kleinluka Posted January 24, 2005 Report Posted January 24, 2005 I dont see anything wrong with it either... The other shots showed something of the level... guess the sunglow one was (like mike said) simply to show one of the cool side features of the map......coooool Quote
tnoh Posted January 25, 2005 Report Posted January 25, 2005 Can players use those energy balls as a weapon like in hl2, that would be nice feature Quote
RD Posted January 25, 2005 Report Posted January 25, 2005 Maps like this have a good chance of winning i think. Quote
venomus Posted January 27, 2005 Author Report Posted January 27, 2005 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. Quote
Phlek Posted January 27, 2005 Report Posted January 27, 2005 I had some of those energy balls in one of my latest maps, but it doesn't really act the same as they do in single player. The balls bounce off of eachother between the beginning and end of the beam, going away at the top not so often. Same problem with the vpyshics beam that raises objects when you enter the beam, doesn't seem to work on player...only on prop_ entities. Did you have the same problem with this? Quote
venomus Posted January 27, 2005 Author Report Posted January 27, 2005 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. Quote
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