Pericolos0 Posted May 4, 2011 Report Posted May 4, 2011 PogoP that's starting to look really cool! Would love to see some organic touches in there, like the occasional hanging wire, some paint flaking, a decal to break up tiling etc Quote
General Vivi Posted May 4, 2011 Report Posted May 4, 2011 Kinda reminds me of outpost31 ehhhh pogo? Quote
Froyok Posted May 6, 2011 Report Posted May 6, 2011 Portal 2 --- Trying to map some chambers. It's been a long time since my last hammer map ! The lighting is done only with white textures (it give an interesting atmosphere I find). Quote
Bunglo Posted May 6, 2011 Report Posted May 6, 2011 No, you have do some ninja-ing with the Alien Swarm SDK: http://developer.valvesoftware.com/wiki ... ring_Tools Quote
Froyok Posted May 7, 2011 Report Posted May 7, 2011 Yeah, not very fun. I must close hammer before (or after) launching the game because my viewport become black. Only a restart of hammer work to get my viewport back. Quote
Campaignjunkie Posted May 7, 2011 Report Posted May 7, 2011 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. 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 Quote
Froyok Posted May 7, 2011 Report Posted May 7, 2011 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 I have removed the -alldetail command like the small tutorial on the wiki, and I don't have to put this giant bsp room to compile. But I have portal 2 entities in my map... So much tests to do ! Quote
Mr. Happy Posted May 7, 2011 Report Posted May 7, 2011 Yeah, not very fun. I must close hammer before (or after) launching the game because my viewport become black. Only a restart of hammer work to get my viewport back. If you launch the game first, and then launch Hammer, that won't happen, and you will also have access to steam community (-hijack disables steam community it seems) Quote
Bunglo Posted May 7, 2011 Report Posted May 7, 2011 Yeah, not very fun. I must close hammer before (or after) launching the game because my viewport become black. Only a restart of hammer work to get my viewport back. Before you launch the game to test your map, minimize hammer. I had the same problems with the regular source SDK and that's the only thing that's worked aside from restarting the editor. If you launch the game first, and then launch Hammer, that won't happen, and you will also have access to steam community (-hijack disables steam community it seems) I'll have to try that as well, thanks Happy! Quote
sarge mat Posted May 9, 2011 Report Posted May 9, 2011 Short project I am working on for L4D2 (survival map) so I can actually get something finished for that game for once. Really wanted to play with colour correction for this one and make it quite dark with little colour. You can prob still see the line between the skybox and the game world not quite finished with it yet. Now more lighting and maybe different colour correction in different areas to break it up a bit more I think! Quote
voyager Posted May 9, 2011 Report Posted May 9, 2011 sarge mat Wow, it looks beautiful! I really like the colors. Quote
Serenius Posted May 9, 2011 Report Posted May 9, 2011 Looking pretty good, Sarge! I like the way you organized the large and small clutter to help provide guidance on where to go (or at least that's how it looks from the screenshots). I would add in a few high contrast lights in appropriate areas to help guide the player more, as right now it's pretty samey and monochromatic. Where does the playable space end on this map? Are you using geometry or invisible walls to block players in? Quote
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