Will all falling debris be able to hurt you?
Can the falling bricks set off the tripmines in ST?
If falling debris can hurt you than death will come swiftly in Unforseen Consequences and Power UP.
spawnflags: important things
Heh, I would have hoped that if people were going portfolio hunting then the text would at least have been given some consideration. I typed that out with the hopes that stuff wouldn’t end up here being nitpicked to bits; because it’s something I haven’t even done yet!
I know that prop_physics’ with the debris spawnflag aren’t solid, I mean will ceiling parts/the crumbling walls in ST/ect. (I meant falling shit by debris) hurt you, or are they still non-solid?
From Rabidmonkey’s site, about Surface Tension:
“Through various revisions and modifications of the level it ultimately ended up at it’s current scale (about three times the original size!)”
Does that mean if each area has been expanded upon greatly, the whole chapter will take much longer to finish? If so that would be great!
Also, looking at the Dam scene, you can’t really see any distant terrain in the skybox, such as mountains or mesas, which I imagine would be quite visible at that height. I’m guessing there is some, but it’s just not visible in those shots.
pretty sure he’s just talking about the dam, since that’s the map he was developing. But a closer look on Abe’s page shows some blueprints of the area after the dam, and it looks significantly expanded.
edit: looks like there’s something wrong with his page atm, it won’t load.
I think he means the entire chapter.
I’m not sure about the chapter but the load points aren’t as close together as they were in HL. THAT is what I think they mean
no, I think he means that the areas in the map are larger than their goldsrc counterparts
The dam is larger than their earlier iterations of it (and I mean the actual dam; not the level). As for the rest of the level, I took it as only the size of the dam itself has changed, but I’d be all for making levels longer.
Specifically, I was talking about the dam level (you can see the change in scale in the hammer screenshots on the c2a5a dev page); but you’re right, some of the other areas of the chapter are much larger (just ask Ram about c2a5g)
E: As a result of increased scale the maps might take a bit longer to play through but I wouldn’t consider it very significant (to answer the other part of that question). There is also distant terrain, but the skyboxes still need some work.
The load points for ST in particular are in similar locations; but the playable map space per-level is probably bigger overall.
Thanks for the inside-scoop, Rabid
Not too much more work, i hope :3
Thanks for clearing that up. Surface Tension is one of the longest chapters in the game if I remember correctly, so I guessed it’s only natural that expanding on it would increase the playtime. I’m still trying to figure out how you get to the bottom, it didn’t really make much sense in HL how you swam through the pipe. It would be awesome if the player fought through the actual Dam itself, through all the generator rooms and such, and emerged at the bottom.
well, from what i understand, there’s usually a large spinning turbine beneath the powerhouse (at the bottom of the dam), which powers the generators. Since the intake water travels thru there, it’s safe to assume you might encounter a giant spinning fan of Doom on your way down to the river :zip:
i agree, but i’ll love it either way
This was something I considered but ultimately it did not fit with the original gameplay and would have stuck out like a sore thumb in terms of art for continuity with the rest of the chapter.
I do want to experiment with this idea for a multiplayer map, though…I did some orange maps based around the size of the SP dam a little over a year ago and it’s something I would like to finish after we release SP.
So that pretty much clarifies the whole “no co-op at release” thing.
That would be a cool idea for a MP map, dm_hydro (not related to TF2)
Pretty sure this was was cleared up a while ago?