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What engine should we use for the contest?  

40 members have voted

  1. 1. What engine should we use for the contest?

    • half-life 1
      3
    • source
      20
    • ID tech 3
      0
    • ID tech 4
      3
    • unreal 2
      0
    • unreal 3
      1
    • cryengine 2
      1
    • x-ray engine
      1
    • no specific engine
      11


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Posted

these sound ok

[*]Create an enjoyable Portal level not set within the Aperture Science Labs.

[*]Create a short HL2SP level (5-10mins) that offers some new/fresh gameplay.

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Posted

thats some great input there quakis :)

themes i can come up with for the hlsp:

zombies (dont lynch me)

virus outbreak

fall of the govermenta

a new realm of fantasy

and what about custom content? i personally would vouch against, since there would be less people able to join the competition. :banjo:

Posted

A portal map would offer what the people want (using source) and have it be a new gameplay mapping theme type dealio

So yeah lets do a portal map, but we need something constricting the limits, we cant just have it be "make a portal map"

And before anyone tries to say it, a size constrained portal map would not be a good idea :P

Posted

All textures are portal-able by default, and you can define what surfaces shouldn't be portal-able by using a func_noportal_volume brush touching the surface.

Posted

false. textures with the metal property cannot be portalized.

i seriously do not want a non aperture science map though, since it will be hard to teach the user/player to use which surfaces and how. it might just be a question of syntax, but still, if we're doing portal, we're doing it for the gameplay, NOT the visuals. else we might as well go for hl2ep2 or something entirely different.

i reckon it's about time we have one of these. i see many good looking maps posted here almost every day, but i feel that people here (and especially YOU, artists) seem to underestimate how important good gameplay is.

Posted

false. textures with the metal property cannot be portalized.

i seriously do not want a non aperture science map though, since it will be hard to teach the user/player to use which surfaces and how. it might just be a question of syntax, but still, if we're doing portal, we're doing it for the gameplay, NOT the visuals. else we might as well go for hl2ep2 or something entirely different.

i reckon it's about time we have one of these. i see many good looking maps posted here almost every day, but i feel that people here (and especially YOU, artists) seem to underestimate how important good gameplay is.

Environment Aritsts are not LDs anymore in most cases so this is a false statement imo.

Posted

false. textures with the metal property cannot be portalized.

Ok, so put a func_brush textured with nodraw over the metal surfaces you want to be portal-able, that will fix it.

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