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Posts by Campaignjunkie

  • WIP in WIP, post your level screenshots!

    • Campaignjunkie
    • May 12, 2011 at 7:54 AM

    The Meat Pack. Coming in Summer 2011. This is Map 2. Map 1 will teach you how to solve Map 2. Map 3 will twist around what Map 2 meant. Originally I wanted to make it about the industrialization of food / food science, but I need some decent props models of raw beef slabs. I think the env_projectedtexture spotlight might be too strong, still figuring out how to use it.

    [attachment=0]test1_deco0002.jpg[/attachment]

    [attachment=1]test1_deco0001.jpg[/attachment]

  • MapCore Challenge Discussion

    • Campaignjunkie
    • May 11, 2011 at 8:16 PM
    Quote from KungFuSquirrel

    Hey, look at that, an SDK release

    They released it early just to spite me! Clearly.

    What constraint for the Portal Challenge? 1024^3 would work great, but we don't want to do it again? Or maybe someone could make a reflective cube model replacement that resembles the MapCore logo, and your map has to use that cube somehow... and stuff?

  • Portal 2

    • Campaignjunkie
    • May 11, 2011 at 2:28 AM
    Quote from Sentura

    but brushes have nothing to do with the bsp structure http://en.wikipedia.org/wiki/Binary_space_partitioning

    Yes, yes, we all know what BSP actually is

    But in this forum, "BSP" has evolved as slang for "brushwork." It's been in usage for a while...

    viewtopic.php?f=57&t=16155&p=291991&hilit=BSP#p291991

    viewtopic.php?f=23&t=14350&p=289865&hilit=BSP#p289865

    viewtopic.php?f=57&t=15911&p=283525&hilit=BSP#p283525

    viewtopic.php?f=57&t=15691&p=278003&hilit=BSP#p278003

    and that concludes this public service announcement

  • Portal 2

    • Campaignjunkie
    • May 10, 2011 at 11:51 PM
    Quote from insta

    I think he was speaking of brushes you big silly billy!!!!

    SENTURA YOU ARE SO SILLY

  • THE DOOR CHALLENGE: Rules and Discussion

    • Campaignjunkie
    • May 10, 2011 at 7:08 PM

    You'll also want the func_door_rotating to start in the "closed" position. If you want to animate, say, a pipe cap model, then make the func_door_rotating invisible (texture it with NODRAW) and parent a prop_dynamic or prop_dynamic_override to it.

  • Portal 2

    • Campaignjunkie
    • May 10, 2011 at 7:00 PM

    Mapping for Portal 2 has made me realize how important BSP is for it... I can't imagine prototyping this in an editor with crappy BSP or grayboxing tools. In that sense, tools-wise, it's a perfect fit for Source. Maybe BSP isn't as dead as everyone thinks it is.

  • THE DOOR CHALLENGE: Rules and Discussion

    • Campaignjunkie
    • May 7, 2011 at 10:09 PM

    If it's, say, three weighted buttons ala Portal for example, you can also use 3 logic_branch and 1 logic_branch_listener.

  • WIP in WIP, post your level screenshots!

    • Campaignjunkie
    • May 7, 2011 at 7:26 PM

    Well if you do manage to get it working with the Alien Swarm SDK, everything pretty much works. The entities are amazing too; no weird combinations of entities or prefabs to mess with, like in Portal 1. Just plop down a "prop_tractor_beam" or "prop_button" or something and BOOM it works. I prototyped a map in 5 minutes. Really painless stuff.

    [Blocked Image: http://cloud.steampowered.com/ugc/541767472319685644/7D6BA1C829BF7A796F891CF2886FF975A91EB478/]

    Only weird non-intuitive thing: not sure if this is an engine change or a weird quirk of the AS tools because they run vbsp with -alldetail, but you have to surround your map with a giant func_brush room called "structure_seal" to get it to compile

  • [TF2] cp_tidal

    • Campaignjunkie
    • April 29, 2011 at 7:20 PM

    Looks great, but really cookie-cutter / perpendicular. A lot of TF2 maps usually make a point to avoid staying on the grid with 90 degree angles; especially Gravelpit and others, they have so many buildings rotated at different angles, etc. It feels more natural and less "game-y" and opens up cool new line of sight tactical opportunities. Ditch the grid!

  • MapCore Challenge Discussion

    • Campaignjunkie
    • April 28, 2011 at 8:32 PM

    Post-SDK? You mean in 6 months? Pffft. That's no fun. Smell ya' later.

  • MapCore Challenge Discussion

    • Campaignjunkie
    • April 28, 2011 at 6:50 AM

    I propose a Portal 2 map compo. The unofficial hacky SDK is getting pretty decent and most of the entities have been documented:

    http://www.facepunch.com/threads/108133 ... FGD-Thread

    http://www.interlopers.net/forum/viewtopic.php?p=454972

    [Blocked Image: http://cloud.steampowered.com/ugc/596935925056469666/A65B08E7162930668468C401BFB640AB786D09AD/]

    There would be two entry categories: single player and co-op maps.

    We should make PhilipK or Minos or someone whip up a set of special MapCore chamber textures... I'm already getting bored of the existing visual style in these first gen custom maps. It's optional but highly encouraged that you use the MapCore textures.

    Then, we combine all the maps into one big map pack of custom Portal 2 goodness. (Or ideally, make it a Portal 2 mod that you just unzip to \SourceMods\... can we do that? No one likes fiddling with consoles.)

  • Portal 2

    • Campaignjunkie
    • April 21, 2011 at 3:05 AM

    Finished it. Amazing. I love how it's all about the level design --

    Quote

    especially when Wheatley gives you all those crappy levels and then steals someone else's, sooooo meta

  • Learning Hammer

    • Campaignjunkie
    • April 14, 2011 at 7:28 PM

    Ctrl + E = center 2D grid views on selected object

    Ctrl + Shift + E = teleport 3D camera view to selected object

    Shift = clone object

  • The Potato Sack

    • Campaignjunkie
    • April 13, 2011 at 7:06 AM

    Whoa, Portal 2 assets kinda look better in UDK than in Source...

  • ITT: Post maps/scenes that never saw the light of the day.

    • Campaignjunkie
    • April 12, 2011 at 6:12 AM

    "High Noon." Source, 2008.

    [attachment=2]hn5_mission0000.jpg[/attachment][attachment=3]hn4_pit0003.jpg[/attachment][attachment=4]highnoon1_train0002.jpg[/attachment][attachment=5]highnoon1_train0001.jpg[/attachment]

    Currently trying to revamp it and make an actual level out of it. EVERYTHING MUST BE IN ONE BSP.

    [attachment=0]laugh10002.jpg[/attachment][attachment=1]laugh10000.jpg[/attachment]

  • Crysis 2

    • Campaignjunkie
    • April 11, 2011 at 9:00 PM

    Well, it was only memorable because they all choked on water / ice cream.

  • What are you playing now?

    • Campaignjunkie
    • April 9, 2011 at 8:08 PM

    Finished AssCreedBros. Good stuff except the insta-fail missions. "Everything is permitted," huh?

    Quote

    I'm glad I got to see Kristen Bell's character stabbed.

  • Black Mesa Source

    • Campaignjunkie
    • March 28, 2011 at 7:52 PM
    Quote from JeanPaul

    Oh trust me dude, that chapter has been seriously overhauled since you left.

    Thank god. I always thought it needed more torus.

  • Source engine - MDL - UV channel 2

    • Campaignjunkie
    • March 28, 2011 at 6:21 PM

    env_projectedtexture is kind of wonky in the current engine, you'll have to wait for Source 2011 (Portal 2) for decent projected light support

  • Black Mesa Source

    • Campaignjunkie
    • March 28, 2011 at 6:12 PM
    Quote from JeanPaul

    I did some minor things in Anomalous Materials.

    MY BABY!!! (... whom I gave up for adoption, I guess)

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