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Campaignjunkie

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Everything posted by Campaignjunkie

  1. I loved SS1... but I don't think there's quite enough DoF in these screenshots yet
  2. I think I'll do a Barragan / arabic palace Ep2 map where you fight a hunter that has magic powers. EVERYONE DO SINGLE PLAYER!
  3. "awkwardly rub my face on the Wiimote" will be my favorite mini-game
  4. Skjalg: 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. Sorry if that wasn't clear, I'll add that to the post...
  5. 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.
  6. Make sure for the Unity dimensions you say that the 32^3 bounds are based on you using the standard FPS controller dimensions (2 unit tall player), because really anyone could scale the player down to 0.25 units and make a huge level.
  7. If we go by Lunaran's player height rule (72 * 16 = 1152 for Source, 48 * 16 = 768 for Quake) then standard Unity is 2 * 16 = 32. 4 weeks is really long already.
  8. I like those spiral pillar things... But seriously, way too much sharpen in these screenshots, and it'd be cool to credit the original author of those textures, Sock (http://www.simonoc.com/pages/materials/ ... /index.htm)
  9. I think I'm gonna do a single player Unity thing for this, using the entity framework by Warby/Frie/et al. In Unity, the default FPS player is 2 units tall, and 2 * 16 = 32... So I guess it's more like 32^3 for people who want to use Unity.
  10. How do you judge a singleplayer vs. a multiplayer level though, exactly? Apples and oranges... APPLES AND ORANNNGES
  11. Peris: any details you can share on your level generation algorithms? I'm liking Recursive Division right now (http://weblog.jamisbuck.org/2011/1/12/m ... -algorithm) because the layouts seem kind of realistic, with occasional long hallways / rooms / courtyards. I'm going to try to implement it in Unity, I think.
  12. Another contest idea: take the first VMF of HL2 (d1_trainstation_something_something), preserve the first minute or two of gameplay... but then start making changes to it. Upload a sequence of 4 or 5 screenshots or a video for judging. Awards for the top 3 in "most plausible" and "most insane." Custom assets allowed and encouraged.
  13. For the door compo, I think submission should just be a download link + a sequence of screenshots / captions that show at least 1 solution (ideally an interesting one)
  14. Awesome work. Only thing I don't like is the square vent above the door, feels too "game-y", like you just wanted to put a prop there or something -- instead of the vent actually being part of the building.
  15. If I had my way, small 512 x 512 x 512 single player maps for HL2 vanilla (so it's compatible for Ep1 and Ep2 too) and then we put them all in a mini map pack at the end. LONG LIVE SINGLE PLAYER!~
  16. Vilham: for the Source maps, probably not, especially since HL2DM is such a blasted mess these days
  17. Personally I voted for Reno in this because I thought each brush served a bunch of different functions, gameplay / silhouette wise. Or at least that's how I interpret "brushwork"
  18. Reminder: submit by Sunday @ midnight (PST) Reminder: submit by Sunday @ midnight (PST) Reminder: submit by Sunday @ midnight (PST) ... Don't make me come over there!
  19. 20b_barragan homage to the awesome Mexican architect Luis Barragan a not-very-fun MP level that probably doesn't work well in HL2DM, 2 players max (I built it in Ep2 for HDR / fancier water shaders, and my HL2DM hammer doesn't work for some reason) [attachment=2]20b_barragan0006.jpg[/attachment] [attachment=1]20b_barragan0005.jpg[/attachment] [attachment=0]20b_proof.jpg[/attachment] DOWNLOAD? Okay. (VMF included if you want to take a look) (load it in HL2:Ep2 for best results) tree texture from cgtextures most plaster and concrete textures by Hipshot sky is from cs_militia
  20. Maybe for the next compo... but why don't you just use UDK or Source? You know both! James: I really like the structure of that
  21. Great start, Leon -- remember to take into account that these are also meant to be fully functional MP levels. (Deathmatch, CTF, KOTH, whatever you want) -- and are you using 2 brushes to create a slight incline in the floor? There's no room for subtlety with 20 brushes! Instead use that extra brush for, like, an important wall or platform somewhere! seir: you could probably learn Hammer or Radiant or UnrealEd quickly enough. Once you know one 3D game editor, you kinda know how they all work.
  22. Oregon Trail. Still among the most difficult games ever. Still amazing.
  23. Was looking at the capital of a Corinthian column and tried to do a wall of overlapping "leaves" but the instanced brush I was using was making VBSP crash. I'll redo the brush and get this working as I still like the idea of overlapping petals. [attachment=2]20b_octavius.jpg[/attachment] And here's a tribute to the Mexican architect Luis Barragan. Can't get the purple / pink color right... [attachment=1]20b_barragan0003.jpg[/attachment] [attachment=0]20b_barragan0004.jpg[/attachment]
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