Hazard Course Remake (AVAILABLE NOW!)

I’ve got a few things:

The security booth: It took me a minute to realize you had to walk all the way over to it to have the guard unlock the door. I’d move it closer.

We definitely need some choreography for this. AM dialogue feels dumb here.

The catwalk seem way too large. There’s almost no one and nothing on it.

NPCs are in “post-disaster” mode. I don’t think this is a flag you can just tick, but it should be fix however it is that’s done. If it’s required to use AM NPCs, it’s not like you’ll notice.

Tram clips a teeny bit with handrails.

The player can crouch-jump onto the handrails then climb on the tram and tram-rail.

But hey, I was able to click the “Hazard Course” button and end up in a pretty decent map! My only problem with this particular setup is that if you accidentally click it you have to wait for the map to load.

Create an env_global and set the “predisaster” state to On.

Oh. Derp.

Anyway, Box, I myself think this maps still needs some work. It’s got a decent amount of problems, and it wasn’t really playtested. Way too easy to break.

Before designing this theme, I wanted a guard open the tram door and lead the player to the door and let him say “you need to sign up at the security booth blablabla”.I made the catwalk big because of scientist conversations that might be going to take place there.Hazard Course button?What?
Can you name some problems?I’ll get onto it tommorow then.

I updated that post a little bit, may wanna double check it.
But yeah, I guess that makes sense. So it’s mostly just lacking choreography?

Like I said, there’s still a few other problems laying about, so I don’t think this could be called finished quite yet, but it’s definitely close. That’s what I think anyway. We’ll see what the others have to say.

I also think a fade-in might be nice, but that’s just me.
Another thing: The player kinda falls a teeny bit when the map loads, should probably fix that, as well. The tram also lacks a door, and it’s animation isn’t set (the hand grippy thingy should be waving a bit).

If you bump into a vending machine, you cause some snack based havoc.

I don’t mean to tear apart your map, heh heh. But there’s some things.

I’m aware of that, but I’ve tried it by making parenting a dynamic tram door to a invisible func_door.It was supposed to open on “OnPass”, but instead it stays closed.
Ever since then I just deleted the door, and I’m going to wait till we got a choreographer.
I usually get lag when spawning, so I’ve never noticed you kind of fall.I’ll look into it later.
The tramstation is indeed lacking choreography.Scripted sequences wont fill it though :/.
PM me some problems, and I’ll try to fix it or add things tommorow.
Also does anyone get this comment?
"It needs particle effects of water flowing falling down like the satchel pipe room from ST Uncut.

Also you can expand this room even more by making some of the catwalks supported and hanging so you can add more things and not too HL1-ish layout."
The Hazard Course is a used part of the facility, why would water be leaking?

Box, don’t worry about the entities and their linkages and setups. If you want, I can take care of that for you. I like doing that sort of stuff. :slight_smile:

I don’t even know what he’s getting at.

Sent you a list of what I’ve found wrong so far, by the way.

Id like it :slight_smile:

This made me think: Should we do alpha testing soon-ish, then beta testing, or should we just hold off and wait for beta testing? Big advantage of alpha testing is that we’d get earlier feedback.

Definitely should start with alpha as soon as orange mapping is complete.

Ooo, that’s not so far off. I should probably get started on that physics room…You thread watchers best start providing some feedback so we know who to look for, :o

Dem lurkers :p.

We are ready to start! :smiley:

Don’t get too excited. We still have a ways to go.

We’ll push for our entire network of orange mapped areas to be linked first. As soon as everything is linked and the whole Course is playable from start to finish, we’ll begin limited first-stage testing.

After that, as the maps develop further, we’ll slowly add testers over time. It shouldn’t be a flood of them, or else we’ll lose new perspectives.

Run into a problem with the flashlight training; whenever I compile the map now, it gets cut up into sections like visleaves, but not rendering anything outside of them. The console was getting spammed with “Vis Decompression Overrun”, so I tried func_detailing the things I hadn’t gotten around to yet (mostly the stuff I thought wouldn’t matter, I usually try to func_detail as I go), but that didn’t seem to help any.
Looked it up, and it seems to be a symptom of, I guessed it, too many visleaves caused by not func_detailing things.

Strangely, I don’t think the map is nearly complex enough to be giving an error like that, and even more strange, recompiling it doesn’t seem to make any changes to the map, including when I added an observation booth - it’s not there at all.

Unfortunately, it looks like I’ll have to rework all the wall structure details in the map so they can be func_detailed. Hopefully I won’t have to scrap it altogether.
Maybe there’s something wrong with my compile tools? :\

What are you using to compile? Hammer or VBCT? I’d try restarting the SDK (and if you have Black Mesa open, that too) then try again with each.

I was using Hammer. I’ll try it again later and report back.
EDIT: Doesn’t seem to have worked. I’ve uploaded the file, (revision_006a_borked) maybe you guys can take a look, or compile it properly on your machines.

I’m not really sure it’d make sense, but somehow I think it’d look better to have “Hazard Course” under the load game button. Just a personal nitpick.

Not many people would think to look for it there, and I don’t know if we could even do it. I think the menu option we have now is perfect.

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.