Forum posts

Posted 12 years ago2012-04-27 17:24:27 UTC
in Need simple maps for audio-only game Post #305784
Thanks for playing!
The BMP trace sounds interesting, but this one must be audio-only I'm afraid.
Daubster DaubsterVault Dweller
Posted 12 years ago2012-04-27 10:54:28 UTC
in Now Playing: ... Post #305770
Posted 12 years ago2012-04-27 10:19:11 UTC
in Need simple maps for audio-only game Post #305765
Thanks for the feedback & testing, guys!

I really like the idea of adding in sound physics. I could mess with reverb or something to signify the size of a room. Might give it a shot if I have the time over my other coursework.
Still though, you really are meant to be bumping into stuff in this one. It's the only way to understand your environment and the mechanics are built to facilitate that. You can easily tank a ton of damage before you die, plus your health regenerates. I should have made it clearer in the intro though, I've noticed a lot of the testers felt uncomfortable about it.

For the controls I wanted it as simplistic as possible. I think that if the game had free character rotation, it would be far too easy to forget which direction you're facing in the end. Do you think limiting the player to 4 directions is actually game-ruining, or is it a matter of adjusting to it?

As for not knowing how far you've gone, the beeper/detector/plot convenience device is meant to show how close you are to the pods. ;)
Daubster DaubsterVault Dweller
Posted 12 years ago2012-04-27 10:16:11 UTC
in Mapping for Dummies? Post #305767
I don't see any problem in this whatsoever. For one it sounds like something that could teach kids the fundamentals of level design without overburdening them with all the advanced tech stuff.

Honestly I would've figured you of all people would love this. ;)
Daubster DaubsterVault Dweller
Posted 12 years ago2012-04-26 13:55:06 UTC
in TWHL Community Project Post #305733
Never learned to map for Source, but I could help out with code if need be.
Daubster DaubsterVault Dweller
Posted 12 years ago2012-04-25 21:06:01 UTC
in Need simple maps for audio-only game Post #305700
Urby's made a really well-designed map for this. The room itself has a much more interesting shape & the obstacles were placed in a much smarter fashion.

SpaG: That's a pretty good time, most of the folk who tried it earlier couldn't finish at all. Thanks for giving this a shot & for the feedback! :)
Daubster DaubsterVault Dweller
Posted 12 years ago2012-04-25 20:04:08 UTC
in Team Mapping Post #305691
Nice! Add in some random tags/scribbles all over the place to get the messy urban look going. Usually for each big piece, a writer would also leave at least 3-5 tags in the area. Lots of maps overlook that. ;)
Daubster DaubsterVault Dweller
Posted 12 years ago2012-04-25 19:52:09 UTC
in Need simple maps for audio-only game Post #305690
As part of my uni coursework, I had the task of creating an audio-only game, i.e. the gameplay in it has to be 100% audio-based. I've more-or-less finalized the game itself, but I'm still struggling with the level design.

The lecturer for this module is blind, so the game absolutely must be playable w/o any visual data (apart from a text-based readme or something), and I'm worried that the level I've made is too complex to finish without actually seeing it.

This is where you come in. The game is 2D, tile-based and reads its level data from a bitmap with various colors representing different tiles. So if you're bored or up for a little challenge, it would be awesome if you tried designing a level for it.

Download here (4Mb)

[m]Premise[/m]
The whole thing is meant to be set in a spaceship, which has been attacked by <insert generic alien>, causing the main power to shut down, as well as causing general damage to the ship. The player is stranded in a pitch dark room and has to get to the escape pods, which are on the opposite end of the starting area.
The room itself is not a straight shape and there are two kinds of obstacles you must navigate through (spilled chemicals & dangling electric cables). Luckily you also have a <insert plot convenience device>, which beeps more frequently the closer you get to the escape pods.

[m]How to play[/m]
There are four directions of movement, each controlled by the W/S/A/D keys respectively. Note that moving in any direction will make your character face that direction. I wanted to keep the movement as simple as possible for this one.

The closer you get to the escape pods, the more frequent the beeps will become.

Also the obstacles (chemicals & electric cables) are solid (impossible to pass through), so note that if you hear yourself being fried by toxic waste, you're just pushing against the obstacle w/o actually going anywhere.

Finally, your health will regenerate slowly, so don't worry about running into obstacles too much.

[m]How you could help[/m]
  • Download & test the current build of the game with my level (without looking at the level bitmap). Post whether or not you managed to finish it, and the time it took you to do so (displayed ingame once you finish it).
  • After doing the aforementioned, you can fire up MS Paint and try creating your own level. Keep in mind this is ultimately geared to be played by a blind person, so the difficulty must reflect that.
[m]Level design guide[/m]
Open up c0a0.bmp in the Levels folder first to get a rough idea on what the simple format is. Below is a more detailed description:
  • Each pixel represents a single 2D tile in-game. Every object including the player is 1x1 big (think Minecraft)
  • The size of a level/bitmap is not limited to any particular dimensions, but note that any level must have a 2-thick white border around its edges to prevent crashing (lazy collision detection system)
  • To launch a custom level, open the "custom_level_example.bat" file and change "sample.bmp" with the name of your level. All levels will be loaded from the "Levels" folder.
  • Each obstacle, escape pod, and engine sound tile emits sound.
  • If you want to simulate a pool of chemicals, you really only need to draw its outline (see c0a0.bmp for multiple examples). That will use up less resources, as each tile plays its own sound.
[m]RGB Colors used by the tiles ingame:[/m]
Solid
White (255, 255, 255) - Wall
Red (255, 0, 0) - Escape Pods
Cyan (0, 255, 255) - Electric tile
Pink (236, 0, 140) - Chemical tile

Non-solid
Green (0, 255, 0) - Player Spawn
Yellow (255, 255, 0) - Emits ambient engine sound
Black or any other color (0, 0, 0) - Non-solid floor tile
That's about it. :)
I know I'm kind of asking you to do a part of my coursework for me, but I figured it'd be an interesting enough challenge to post up.

If you don't have the time to design levels, do give the actual game a shot.

If you have any questions, post 'em here. Looking forward to your feedback & levels!
GL & HF!
Daubster DaubsterVault Dweller
Posted 12 years ago2012-04-25 18:43:25 UTC
in Post your screenshots! WIP thread Post #305688
God damn that lighting is sexy.
Daubster DaubsterVault Dweller
Posted 12 years ago2012-04-24 02:00:42 UTC
in Valve Employee Handbook Post #305668
The podcast Striker's quote is from was awesome. One of the best all-round Gabe interviews I've heard. Nice find!
Daubster DaubsterVault Dweller
Posted 12 years ago2012-04-23 12:05:10 UTC
in Valve Employee Handbook Post #305651
Talent is nothing.
Why?
Daubster DaubsterVault Dweller
Posted 12 years ago2012-04-23 02:48:17 UTC
in Valve Employee Handbook Post #305635
While Valve's an awesome place for the gods of the industry to prosper in their collective genius, I still think their company structure could work with less experienced talent. If I ever start my own game dev thing, I'm definitely going to try some of the stuff they're doing.

Great read btw.
Daubster DaubsterVault Dweller
Posted 12 years ago2012-04-23 02:36:54 UTC
in Now Playing: ... Post #305633
Daubster DaubsterVault Dweller
Posted 12 years ago2012-04-23 02:29:50 UTC
in Unofficial Competition 33 Post #305634
Seeing how the last two compos barely had any downtime between then, we just want to give you folks a bit more time to catch up with your personal projects, etc. before the next one.
Daubster DaubsterVault Dweller
Posted 12 years ago2012-04-21 03:40:20 UTC
in Unofficial Competition 33 Post #305563
Something atmosphere/ambience-focused?
Daubster DaubsterVault Dweller
Posted 12 years ago2012-04-19 13:24:21 UTC
in Now Playing: ... Post #305536
Posted 12 years ago2012-04-14 09:56:14 UTC
in Tram Post #305371
You'll want to use a func_tracktrain, as it automatically aligns itself in the direction of the path you give it (i.e. rotates when cornering, etc.)
Daubster DaubsterVault Dweller
Posted 12 years ago2012-04-13 21:51:42 UTC
in Now Playing: ... Post #305364
Posted 12 years ago2012-04-10 21:46:45 UTC
in 10 April, 2012... Post #305225
That sucks man, sorry for your loss.
Daubster DaubsterVault Dweller
Posted 12 years ago2012-04-07 01:50:54 UTC
in HONDO! ! ! >:( >:) Nipper! ! ! Post #305024
Nipper's a legend. Good luck getting in touch. :crowbar:
Daubster DaubsterVault Dweller
Posted 12 years ago2012-04-07 00:35:31 UTC
in Post your screenshots! WIP thread Post #305014
Very nice!
Daubster DaubsterVault Dweller
Posted 12 years ago2012-04-06 19:03:41 UTC
in Now Playing: ... Post #304996
Nope, this. Love the intro.
Daubster DaubsterVault Dweller
Posted 12 years ago2012-04-06 18:31:07 UTC
in Now Playing: ... Post #304993
Posted 12 years ago2012-04-05 07:53:39 UTC
in New system, want opinions... Post #304950
Hahah, loving the Pulp Fiction pic. :D
Daubster DaubsterVault Dweller
Posted 12 years ago2012-03-31 14:04:01 UTC
in Now Playing: ... Post #304816
Roxette - The Look
Vice City FM playlist :^_^:
Daubster DaubsterVault Dweller
Posted 12 years ago2012-03-27 10:33:29 UTC
in Competition 32 Post #304687
Results! You've all produced some really quality stuff for this one, bloody good job guys. Sorry if you didn't end up winning, it definitely wasn't easy choosing the top 3. :(

The CS:S test server is still up and should be for another few weeks, so feel free to pop in if you'd like to have a go at the Source entries!

IP:
85.236.100.4:37315
Daubster DaubsterVault Dweller
Posted 12 years ago2012-03-25 15:28:27 UTC
in Half life 3(d) Post #304596
Seems to be. Gave him a warning.
Daubster DaubsterVault Dweller
Posted 12 years ago2012-03-24 01:13:50 UTC
in Now Playing: ... Post #304551
Soular Order - Reach You

Pleasant stuff.
Daubster DaubsterVault Dweller
Posted 12 years ago2012-03-23 23:56:06 UTC
in Competition 32 Post #304547
Sorry about the delay guys, they'll be up this weekend. We've decided on the winners, the prizes are ready, so it's just a matter of writing it all up.
Daubster DaubsterVault Dweller
Posted 12 years ago2012-03-23 01:49:57 UTC
in An Apology from GoldSrcForever Post #304527
Hm, I was pretty sure it logged the IP as well. Might be wrong. :<
Daubster DaubsterVault Dweller
Posted 12 years ago2012-03-23 01:41:09 UTC
in An Apology from GoldSrcForever Post #304524
I mean, if you're not logged in you can still view the site
It bans your IP as well, so he should be totally blocked.

But yeah, let's see how he does after the ban expires. If things go back to normal there won't be any permanent bans.
Daubster DaubsterVault Dweller
Posted 12 years ago2012-03-19 00:33:41 UTC
in Competition 32 Post #304427
Agreed, had a blast!
Daubster DaubsterVault Dweller
Posted 12 years ago2012-03-18 15:05:29 UTC
in Now Watching: ... Post #304399
On TV I'm watching Homeland. That's much more up my street. Also makes me wonder what's with all the brits pretending to be Americans these days...
Amazing show.
Daubster DaubsterVault Dweller
Posted 12 years ago2012-03-18 02:44:54 UTC
in Now Playing: ... Post #304383
Fanu - Siren Song

Incredibly soothing & organic. One of the best DnB tracks I've ever heard.
Daubster DaubsterVault Dweller
Posted 12 years ago2012-03-17 23:12:18 UTC
in Competition 32 Post #304371
Playtesting commences in about an hour! Everyone's welcome to join!

Get the maps here:
http://www.sendspace.com/file/fyvod7 (CSS)
http://twhl.info/vault.php?map=5746 (1.6)
http://twhl.info/vault.php?map=5750 (CZ)

EDIT:
Sorry for the server screwup guys, we'll be moving the playtesting to tomorrow night. Multiplay's custom content system is horribly slow. :/
Daubster DaubsterVault Dweller
Posted 12 years ago2012-03-14 14:16:17 UTC
in Now Playing: ... Post #304299
Happyendless - Power Forever

Some old electro-rock. Fun tune.
Daubster DaubsterVault Dweller
Posted 12 years ago2012-03-13 19:22:06 UTC
in Valve console? Post #304278
Posted 12 years ago2012-03-12 15:42:53 UTC
in Valve console? Post #304251
Yeah, exactly. They modified the BSP format and embedded the sound physics stuff in a new compile stage. Much like VIS/RAD. Dynamic reverberation, etc. It was really cool.
Daubster DaubsterVault Dweller
Posted 12 years ago2012-03-12 14:23:37 UTC
in Valve console? Post #304249
plus realistic sound physics in game
Battlefield 3 (Frostbite 2) does a pretty sweet job there. There was also an independant research team that implemented some incredibly advanced sound physics into the Source engine. Can't seem to find their video with it though.
Daubster DaubsterVault Dweller
Posted 12 years ago2012-03-07 01:56:49 UTC
in Now Playing: ... Post #304028
Haven't noticed anything like that myself, Cap'n

Submatic & FreeBird - Endless Night (feat. Snowflake)
Daubster DaubsterVault Dweller
Posted 12 years ago2012-03-06 22:47:31 UTC
in Post your screenshots! WIP thread Post #304018
Really nice work on the texturing, Bruce. Loving the little highlights, etc. Gives the structure a smooth look.
Daubster DaubsterVault Dweller
Posted 12 years ago2012-03-05 03:16:13 UTC
in Now Playing: ... Post #303966
Posted 12 years ago2012-03-04 23:22:58 UTC
in Desktops of March Post #303957
Mine's a screenshot from Dear Esther.
Daubster DaubsterVault Dweller
Posted 12 years ago2012-02-29 01:22:40 UTC
in Now Playing: ... Post #303825
Conjunto Acere - Acere

From the Tropico 3 ST. One of the best non-original game STs ever by the way. Awesome tune.
Daubster DaubsterVault Dweller
Posted 12 years ago2012-02-26 07:20:11 UTC
in Now Gaming: ... Post #303752
I've enjoyed it so far, but what makes it a fun experience for me is getting a chance to play an oldschool mindless pure run & gun type of shooter for a change. Brought up a fair deal of Quake/Doom nostalgia.

I couldn't tell if it's a good remake or not though. I've only played the first one briefly ages ago.
Daubster DaubsterVault Dweller
Posted 12 years ago2012-02-26 02:04:18 UTC
in Now Gaming: ... Post #303741
Spent the evening playing Serious Sam: BFE co-op

Good times.
Daubster DaubsterVault Dweller
Posted 12 years ago2012-02-24 10:29:50 UTC
in Natural Selection 3.0 Post #303683
sv_lan 0
Daubster DaubsterVault Dweller
Posted 12 years ago2012-02-24 00:12:15 UTC
in Advanced Elevator Post #303668
Use a multisource or changetarget to disable them temporarily.

Glad to hear it worked. ^^
Daubster DaubsterVault Dweller
Posted 12 years ago2012-02-23 21:26:39 UTC
in Advanced Elevator Post #303660
What Dimbark said, except using NULL + appropriate trackchangers for your path_tracks that would control where you're taken based on the current floor.

You can't have a completely clip-textured brush entity afaik.
Daubster DaubsterVault Dweller
Posted 12 years ago2012-02-23 20:52:33 UTC
in Long-time lurker, first-time poster Post #303658
Welcome!
Feel free to post your work on our Map Vault. :)
Daubster DaubsterVault Dweller