Forum posts

Posted 17 years ago2007-05-07 13:29:21 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #221243
oh awsome!

Anyone seen caboose? he said he was free to do some code... :|
Rimrook RimrookSince 2003
Posted 17 years ago2007-05-07 13:09:17 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #221241
ZEe0migaahd! An older person on twhl! (besides Orpheus)

Its funny how willing you guys are to partake in the easy tasks, But ok! I could use some voice actors. I don't know what the script is yet but thats an easy aspect that can be included. I already know how the game starts and some of the highlights of the game. the above posted story rant will definitely be read at the beginning somewhere.
Rimrook RimrookSince 2003
Posted 17 years ago2007-05-06 15:52:24 UTC
in New Map: Alpestrine Post #221161
i'll see what i can do.
Rimrook RimrookSince 2003
Posted 17 years ago2007-05-05 16:14:39 UTC
in New Map: Alpestrine Post #221085
yea i just kept it that way, i'm lazy and I didn't want to make a texture just for that shape.
Rimrook RimrookSince 2003
Posted 17 years ago2007-05-05 15:22:48 UTC
in New Map: Alpestrine Post #221082
Which one?
Rimrook RimrookSince 2003
Posted 17 years ago2007-05-05 14:24:48 UTC
in HL:OIFH Post #221073
you need a random stick figure somewhere.
Rimrook RimrookSince 2003
Posted 17 years ago2007-05-04 20:39:35 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #221019
gratz.

which reminds me, i need to order my new computron :cyclops:

On Topic:
User posted image
Rimrook RimrookSince 2003
Posted 17 years ago2007-05-04 20:38:32 UTC
in HL:OIFH Post #221018
Hack the gib amount to be 50 or something, and make every weapon fire retarded fast. Also add billions of explosions!!!
Rimrook RimrookSince 2003
Posted 17 years ago2007-05-04 17:28:27 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #221004
Well i'm not sure about voice acting as of yet. I don't know how the story will expose itself yet.

Ya know, we almost almost forgot about the ferret morphing ability. Is that still in?

I told some people about the project and they think its great stuff. Hopefully I can get some support.

Also, like it has been, I will release a development version of the mod so it can be mapped for, or modded again if you find the technology useful.
Rimrook RimrookSince 2003
Posted 17 years ago2007-05-04 02:32:29 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #220945
holy fuck you're your right, Stridier sounds really friggin cool!

Like Soldier, but Stridier. luvvitz!

But Seidon's Father will remain nameless, not important enough for such details.
Rimrook RimrookSince 2003
Posted 17 years ago2007-05-04 00:07:07 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #220940
That particular name isn't important, and in fact, thats the only time it would ever be mentioned. Could easily be replaced with "Seidon's Father" or whatever.

or I could spell it like Kasperg for a unique tribute. :nuts:
Rimrook RimrookSince 2003
Posted 17 years ago2007-05-03 21:32:46 UTC
in Pure Pwnage - Series 2 - Episode 1 Post #220932
i watched some. its dumb. its worse than red vs blue. :(
Rimrook RimrookSince 2003
Posted 17 years ago2007-05-03 21:21:30 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #220931
An ancient architect sacrficed himself to create the galaxy that belongs to the human race. The time of the architects had come to an end for some time, until we learned to become great architects ourselves. Once again, the human race thrived in the pinnacle of its existence, build temple worlds and living peacefully throughout the galaxy, and ruled supreme to all other beings. For an era, we lived, but the number of architects slowly dropped, history repeated itself and the human race faced a dark age, once again.

Seidon, the lone son of Kaspierg the mightiest architect of the modern age, learned of his fathers illness, and ultimately, his death. Seidon was weak and only had minor telekinetic abilities. He wasn't fit to assume the role as a true architect.

Kaspierg left with him knowledge of a proving ground, where the young architects could hone their skills and master the arts. However, the knowledge of the architects is hidden deep within the labyrinths beneath the proving grounds. Seidon seeks to discover it to unlock his potential and raise the dying glory of human race, once again.

This would be the narrative at the beginning that tells you wtf is going on.

Ya know, there are very few games that make you feel good to be human so, I thought I would contribute. This revamp of the story is also considerably shorter and easier to understand.
Rimrook RimrookSince 2003
Posted 17 years ago2007-05-03 20:46:20 UTC
in New Map: Alpestrine Post #220929
then im not sure what's up. I guess its like a the rorschach test. Everyone sees something different.

One day i'll take the test and come home and map. I'll probably fail the test too :P

Also, it resembles the gesture drawing technique which is strongly used at my school and proves to be very effective.
Rimrook RimrookSince 2003
Posted 17 years ago2007-05-03 17:47:54 UTC
in New Map: Alpestrine Post #220904
well, you draw walls around the various marks, or use the carious marks for walls. Of course, use your best judgement to clean it up and use some of the overlapping for vertical elements rather than a intersection.

Once you start seeing something, keep drawing on it. refine it and you have it done.
Rimrook RimrookSince 2003
Posted 17 years ago2007-05-03 17:12:39 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #220889
Yeah, this is very alive now. :D

@CABOOSE
I can't code, and if you has the skill to accomplish the new feature, that'd be retardly awsome. The new telekenetic feature seems advanced to me, so it depends on your skill, but i don't know you.

I placed a Job Ad on ModDB, its well described there so maybe someone might pick it up... however successful that is :roll:

I have story Development if you'd like to hear it?
Rimrook RimrookSince 2003
Posted 17 years ago2007-05-03 15:55:22 UTC
in New Map: Alpestrine Post #220863
[quote]that flow scribble thing you've got going is genius[quote]

A flow map is an interior designer thing. My roomy Joe, he did one for a project and I thought it could be reverse engineered in to help my maps flow better, since that was sometimes a concern in the past. So now it works fine.

Make an elaborate scribble in MS paint and I'll show you how its done. :)
Rimrook RimrookSince 2003
Posted 17 years ago2007-05-03 15:37:46 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #220854
I feel for ya guys right about now. I want a load of 6D levels to play too, but i haven't made them yet.

Well i thought that the mod would be dead with the advent of a real mapping opportunity, BUT i design the maps. No texturing, Lighting, entity work, or long compiling. I design and build it with dev textures so all that stuff can be done by someone else who isn't already sick of it.

Anyway, the new telekinesis isn't in yet. needs code. I rethought it and to make it easier (for the coder) the player casts a node aimed by the player that pushes the blocks as the nroamlly player would. no complex targetting or any of that. The node would have a sprite for it so you know what is within range (768 units)

so imagine using the laser from the RPG to push crates around. (on a click and hold basis of course) You can almost do this already, but its a tedious nudge, and the player must move for the object to move, so its lame and glitchy.

Overall, the original target-lock-and-move-with-mouse format would work much better. Allowing you to effectively pull as well. Direct control over the object would soundly hook the player, much like the gravity gun.

For the record, both the environment based levels and sky based levels will be in the game as one. Remember? Turnstile introduced protal-like doors that allows me to add a completelt different kind of room regardless of what the rooms connected to it were. So one moment your in a temple, the next, your in the middle of the sky, back to the temple again. I fuckin love it. :glad: :heart:

So yeah, I can still map for my job and do 6D at the same time, ya know, so i don't rust.
Rimrook RimrookSince 2003
Posted 17 years ago2007-05-03 13:03:42 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #220838
yes, time would be nice, but inspiration conquers time.

SO heres the the deal. The UNINSPIRING fact that the mod faces is that I am not convinced that it is fun enough to play for hours, or to play for a second time.

The question is; has this mod ever been fun? If not, what would make it fun. And answer seriously please.

However, I propose a new aspect that requires a bit of some code. Since the game is now loosely based on pushing objects, a click should allow you to lock onto a movable object and move it by using the mouse, like telekinesis, since the toggle works that way anyhow. This would open up a lot of playability and intuitive thinking, especially if you can move the guardians in the same manner to solve more intriciate puzzles, or to kill them. If this was implemented, the gameplay would simplify, the levels would simplify, the mod will get done at that point. It WILL be the point of no return for this project.

So who's in?
Rimrook RimrookSince 2003
Posted 17 years ago2007-05-03 11:59:33 UTC
in Mini-Compo #00002 - Post #220836
oh crap... mini compo, or 6D demo :zonked:
Rimrook RimrookSince 2003
Posted 17 years ago2007-05-03 11:23:27 UTC
in IF you hate Metroid , DONT LOOK! Post #220831
i was thinkig more along the lines of 64bit 2d side scroller with all of the effects of today reapplied to the 2d world in a different way.
Rimrook RimrookSince 2003
Posted 17 years ago2007-05-03 11:12:57 UTC
in Half-Life: Hostage Situation Post #220825
unless you have some serious entity work or custom model animations, your limited to a voice coming from a guy standing and talking to you.
Rimrook RimrookSince 2003
Posted 17 years ago2007-05-03 11:11:00 UTC
in Maps of Schools/ Other Public Places Post #220824
OMG Sajo! I'm calling teh Police!
Rimrook RimrookSince 2003
Posted 17 years ago2007-05-02 16:40:06 UTC
in Pure Pwnage - Series 2 - Episode 1 Post #220750
sounds like something you either love or hate. there is no OK, its impossible to be OK with something that dorky.

I haven't heard of it, so i might look at it later. If its anything like Red vs Blue, i'm out.
Rimrook RimrookSince 2003
Posted 17 years ago2007-05-02 16:09:10 UTC
in Mini-Compo #00002 - Post #220748
Tetsuo:
software mode reminds me of Metal Gear Solid. Almost looks like it with those shades which isn't bad. It looks cold to me.

The sides of the holes in the ceiling could use a good trim texture.
Also, i'd like to see some spots of light on the side of the floor coming from those small light fixture you see usually.

But keep the cool tones, I like it a lot.

Dred: Gman is STILL at it? That guy needs a hobby.
Rimrook RimrookSince 2003
Posted 17 years ago2007-05-02 16:03:01 UTC
in IF you hate Metroid , DONT LOOK! Post #220746
I want to revive 8bit side scrolling into the realm of todays latest graphic capabilities.
Rimrook RimrookSince 2003
Posted 17 years ago2007-05-02 14:26:34 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #220730
Here's a concept that works...

KEEP IT SIMPLE STUPID

I'm cutting back on some work just to do just that. I guess I am to blame for the discourage. I always want more to do, its natural, but now I'll just down on some of fancy things, and move on.
Rimrook RimrookSince 2003
Posted 17 years ago2007-05-02 14:23:25 UTC
in Half-Life: Hostage Situation Post #220728
good luck kas, and cheer up. Its hard to tell a decent story in the HL engine. No cutscene videos or media, and voice acting is limiting.

Now i'm really looking forward to this mod, not that I wasn't before.

:glad: :heart:
Rimrook RimrookSince 2003
Posted 17 years ago2007-05-02 14:13:35 UTC
in IF you hate Metroid , DONT LOOK! Post #220725
Metroid 3 (super Metroid) was the best. I would SO mod the hell out of that game to kingdom come.

But i'm not good at hacking roms either.
Rimrook RimrookSince 2003
Posted 17 years ago2007-05-01 22:58:25 UTC
in 09F911029D74E35BD84156C5635688C0 Post #220663
this is what i got when i translated it.

?�t?[?AV?cV??

:/
Rimrook RimrookSince 2003
Posted 17 years ago2007-05-01 22:51:00 UTC
in Mini-Compo #00002 - Post #220662
[b][u]I! AM! SO! IN![/u][/b]
Rimrook RimrookSince 2003
Posted 17 years ago2007-04-30 19:05:27 UTC
in Random Mini-Compo #00001a - Hallways Post #220525
i thought we already had a page for the mini brushwork compos, is this a little above that or something?

Brushwork Compo < Mini Compo < TWHL Compo

: ???
Rimrook RimrookSince 2003
Posted 17 years ago2007-04-30 13:50:06 UTC
in Random Mini-Compo #00001a - Hallways Post #220502
From a base? Thats funny, i was thinking of building some bases just for fun. Not like a partial map that needs flare, i was thinking actuall platforms to build from, much like the Structures sancefar and Alpestrine sit upon. And of course, lighting, texturing and all the flare goes with it. The base compos seem to have better results than some of the other kinds of compos. I guess its hard for most to get off of their feet.

Either way, i'm gonna make some bases.
Rimrook RimrookSince 2003
Posted 17 years ago2007-04-30 12:55:24 UTC
in New Map: Alpestrine Post #220497
Turbo CAD actually.

I mimic the hammer grid and plot it out, however, doesn't do well with elevation. the stairs on the plan didn't match with the actuall elevation, so I improvised, as well as modified to add some flow.

The base layout was derived from a random scribble a friend did. I turned the scribble into a flow map and built around it until it was a map. I've been doing this lately and it works retardedly well, especially if someone else do it.
Rimrook RimrookSince 2003
Posted 17 years ago2007-04-29 22:11:35 UTC
in New Map: Alpestrine Post #220463
yeah ambience is blah. if i didn't add any, people would complain. And what ambience could I possibly add besides wind? i tried crickets but i know they get annoying fast. i can always update it.
Rimrook RimrookSince 2003
Posted 17 years ago2007-04-29 21:49:26 UTC
in New Map: Alpestrine Post #220461
i thought it looked kinda cheasy... oh well. At least the r_speeds are still somewhat reasonable.
Rimrook RimrookSince 2003
Posted 17 years ago2007-04-29 21:17:48 UTC
in New Map: Alpestrine Post #220458
[i][u]FINAL FOUR[/i][/u]
User posted image
User posted image
User posted image
User posted image
and finally, the map!

User posted image
(Click the Image or click here)


:glad: :heart:
Rimrook RimrookSince 2003
Posted 17 years ago2007-04-28 14:27:36 UTC
in The Artifact Post #220334
I died once while MC-ing and when I respawned, it said i was still MC-ing and i could do anything.

Also, i had to run userconfig.cfg manually to set it up. i don't know what was up with that.
Rimrook RimrookSince 2003
Posted 17 years ago2007-04-27 18:50:01 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #220298
mmmmmm.... Ritalin....

Kas is right.
Rimrook RimrookSince 2003
Posted 17 years ago2007-04-27 12:07:34 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #220271
How about we all shut the fuck up about this because there is no possible way i can finish 6D completely in the next month. I'm solving the unfinishing habit by never starting another mod ever again. I'm not leaving either, just not mapping for HL.

Problem. Solved. Happy? Now quit your bitching.
Rimrook RimrookSince 2003
Posted 17 years ago2007-04-27 11:39:04 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #220261
i only did that once. I saw turnstile as being ambitious for my schedule, so i started something smaller. But eventually, my classes require more attention now than before. So i'm in the same bind as before. Eventually I'll have to stop mapping as a hobby all together.

In reality, my life is changing and I gotta make some difficult decisions whether or not you approve of them. I've been proposed with opportunities i can't miss. I can't let a few minor priorities get in the way of the ones that hold a lot of weight on my career.
Rimrook RimrookSince 2003
Posted 17 years ago2007-04-27 10:26:29 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #220243
Hawkins is always doing some bizzare experiment.

But yeah. I may not be able to map for source, But i can still make textures. :glad: :heart:
Once you start something, finish it.
Honest to fuckin God i wish i had the time.

[bitch] i have a 3d animation class that requires loads of work per week. Remind you i do not have max at home so i have to walk a mile to school to work on that. Secondly I have College English Composition, so every week I need to do a 750 word research paper. Then I have animal anatomy with a nazi teacher that expects 14 hours of drawing time per assignment. Last, I have advanced 2d animation which also requires me to draw roughly 250 to 300 frames of animation every two week. Plus an annoying job that sucks up an additional 16 hours and an occasional Saturday and the occasional fill-in for a co-worker that decides not to show up. When I do get a moment to myself, I usually sleep. Do you now understand anything? [/bitch]

Sorry im a bit cranky.
Rimrook RimrookSince 2003
Posted 17 years ago2007-04-26 17:20:13 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #220207
yeah i will do that :glad: :heart:

Since I'm close to rounding a good level.
Rimrook RimrookSince 2003
Posted 17 years ago2007-04-26 17:13:57 UTC
in Random Mini-Compo #00001a - Hallways Post #220205
Wow, thats much nicer caboose! if i remember correctly, the original was too dark.
Rimrook RimrookSince 2003
Posted 17 years ago2007-04-26 17:13:05 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #220204
well i'm fuckin sorry guys
Rimrook RimrookSince 2003
Posted 17 years ago2007-04-26 15:55:45 UTC
in Random Mini-Compo #00001a - Hallways Post #220200
awwwwww.... ok if i like the next one.

stupid inspiration.
Rimrook RimrookSince 2003
Posted 17 years ago2007-04-26 15:50:31 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #220197
Probably, as much as I hate saying it, but its likely.

I pretty much ran out of time. So much more important things require my attention and time now and I can't afford to work on this project without having a negative effect on my life or education.

However, 6D will likely make a comeback in a different form. Source could own this concept much better than what could be done on the HL1 engine, with the advent of physics and the ability to life objects. Also, I could always propose the game idea to a company and have it work that way, or perhaps use a better engine that could make it its own thing.

Like Turnstile, I will not delete a single file just in case some of the resources may be required later on.

A few awesome Ideas spawns from this however. Such as Zero-G Deathmatch using Sprit's Zero-G field capability. That would require very little to accomplish, perhaps 3 months of steady work, and some decent models.

Another Deathmatch Style is one where you can run on the walls and ceilings openly like some weird riddlebox arena using gravity shifting and each major surface has its own gravity. That would also be a great mod, but would require some tedious coding.

Of course, there is no such thing as failure, because in failure I still succeeded to Learn a lot and will need the knowledge in the future. I learned a tremendous amount about texturing for some reason, and My skill with entity work has increased considerably.

Unlike Turnstile, this mod is very unlikely to be adopted unless moved to source.

Also, A team would have helped. I misjudged several inhibitions there.

:cry: :cry: :cry:
Rimrook RimrookSince 2003
Posted 17 years ago2007-04-26 14:45:19 UTC
in Random Mini-Compo #00001a - Hallways Post #220190
wow... this is getting rather inspiring, Maybe I should enter...

or is it too late? Whats the date on this one?

it said friday 16th, but is it still going?
Rimrook RimrookSince 2003
Posted 17 years ago2007-04-25 16:04:04 UTC
in DX10 on XP?!?! Post #220137
IMHO

Hackers are never on the media, never caught, never seen. They let all the script kiddies and dumb asses draw the attention of the media. The level they work on is like the blackops of the government. No one knows about it and is done anonymously.
Rimrook RimrookSince 2003
Posted 17 years ago2007-04-25 15:27:34 UTC
in Random Mini-Compo #00001a - Hallways Post #220132
Trapt, were those HL2 textures?
Rimrook RimrookSince 2003