I like how relevant the word “inbound” is, right now.
Or maybe I’m just retarded.
Anyway, I’m having trouble deciding what I wanna work on right now. I’ve got the motivation, just not the starting point.
I like how relevant the word “inbound” is, right now.
Or maybe I’m just retarded.
Anyway, I’m having trouble deciding what I wanna work on right now. I’ve got the motivation, just not the starting point.
Well, if you want to do a pass on the tram station or lobby before I merge them, you can do that.
I think I might get some draft scripts going for areas of the game; I have an idea of what we can do with the security booth.
Do a pass on my stuff if you have time. I’ll upload an updated VMF at some point tonight.
I think I’ll go fix some lighting until I get some better ideas. What are some of the fullbright areas?
Looks great already!
There are none.
Shit, since when?
Okay, well that idea’s out the window.
I’ve reached my personal goal of no fullbright areas in all maps. So that’s pretty cool. B)
There are some areas with rudimentary or crap lighting though. You can tell where those are by a noticeably large amount of disembodied lights without light props.
I see. Well that’s good. Better than navigating entirely by flashlight like that map in Depot.
I think I’ll just take a nap and get to work when I’m not so out of it.
hc_basicmovement_02 VMF and BSP are uploaded.
go go go
Fucking awsome, way better then what I came up with.
As for entering the tram station, the rotating prop thing doesnt make sense to me…
Who activates it?
Are you guys accepting drastic feedback? (if not feel free to ignore the rest of this post)
If you remember the discussion about getting a ‘low security’ feel, you can do a couple things with the tram platform to make it feel that way. First make the building appear more open, but still sheltered, sort of like walls and supports with a roof, but not fully enclosed, just enough to protect against the elements. To go with that raise the ground to a couple / few feet under the tram track and platform so it looks like the building was just constructed over the ground to protect against the heat and rain. AM’s pit makes sense to me as part of the security since it requires a secure tram to reach the platform. But here I don’t think you don’t need that, since it’s just an unimportant low security surface tram station.
Why is Hammer such a goddamn error magnet? Holy fuck, every brush appears as wireframe, now. I don’t like this.
… Turn off wireframe mode?
It almost hurts that you think I didn’t try that already.
Refreshing the SDK content fixed it. I gotta figure out what the heck keeps causing these errors I get so often. Okay, on to business.
I was about to start talking about how busy the tram station and lobby hallway looks, but then I actually compiled and viewed them in game, and I’ve changed my mind. Jeff, you captured the “abandoned except where needed” feeling pretty flawlessly. The lighting (especially this corridor in particular(I think it’s dev only, sorry watchers)) really sets the mood. Almost makes me depressed, actually (in a good way!). I might go through it and make some small changes (like the file cabinets being “indented,” and the glass in the lobby which is some units short) and possibly some more detailing, but I really love it as it is. This guard has a shitty job. I’d hate to patrol this obviously massive hallway, hours on end.
Dky, dear god, why don’t you have any visgroups? I don’t see how you work so well under these conditions. Unless my Hammer is being dumb again, in which case sorreh. But damn, I’m afraid I’ll accidentally break something if I mess with any of the .vmfs.
I find that the default visgroups combined with the cordon tool basically solves all my visibility needs. I only use custom visgroups when I find that the default groups don’t work for specific instances, for example in the Hazard Rooms with the floor covered in entities.
Oh and by the way, you might want to hold off on editing. I have some minor updates to the map.
EDIT: New VMF updated. You may proceed with editing. BSP coming soon.
Who needs a programmer when you have Dky?!
Yeah, I can wait on editing yours. I’m touching up the lobby map, right now actually. Gotta fix up cubemaps, some of the curved brushwork is made of fuck, stuff like that.
Not before killing a guard with a wrench, taking his gun and shooting everybody first, however. Seriousness comes before playtime, after all.
It’s automatic, same as the door. Maybe that should be changed. I dunno.
Good to know I can make people feel lonely…?
I actually kind of like this idea. It is pretty close to surface level as it stands, probably built into a cliff or something… We could probably do away with most of the pit without losing too much, just some pipes. And what about putting sand in, removing the wall with the windows altogether…
It’d be a major overhaul, but at least some of it should be doable. I’ll have to look into it when I merge the lobby and the tram station, after everyone else is done on their passes.
Oops.
Keep it.Its a nice touch.
This has always bothered me; you have a platform at some height, with railings all around, except the part where people are most likely to stand, eagerly waiting for the tram to arrive (so they can go to the bar and have a few beers ).
As for what opens (and closes) it, it is like any modern elevator or such, it is controlled by sensors in the rail and the tram stopping at the station activates it.
Jeff, with itchy fingers I’ve been checking out the map and I’d like to add a few props (they have been around for some time so you probably already have them downloaded).
It has been a little quiet from my end lately, I’ve been busy playing DS3, but no worry, I’m still at it, messing around with the maps .
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