Pipedream

    • Campaignjunkie
    • January 8, 2009 at 9:18 AM

    I like the materials, but the level construction (even without the rocks) is really busy. I don't know what to look at. Simplify the composition. You're still building it as if you were using regular old HL2 concrete textures.

  • WIP in WIP, post your level screenshots!

    • Campaignjunkie
    • January 7, 2009 at 12:32 AM

    ... Except Sharpen is occasionally useful.

    (and since this is getting so incredibly off-topic, I'll go ahead and post a screenshot)

    "Welcome aboard the Internal Repression Service. Technically you're not much more than a filing clerk, but your official title is "object relocation specialist' - now you'll need to start right away; whenever therapy or stress threatens to bring back a painful traumatic memory, it's your job to repress it. Hide it somewhere else and don't let the hormones get it. Right now James is in 'couples counseling' with his husband, so needless to say we're on high alert. Just make sure you don't break one open accidentally - or else you'll never work in this brain again. "

  • WIP in WIP, post your level screenshots!

    • Campaignjunkie
    • December 29, 2008 at 6:11 AM

    Two projects going at the moment. I'm trying to do weird experimental "art mod" stuff because that's the only thing that'll keep me interested enough to finish something for a change:

    1) "More Matter," you're trapped on a slowly sinking submarine not so secretly suffering from schizophrenia, possessed by the vengeful ghost of Emily Dickinson. (that bland, greenish sickly corridor with water)

    2) "Polaris," stargazing on the cheapest / lamest date ever - you still can't believe you're dating this guy. (the forest clearing with the stars and the red lantern lit guy)... Part of a series of "fivetwelve" maps where I limit myself to a playable area of 512 x 512 and try to do something interesting and polished with it.

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