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venomus

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Everything posted by venomus

  1. It took me a while to get the ball spawners and nearby effects working properly even though there is a prefab for it. You have to make sure you have the proper filters set up for the physics_trap and the vphysics_motion, or you will not get what you expect. This can be partly done from the spawnflags of these entities. But if you want one of the triggers to include or exclude a single entity type (such as combine_ball) you need to set up a filter_activator_class and target it in with the filtername key of the physics_trap or vphysics_motion. Note that the prefab, if you have copied it, does NOT include the filter entity even though the filtername key of the triggers targets one. One more thing: the prefab for the ball spawner it set up so that all the effects (beam, sound, spawner, and the 2 triggers) start off. This I assume is so that you can turn it ON 1 second or so after the map starts (with a logic_auto), that way there is less chance of bugs arising from unspawned entities, etc.
  2. This map does own. One of the few custom ones I actually bother playing cos the gameplay is A++.
  3. Ferret I see your point but please, remove the stick/cucumber/pool cue. I only took the shot to show the city + clouds skybox that I tried to recreate as it was one of the most impressive moments in HL2, nothing particularly new in terms of graphics but its just the setting and immersion factor when you realise your on top of that tower that makes it stand out in the game. Admitted its a small and 'indoors' map so there aren't exactly any points where I capture a shot showing the w hole map, unless I did an overview but meh. I'm pretty well satisfied with the map even though I don't think it realistically has much chance of winning (thnx RD anyway \m/) against the extreme quality work that surfaced in the last 2 weeks or so of the contest. Nothing like cold hard cash to motivate the best mappers out there :roll:. Probably the main card it has to play is its originality while still adhering to a strictly HL2 setting, I have not seen many other maps set in the actual citadel. I'll release the map after valve announces the winners of the contest in a week or so. Can players use those energy balls as a weapon like in hl2, that would be nice feature Yes but they sort of lag in mp when you are carrying them. Maybe a way to fix that (I didn't have time to find it) but its not really too bad.
  4. PostPosted: Fri Jan 14, 2005 5:34 am Post subject: Venemous, you are a god for making that tutorial. Ive been trying to get respawning to work for the longest time. Glad to be of service :wink: If it's not working for multiple objects are you sure you have renamed everything right? You also have to add a new output for every object it work on, see the example I have posted in the comments. TBH your teleport system is probably ok for this map, because it doesn't look too stupid that the stuff respawns at random places. Only use my system for objects that must reappear at their original locations. But maybe tweak the teleport system a bit like I suggested :wink: .
  5. First off here are some obvious visual glitches: (this one was flashing in and out quite badly as you move around it) Is the gap down the center supposed to be there? And as for the floating polygon, do you have the model the wrong way around? I noticed you used a trigger_teleport to handle objects that get thrown out to sea. This is an ok system but it needs a few tweaks. First of all it looks a bit strange to see objects spring back to land immediately after they hit the water. There is movement interpolation which makes the teleporting objects look like they are flying really fast. One solution might be to first teleport the objects to a room underneath the map, then teleport them back to the map afterwards. The interpolation would still be there but you wouldn't see it because the objects would come from below. Also some of the teleport destinations seem a bit badly chosen, one of them was near the hev charger which is a bit out of the way, and another one was near a cliff edge. This resulted in a hilarious loop of barrels getting teleported only to roll back off the cliff into the sea. You can read my tutorial about respawning props hereeven though you might not need to use it in this map.
  6. Here are some more pictures. Also the image host for the first batch seems to be down. Hopefully they should be visible again soon.
  7. My map just got owned Seriously that is the best looking HL2 map I have seen so far. The only problem I can think of is that the open style may not be suited to Hl2's slow movement speed. Someone really needs to make a mod with the sprinting cap removed. The AG2 team could really use a few maps like these I would have thought.
  8. Awesome map Mazemaster. You have definitely preserved your mapping style. That lighthouse does look a bit camp-tastic if the only one way up is one of those open spiral staircases (easy rocket kills) so be careful how much ammo you put up there, or put some spawnpoints there.
  9. Hello, just another Rust minion dropping by. These are shots of my map dm_ultracore. It's small and intended to reflect the gameplay of old classics like frenzy, datacore and rapidcore, while matching up to the next-gen aesthetics of Doom 3's tomiko reactor. Originally I had not intended to enter the contest because I had plans for a much larger project dm_synapse. This map is basically the work I had already done on it.
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