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Campaignjunkie

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Posts posted by Campaignjunkie

  1. but brushes have nothing to do with the bsp structure :lol:

    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

  2. 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.

  3. 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.

    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

  4. 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!

  5. 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

    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.)

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

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

  7. "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]

  8. Oh, oops, I didn't read the post properly, just saw the screenshot and went with it. (As usual.)

    The "1" or 1 shouldn't matter with boolean parameters like that. Hmm.

    Well, if Hammer knows to display the specular like that AT ALL, you know it works. Make sure you're rebuilding your cubemaps and you have enough light sources to generate a proper cubemap at all.

  9. Amazing art, but its to bad, there was zero destructibility.

    Yeah, after Mech Assault series, I kinda expect destructible environments... BUT THEY ARE TOO PRETTY TO DESTROY

  10. VERSION 0.9 IS OUT.

    http://www.blog.radiator.debacle.us/201 ... -beta.html

    The setup, kinda like Spy Party: there's an island with lots of NPCs. You're Lucas Debes (17th century Danish priest) trying to escape the Faroe Islands in a rocketship, and you have to blend in and pretend to be an NPC to escape alive... or maybe you're the bailiff trying to kill him and/or sacrifice all the NPCs to Satan.

    REMINDER: You need 2 players. One player clicks "Bailiff" to host the game, then the other player on the LAN clicks "Debes" to join the game.

    It's really unpolished, but it's kinda fun already, or at least the dozens of times I've played it.

    Windows and OSX builds. Only LAN works right now, sorry.

    http://www.gamefront.com/files/20025702 ... Win_09_zip

    http://www.gamefront.com/files/20025729 ... Mac_09.zip

    Next version, we'll try to get direct IP connection support in. Sorry.

    ... But if you have a friend on your LAN, try it out and tell me what you think. Peaaaace out.

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