Why if you put it on the right did you have walkways through mid air?
Surely it should be a walkway following the contour of the building…like a ledge metal grate with railing
I think you should take some time off it textfamguy come back to it with fresh eyes and fresh thoughts but forget about it for atleast a few days and take a break
Use yer noodle Ronster. Though you can’t see the map so it’s a little understandable, there’s no other place to put the walkways. There is not. I am not an idiot. There’s no way to make the walkway work well, whilst still having it connected to the main building. Not even the greatest mapper in the world could make it work there without changing a lot of the surrounding area, simply because there’s not enough space. It. Doesn’t. Work. It was a nice idea, but it doesn’t work. Trial and error. I tried it, it didn’t work. So I have to move on.
I don’t need time off. I’m nearly there. I’ve had a busy life recently which is why I haven’t made much progress, I’m still enjoying doing it and I’m still doing very well.
I’ve moved it back to the left and it’s much better. I’m not fucking around with it anymore. I’ll wait for tester feedback.
Ladder access from the raised walkway by the hanger… walkway straight across in line with the ledge all the way along that contour ledge straight over to the right?
That was my first thought anyway nevermind… always using my noodle
Ladder won’t work as the Marines need to be able to run up there for the scripted sequence. There are also no ledges running along it with enough space to allow a walkway. It has to be a walkway or the marines can’t get up there. It didn’t work. End of story. The only solution was to move it, I’m afraid.
No probs i am only sharing how i saw it before you chaged it back… actually i though you could have the hecu pile out of a door and on to the helipad… anyway do what you think is best not critising just wondering how you got to the full u-turn
You lads will be very please to hear it’s turned out lovely - I’m very happy with it. Plays very nicely in game, and looks great too. One of the advantages of elevating it (and one of the reasons I wanted to do that) is so that the player can stand up there and get a better view of my 3D skybox - and you can get a very good view from up there. I’m very pleased.
Now I just need to work on the optimization, cuz it’s not too great currently.
It’s a nice idea but I think what I have now works REALLY well. If I get negative feedback from the testers I’ll consider his idea my second option.
If you do need to use the second option for the hangar, eli’s initial idea is better than bur’s suggestions as his straight roads are more realistic. However, the road to the left would need be deleted, as it would connect directly to the hangar.
Now that the helipad has been beaten to death, I want to make a suggestion regarding the car shop. Make the destructible segment of the pipe further down from where it currently is and have it collapse just in front of the player. The purpose of this segment in HL was to create a situation where players would use snarks. In your version, where the player immediately drops into the battle, you’re not doing much to drive player preference into selecting this weapon. Even though the player will have snarks in his hand, there’s a decent chance that he’ll revert to conventional weapons, as he’s never used them before. Also the HECU in this game are friggin aimbots. You don’t want the player to drop into an open corner and get torn apart…reward their ingenuity for staying in the pipe.
Not blaming you personally here, but I’m getting rather tired of people calling it “my version” of that scene. It’s not my version. It’s the scene the devs created in Black Mesa, I didn’t change it. I moved it to the Garage whereas in BM Vanilla it was by the Garg chase. I didn’t do anything to this scene, so I’d appreciate if people stopped criticizing me for it. I will change it for the better but IT IS NOT MY SCENE.
Glad we cleared that one up.
I’m having trouble getting the level transitions to work properly, which is annoying (C2A5G is finished and very lovely, aside from optimization - it runs quite badly). Can’t for the life of me figure out what I’m doing wrong. The info_landmarks are in the same place and named the same, there are trigger_changelevels on both maps referencing each other, so it’s really annoying!
I may be wrong about this, but in power up, the garg bursts through a wall, and this has a nice looking destruction. I dont know if its cine-physics, but you might be able to use that.
Good luck Text, couldn’t help you on a level design prospective, look at it this way: More kinks you work out, the less you need to do later. I think some of us here are used to waiting and are watching your project closely, just take a breather for yourself.
Actually I’ve pretty much just locked in C2A5G into a release state. It’s looking (and playing!) wonderfully, exactly how I’d hoped. I think you guys’ll be really impressed, I know I am!
What does this mean?
C2A5G - Releasable (but a bit unoptimized)
C2A5H - Definitely Releasable
C2A5I - Close but not quite
So, FOR SURE 100% NO COMPROMISES NO LIES NO MORE DELAYS I PROMISE PLEASE DON’T HATE ME alpha release Friday or Saturday, probably Saturday as I am very busy tomorrow.
The bright side is, all this waiting gives you an even better alpha to enjoy. C2A5G and C2A5H are both SIGNIFICANTLY better than I’d imagined they were going to be for this release. Due to the progress I’ve made and considering just how refined my maps are currently, I think I can skip closed beta and make the next release an open beta. Depends on the volume of feedback though.
Interesting feature
So it turns out that you can make the garg follow you all the way to the end of the tunnel leading to FaF. The trick is to use the artillery to destroy the radar tower quickly then get in and open the door. You have to keep using the red valve till the second door opens fully. The garg is actually scripted to open the metal door protecting the entrance so you have to run inside and return to the red valve to get the door to open fully. Once that’s done, you can get him to follow you all the way to the end, but this is buggy. If the garg fires at you, he stops moving, but you can bait him to get him going again.
I believe this feature was meant to be included in the game as the garg has the script to open the metal door if he’s not killed and he can fit inside the FaF tunnel. Text can you keep this in your version of C2A5I but fix the bugs, or alternatively make it such that there’s no way for the player to survive if he does not kill the garg.
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.