Hazard Course Remake (AVAILABLE NOW!)

I noticed that Raminator uses the player clip texture instead of nodraw on the outside of maps. That’s actually really clever, I think. Allows you to always see the inside of the map from the outside, whether or not the draw nodraw button is on or not. Not sure If I’m gonna start using that or not, but I like it.

Edit: Welcome back, ghost page! We missed you.

If the mods incensored Mike his post this problem wont persist again probably.

Sounds like something he would do. Ram’s a pretty clever guy when it comes to mapping.

Ghost page broken, by the way.

I like it. I’d use it if it wasn’t for the side effect of rendering everything on the map in Hammer. Lag spikes, blech.

I’m gonna go and divide my work into hc_basicmovement_01 and hc_basicmovement_02 now.

You do that. I’m gonna get back to detailing the transfer areas.

Done. Quick and seamless. :slight_smile:

Loading times between the two levels are pretty fast too. Dunno what’ll happen when we add the rest of it though.

The first merged one loaded up nice and quick. so long as we don’t go overboard it should remain reasonable I’d imagine.

Diverging from Dky’s path, I figured my two transfer maps, being as small as they are were finished enough to warrant combining into one map. They aren’t completely finished, but I’m just about running out of ideas. “hc_trans00a.”

Honestly I’d suggest going as far as VBSP will allow us to go. Why the hell not? :stuck_out_tongue:

Because we have to make sure a single room doesn’t take up a whole map?

I mean extend the maps so that level transitions are as few between as possible.

That’s basically what the BM team did, and that turned out pretty nicely.

EDIT: That method of using the Player Clip texture instead of Nodraw causes leaks because of its transparent property.

EDIT2: Lars made a security camera prop and associated brackets! And I just successfully tested out an entity system to make it follow the player. So happy! :smiley:

Nice. I’ll have to take a look at the new camera, I’m sure it’ll be useful.
Didn’t get any time for downloading today, but a thought just occured to me; The flashlight section was ludicrously short in the original, and so far I’ve been perhaps a bit too faithful to the original design. Do you think I should add a second area, a maze or something, perhaps?

Hey why not? Do something really cool with it! Flex your creativity muscles!

Think to yourself… “What would have been really cool if it were in the original?” Then hell, why not? Just do it and see if it works out. If not, then at worst you just have to delete some stuff. :slight_smile:

I say go for it!

Does it? It’s on the outside of the maps, touching the void, so it shouldn’t have an effect. Oh well, then.

I actually like the idea of a maze type of thing more than the original catwalks. It’s add some more of those precious minutes to the gameplay. Definitely try it out when you start working again.

I sat here for the last 20 minutes baffled as to why this door wouldn’t open.
Stupid fucking “start locked” flag.

Yeah apparently the transparent property is applied to the entire brush when that happens.

How does Ram’s method work? Are you sure it’s like that?

It certainly looks that way.

Upon closer inspection it looks like he does that, and boxes it all in with another playerclip block.

I am now confused.

EDIT: I am now slightly less confused. For whatever reason, the Player-Clip-Facing-Void technique will work properly and seal the world only if the faces of the brush(es) in question overlap each other to form the room’s box geometry. It is therefore incompatible with my habit of edges-only worldbrush contact.

Ah well.

Eh, at least it’s still an option.

I’m gonna take a break from the transfer areas. They’re about as done as I’m willing to go for tonight. Anything else I can/should work on in the meantime?

hey dky why you are not workin on xen project any more man??

hey i can make some textures and decals for ya, ive all ready maked a decal. you know the hazard area where player is taking damage from toxic. i making decals for walls if you wanna use them. just need to upload them. and tell me what texture you gonna use for toxic waste there. so i can pick color and try to make it same and great.im also good voice actor. i dont have some bass voice or idont know what, but i can act someone. actualy im better in that than in texturing. i have my version of cs on my language. that was my first project.

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