Rooms (mini co-op project) Created 15 years ago2008-12-29 22:45:57 UTC by Captain Terror Captain Terror

Created 15 years ago2008-12-29 22:45:57 UTC by Captain Terror Captain Terror

Posted 15 years ago2009-01-01 22:25:01 UTC Post #260955
My idea was to start in the room and to have to climb upwards into the ceiling area and up again to maintenance areas and such (all straight above the first room until you get to a puzzle which results in most of the room being destroyed and having to climb down through crumbling / burning wreckage.

I was thinking a main room with about 5 smaller layers on top.

I'll see if I cam condense it down into one room.
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-01-01 22:51:11 UTC Post #260957
WHAAAA! I spend 5 hours making my room last night to post this morning but i forgot my thumb drive! Mine uses all custom textures (added in a WAD) and two models (also included). Mine was mostly a room but for performance issues i have had to turn some of the main windows into shutters so it's more of a room with little sections because of the greenhouse in the middle that players can't get to (because of the cycler models).

Also, I may have gone too far :( . Feel free to remove/destroy my room so it actually compiles (it takes 15 minutes on a fast VIS compile). May post tomorrow!
Posted 15 years ago2009-01-01 22:58:30 UTC Post #260959
It's ok i don't mind the compile time, and i'm excited to see your entry.

)

Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-01-02 20:03:56 UTC Post #260987
http://www.twhl.co.za/vault.php?map=5218
Fixed the complaints, included texures.
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-01-02 22:31:43 UTC Post #260988
Posted 15 years ago2009-01-02 22:39:57 UTC Post #260989
Captain Terror you should set a deadline.
Oskar Potatis Oskar Potatis🦔
Posted 15 years ago2009-01-02 22:44:24 UTC Post #260991
The deadline is when he's finished built the complete map, i don't think there will be many more entries after everyone here who said they were making one has made one
Posted 15 years ago2009-01-02 23:20:09 UTC Post #260992
yeah im still in, just designing it still.
Rimrook RimrookSince 2003
Posted 15 years ago2009-01-03 06:07:48 UTC Post #260994
I'm still in too just to be clear.

I'm building my new idea right now! Whoo!

Edit: Almost done! :D

Also, just because I'm kind, my room can be used as a hallway if you wish. It also contains a neat little puzzle that was a ball ache to set up.
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-01-03 08:04:12 UTC Post #260998
I sure as hell hope I can find time to do this.
Posted 15 years ago2009-01-03 08:04:26 UTC Post #260999
I sure as hell hope I can find time to follow through with this.
Posted 15 years ago2009-01-03 09:31:22 UTC Post #261000
User posted image
Not much of a room, and its still in the rough.
New custom tree models are nice, they sway gently in the wind like so few other tree models do. Plus having models, I rendered out a nice treeline texture for all sorts of purposes. Ripped the animated water from NS, and spent a good hour on google search studying tile bathrooms :(
Rimrook RimrookSince 2003
Posted 15 years ago2009-01-03 11:23:44 UTC Post #261009
That is really good brush detail. I hope you used func_walls, or it will be a real pain for the compiller. I assume this WILL be more than one map, for performance reasons?
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-01-03 14:00:18 UTC Post #261010
Nice textures Rim.
I assume this WILL be more than one map, for performance reasons?
Oh, definitely.
Posted 15 years ago2009-01-03 14:57:58 UTC Post #261027
User posted image
User posted image
Does the little box on the left count as a compartment? If that isn't allowed then my puzzle is fucked.
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-01-04 01:49:01 UTC Post #261064
JeffMod/Hlife_hotdog: awesome i'm adding your maps right now = )
Captain Terror you should set a deadline.
i was thinking i would just keep updating/compiling new maps as they come, and posting a link to the most current compilation each time. Maybe after a while of no one submitting i'll put the official download in the vault?

Rimrook: that looks great i can't wait to play the finished product! = 0

Urbanebula: sure that's fine, i guess little nooks to add dimension or functionality are ok, just not whole seperate rooms. It looks great can't wait to play = )
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-01-04 19:16:35 UTC Post #261109
My submission:
User posted image
User posted image
Posted 15 years ago2009-01-04 21:01:30 UTC Post #261112
Does that fountain work ok or could something change?
Rimrook RimrookSince 2003
Posted 15 years ago2009-01-04 21:07:59 UTC Post #261114
Nope, its fully working :) Thanks mate!
Check it out ingame rimrook! I only made it smaller to fit in :):)
Posted 15 years ago2009-01-04 23:34:34 UTC Post #261118
Nice Raver where's the link? = )

I'm compiling the first release now with my mine, jeffmod and Hlife_hotdog's maps.

hlife_hotdog: that map is amazing, and you really push the limits on a single room but that map is amazing so i will not nitpick. It does make you wonder about what the definition of one room is tho ;)

JeffMod: your map is in but you might want to update the gameplay a little to make it a little more easy or coherent, or you can leave it too = )

K for latecomers and oldcomers alike, some tips to making your room easier for me to add:

1. Try to make it as close to one single room as possible. Liberties and exceptions will be aloud so don't worry too hard about this rule, but try to keep it close to a single room as possible.

2. The room must have one entrance and one exit door. Please make them functioning func_doors or func_door_rotating or whatev, or else i'll make them open with my own interpretation = )

3. Remember, you can always edit and resubmit your map, so don't feel you have to get it perfect before you submit!
That's all i can think of get those maps in = )

edit: Rooms version 1 beta here, with maps by me, JeffMod, and Hlife_Hotdog.

)

Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-01-05 08:45:45 UTC Post #261132
Nah. I'm lazy... Besides, I can explain: I'm the vort, and my bodyguards kill you when they realize I'm dead.
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-01-05 14:20:34 UTC Post #261135
I'll be uploading mine later. :)
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-01-05 23:11:35 UTC Post #261156
Yay Urb! = )

raver: your map looks amazing but fsr when i load it in hammer, it crashes. Maybe you could post a link to a new .rmf or maybe try uploading it again?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-01-06 11:10:46 UTC Post #261171
Rimrook RimrookSince 2003
Posted 15 years ago2009-01-06 15:56:36 UTC Post #261180
Rooms version 1 is missing hl_tree.mdl
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-01-06 16:07:22 UTC Post #261181
Why not create a re-reissuses :P Or a mod similiar to that ...
Posted 15 years ago2009-01-06 16:15:01 UTC Post #261183
You'd need more than single rooms.

By the way, you can see the other 2 rooms through the glass roof in JeffMOD's room as well. It looks awful.
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-01-06 16:29:18 UTC Post #261186
I know urban .. but its a good idea. And I just made this level. But you cant really make it happen :) after 3/4 rooms you will get errors :)

esp when youre gonna add mine and rimrook
Posted 15 years ago2009-01-06 18:02:48 UTC Post #261190
Rimrook: Nice i'll check it out soon! = )

Urb: I'll check out the hl_tree.mdl thingie. I was aware of the other issue and that will be addressed in the next version. I might end up breaking up levels into there own bsps for a couple reasons, one is that bright light from one room bleeds into the room next to it, and very weirdly, lights i set to flicker (using custom appearance) in the very last room, made textlights in the very first room flicker as well fsr! = )

raver: as i mentioned earlier i can't open your .rmf so you need to supply me with a different one!
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-01-06 18:19:13 UTC Post #261191
Then dont use it ..
Posted 15 years ago2009-01-06 18:53:56 UTC Post #261192
God what do you mean it's an awesome map why would i not want to use it?! Are you serious? = O

I've already added your content to group, i just need a .rmf i can open or if i can't open maybe someone else can add your map for me. Maybe someone else can try to open raver's .rmf to see if it's my machine/setup that is the problem?)

For amusement purposes only, here is the 2nd release of rooms with updated hallways and some bugs fixed. (Please let me know of any other bugs/problems you find)
User posted image
Rooms current version this link will be the same from now on.
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-01-06 18:54:07 UTC Post #261194
Do you notice if youre gonna add one or two rooms more .. your out of clipnodes ?
Posted 15 years ago2009-01-06 18:57:34 UTC Post #261195
if you look at this version you'll notice your room will connect via changelevel. Like i said before i may do this for every map as the lighting from one rooms seems to impact others close by, as well as that weird custom appearance flicker/textlight error.

I have your content included with the download and the changelevel and connecting hallway is done, i just need an .rmf i can open.
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-01-06 18:58:36 UTC Post #261196
By the way, you can see the other 2 rooms through the glass roof in JeffMOD's room as well. It looks awful.
Mine probably should be on top in that case, so people can't see through walls.
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-01-06 19:00:33 UTC Post #261197
that problem is addressed in the current version. I just used full vis, and as Muzz said, full vis allows you to hide stuff behind sky brushes. Thanks to Muzz! = )
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-01-06 19:11:06 UTC Post #261200
No problem. :)

I actually have a small request: Why not let me do the final compile? It would be a great opportunity for me to test the new version of my Compilator, plus, i've added in HLFIX so if you have some complex off-grid geometry, HLFIX will make sure that you won't get off-grid vertices or cracks in your architecture.
The Mad Carrot The Mad CarrotMad Carrot
Posted 15 years ago2009-01-06 19:20:35 UTC Post #261201
Forgot to add this:

jap_light1 251 214 164 120

About the full vis and hiding stuff. You cant actually ... full vis just change the distance the brushes are visable.
Posted 15 years ago2009-01-06 19:21:08 UTC Post #261202
Hey, I say, If Muzz wants to compile all our maps, Then sure! Besidise, If the compilator is never tested, it wont be release!
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-01-06 19:55:56 UTC Post #261203
I hope you guys can wait a couple of days more. I have an exam in 2 days, so I won't finish my entry until then.
Posted 15 years ago2009-01-06 21:06:58 UTC Post #261205
Yeah. You'll have to wait for mine too. Got some new PC parts today including a 500GB SATA drive. My HDD with Hammer and my maps on is lying on my desk. Friday will be the next chance I get to copy over the files I want to keep before I format the fucker so god knows when I'll be able to finish up the room and upload it.

Should have done it earlier but I got excited when the parts arrived :(
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-01-06 22:10:56 UTC Post #261208
About the full vis and hiding stuff. You cant actually ... full vis just change the distance the brushes are visable.
dude i'm telling you, look at the rmf and play the map: it's unhanged, and you can't see either map through jeffmod's ceiling anymore. As Muzz said, you can hide structures behind skybrushes with full vis, the Rooms map proves it ;)

Muzz: sure that sounds great = ) For starters see if you can integrate raver's map for me(cuz i can't open the rmf fsr). copy and paste ravers map into "rooms1.rmf" and connect to the mineshaft hallway provided. You'll also have to edit the first map ("rooms.rmf"} and add ravers door to the end of the mineshaft.

If you want to do subsequent compiles from now on that's fine with me, awesome actually! = )

SpaG: take your time, you'll still have your map in before Urby, aww.. = )

Urby: you better not welch i'll come to London Towne and hunt you down :badass:
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-01-06 23:11:11 UTC Post #261212
Haha. You can search London forever and a day and you'll never find me. Probably something to do with me living 120 Miles away from it. :P
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-01-07 00:11:05 UTC Post #261213
Close enough.
Penguinboy PenguinboyHaha, I died again!
Posted 15 years ago2009-01-07 00:32:52 UTC Post #261214
Urby: yeah but where you live probably doesn't rhyme with "hunt you down" like London Towne.

)

Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-01-07 14:02:14 UTC Post #261246
I really need to start my room. :P
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 15 years ago2009-01-07 14:17:57 UTC Post #261247
dude i'm telling you, look at the rmf and play the map: it's unhanged, and you can't see either map through jeffmod's ceiling anymore. As Muzz said, you can hide structures behind skybrushes with full vis, the Rooms map proves it
You didnt understand me ...
Posted 15 years ago2009-01-08 03:39:13 UTC Post #261264
Oh so if there closer up to the skybrush you'll still see them, is that what you mean?

I'm working on my rooms:source map tonight. I can't continue with raver's map because i can't open the .rmf, but it think Muzz is going to take care of that issue as well the final compile of the whole project. (muzz can you confirm if you're going to take care of the integration of raver's map, and/or if you can open his source file?)

As soon as raver's map is included, it'll be Rimrook's room that goes next. The current order is:

Captain Terror
JeffMod
Hlife_hotdog
Raver
Rimrook

With more maps soon to come by:

SpaG
Urbanebula

And possibly more from:
TJB
srry
potatis
Muzz?
moar?...

If all those people submit those maps we'll have over 10 rooms in no time and beat the Rooms:S to the 10-room mark! Get Crackin Slackers! = P
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-01-08 13:07:08 UTC Post #261278
muzz can you confirm if you're going to take care of the integration of raver's map, and/or if you can open his source file?
It turns out that my compilator is not able to compile anything yet... I did a major code rewrite and because of that some things don't work yet. Im working on it on and off to get it working.
The Mad Carrot The Mad CarrotMad Carrot
Posted 15 years ago2009-01-08 17:30:50 UTC Post #261292
That's ok, but could someone at least download raver's entry and try opening the .rmf? If you can, maybe if you make a slight edit and save, and my hammer will be able to open it? (i have no idea why my hammer crashes when i try to load his map.)

Here's the link to his map again:
Rooms entry by raver
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-01-08 17:47:55 UTC Post #261293
Where are rooms.rmf and rooms1.rmf?
Im kinda confused now...

And for crying out loud, do not make your map in Counterstrike or some other mod!

I can load Ravers map just fine (whats with all the info_player_start entities?)
The Mad Carrot The Mad CarrotMad Carrot
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