I am running BM on a 4 year old toaster, I can handle battles of 20 hecu verses 10 a-grunts(messing around on the dam with cheats). I bet that if my computer can handle your maps most lower end ones will 2.
Well, I’ve finally given up on the pipes. Tried every damn solution I could think of and nothing works for the Garg. He simply doesn’t want to climb over the pipes.
The current solution I’ll implement so that I can get this release out of the door is to delete the pipes. It’s sad I know, the courtyard looks a bit bare without them, but gameplay comes before aesthetics.
I have a version of the map backed up with the pipes still in the courtyard, and I will continue to try and figure out a way to get it to work. But for now, you’ll have to play without them.
Pipes ? So what’s it gonna be a massive, epic gargantua escape ?
What if he doesn’t climb over them, but just run through them and break them?
Can’t you make the pipes just a texture one can move through? Not realistic at all, but at least they will be visible.
Is there anyway to keep the 2 pipes leading from the reservoir and cut them short leaving a clear walkable space but also making it so that the player cannot jump over them?
Do the same for the other pipes make them an obstacle for you and the garg and have clear walkable space gaps so the pipes act as bottlenecks… Making the reservoir 2 possible routes from the rim?
otherwise agreed on the deletion…
It seems the problem is occuring when the player stands on them so raise them and have them not possible to jump on… Bit like Pac-man type run from the ghosts
the walls represent the pipes get the idea on this one with going up the tower is like passing through the gap in the wall on a pac-man map the only difference being that the garg can blast you across the pipe or on the otherside of a wall… but anyway enough pac-man analagies but I think this might help?
No. The pipes are model based, and doing it using dynamic props tied to invisible func_breakables would be an absolute killer on performance - in an area which already has very poor performance.
That’s probably even worse than having the pipes there with the Garg getting confused as shit. The courtyard doesn’t look THAT horrible without the pipes.
I’ve kept most of the pipes but cut them short so they simply 90 degree into the ground at their origin. It doesn’t look terrible.
It’s for the best. I’ve tried A LOT to get the Garg to play nice with the pipes but he doesn’t. It’s still better than the BM Dev Team’s original conception - if you stood on the pipes in the “original” version, the Garg would get confused and start shaking the tower, which was totally mindbogglingly stupid.
I’m going to check the garg exploit into the FaF tunnel. Did you get a chance to look at this or fix it’s pathing?
Have you tried putting clip brush and raising them pipes so they are not able to be jumped on?
After the 3 maps are completed are you still willing to re-implement the tentacle and Apache chase?
That’s a very bad idea.
No.
Dunno. Is what I’ve done so far not enough?
What u gonna do when the maps are released? Too much spare time!
I’ll release in 3 - 4 hours. It’s pretty much ready, but there’s quite a few small refinements and I’m gonna do several test runs/shoot the film before I give anything.
Did you link them?
Do the links work?
About Tentacle in ST
There’s a perfect spot in mine field for him.
Someone that knows how to use Hammer should try it.
If there’s a buddy that wanna try it, you can spawn it in game with a console command.
U need to start the map with a console command and then u can run through all three of them
Just curious but how does c2a5h link to c2a5i?
Did you keep the jump pad?
I can wait for the video I guess but curious…
Will you release it when the video finishes uploading or just upload it when you release the map?
EDIT: And will the map have HDR? Because that could cause some minor performance issues
You’ve done more than enough, it’s just that you mentioned this earlier in the thread so I was wondering if you’re still going to do it.
TextFAMGUY1 has been in this thread for a while
Either:
a) He just left this open and went to do other stuff
b) He’s preparing a megapost
c) He’s watching our agonizing wait
I hope for B, but we’ll probably get C
It’s A. I leave this thread open a lot. I’m mapping. I currently foresee it being done in 1 - 2 hours. When it’s done I will privately post the link to alpha testers before anything else - they’ve been waiting a while! Then I’ll prepare the megapost/video.
The map will have HDR just like all of Black Mesa has HDR. It won’t be the thing causing performance issues, poor optimization will.
It’s a staircase leading up to an elevated catwalk. It’s nice. The jump pad was crap.
Having removed the pipes from the Garg courtyard, as far as I can tell there’s no way to break the scripted sequences outside now. The Garg always functions properly. This is good. I’ll be interested to see if my testers can find a way to break them.