It’s always a pleasure to see your updates.
I just hope you won’t have too many problems with the Garg:
it has some issue with path-finding that are slowing TextFamGuy1’s work
Yeah, uplink must be a little minigame, instead of a demo
I hope it has a nice start and end, but I trust u completely!
Very beautiful indeed, please go on.
So how do we get to kill the garg hezus?
or is it a surprise…
in the original uplink you can’t kill the garg, the screen fades when he go postal.
I suggest after killing the garg now, the screen needs to freeze and the G-man comes to u, he says: a job wellll done, mister Freeman! But now it’s tiiiiiime to do some reeeeaaaalllll work!
Then the screen turns white… so when he wakes up, he’s in the chapter ‘Inbound’ in Black Mesa. That’s why he’s too late at work, the G-man first did a test to see if Gordon can handle it to protect the earth!
You’re actually not going to kill the garg. I’m changing some of the sequences before you see it, so there is some more foreshadowing before the action goes down.
Talking about suprises, I yet have to think about a nice easteregg to hide in this project somewhere
What about my suggestion, cause we have BM, I think we need to bind it to the original game somehow
the original location for uplink was to be either before or after the player launched the satellite, the dome thing was to link the facility to it.
Okay, but he cannot walk the same thing twice at the same time in the same universe
If you could make it like Uplink: Extended, please make the garg not immune to rpg because that’s the weapon you can acquire in the extended version.
I suggested this already directly after on a rail the buildings have doors the other side of the rocket launch but bringing you back to the rocket launch pad and then on to apprehension but got a flat no go on this one
not only this but people moan about the loss of fighting in on a rail and this level features a few fights between aliens and hecu… Problem solved on that one… IMO…
it’s also at night, and uplink by and large is a loop so you end up quite close to where the level starts… It would work perfectly in this regard and I would like to see both a stand alone and for it to be linked into the campaign also if possible.
I did a tweaked script for it to make sense also and fit into the campaign…
But I’m ok with it being stand alone but I can just see the potential of this…
That was kind of what i was hoping for atleast the vent extension behind the coke machine
The original audio files for Uplink are named c3a1. That means either it was part of the “Forget about Freeman” chapter or they rearranged the chapter numbers after cutting Uplink from the storyline.
Anyway, as I said a few times before, my remake of Uplink will start the the same fade-in and fade-out as the original. So no extension, no integration into the original chapters.
Yeah but i hope you will create a button in main manu to start it!
A open the Console and type “map”… is not a solution/workaround or something!
Small update!
Currently working on the last area. All geometry and details are in the area already. Only work left to be done is finish the sequences, which is well underway!
Here is a teasershot
Nice!
Official final release or beta release?
Thanks!
I like the textures you have choosen.
This area reminds me lambda complex but you have choosen to not use those bluish textures and create something more original.
When your maps are done(lights, maps, npc, scripts etc…) will you consider a private alpha release while you keep on polishing your work?
Yesterday I created this thread about that tentacle in the mine field.
I tried to decopile(BSPSource) the map and I got this:
I thought that in the decompiled version of the map I would have seen textures and objects…
As you can see I’m more or less a wanna-be mapper.
Are you intrested in this project?
Would you like to do it?
If no would you explain me What to do?
Thanks!
p.s. I used your tutorial to setup source sdk for BM, it worked! Thanks!
looks real sleek… What is that machine in the corner?
@elivance left click the top left corner of any window and select 3d textured
@Ronster I tried didn’t work, I guess Hammer needs to collect all the BM assets in order to show them in the map.
Tried to run the map, in order to tell to hammer to gather bm resourses…and hammer crashed
Edi: Ok I checked again It worked(oh…those hecu in ragdoll position ) but everytime I try to run play it (vvis.exe) Crash
Thanks for the replies, guys!
I’ll most likely have a small private beta testing phase, but probably no open beta. But there is still a lot of things I need to add, so it might take a while before I reach that stage.
Decompiling and recompiling maps isn’t as easy as it sounds, especially with complex maps like these. You really have to know technical specifics to track down the potentional errors that process can give you.
But most important: recompiling goes against developer ethics. Decompiling maps to see how something is done is acceptable, but adjusting someone elses work to your tastes (especially without permission), is a no-go. I would be seriously pissed off if someone just took my levels, threw a bunch of stuff in and released them.
I know you want to do this with the best intentions but you got to respect the design choices of the person who made the map.