6-D : A Half-Life Puzzle Mod [WIP] Created 18 years ago2006-07-27 12:16:44 UTC by Rimrook Rimrook

Created 18 years ago2006-07-27 12:16:44 UTC by Rimrook Rimrook

Posted 18 years ago2006-07-27 12:16:44 UTC Post #191816
For those who hadn't read my last journal entry, read it now.

I couldn't get a smooth rotation on the island, so i substituted that with a instant 90 degree rotation. It reminds me very much of tetris, an i could probably make hl tetris, but i'm not.

It took me 3 hours to figure out how some of the motion manager stuff works, once i got a good grasp on it, i setup up a network of them and built pretty much a rotation system i can use for each of the puzzles. I did some extensive testing, and here is what i can do.
  • Switches that when shot, rotate the island as specified.
  • With the included Scope and Minimap from turnstile, it easier to see the area around you so you may make wiser decisions.
  • Pushables work extremely well, so not only you have to worry where you are going, but a crate as well.
  • Water can be used on the land as well.
  • You can be placed inside a Hollow grid cube if it overlaps your position on the next rotation.
  • You can raise yourself up one cube on your own, but it costs three rotations and requires a wall to clip you and raise you up.
  • Crates can raise you up a cube if you are ontop of the crate, jump, then shoot a rotation switch.
  • You can jump and rotate the island twice before you land.
  • Two islands can overlap each other and function seperately on a different set of switches.
  • It will probably make your head splode.
This probably sounds like gibberish. But once i release it, you will understand.

Screens are comming too.

EDIT: Holy crap, i tried explaining the concept to a few people at skool and no one really got it. They recommended that they would need to see it to understand it. When I can, i'll make a video and post a link to it. Maybe that will clear things up. Otherwise, it sounds like nonsense.
Rimrook RimrookSince 2003
Posted 18 years ago2006-07-27 22:42:12 UTC Post #191851
I get it well enough

so, are you going to make some remote button triggering device out of a remoddeled pistol set to 1 damage or something cool like that?
Posted 18 years ago2006-07-27 23:37:49 UTC Post #191854
Something like that.

I haven't done any custom content besides making the mod folder.

I finished that video i talked about. Click and See for yourself.

Lo-res Trailer
Hi-res Trailer

Its not pretty, but it gets the point across.
Rimrook RimrookSince 2003
Posted 18 years ago2006-07-28 00:20:41 UTC Post #191862
Thats so confusing >.<
Luke LukeLuke
Posted 18 years ago2006-07-28 00:59:31 UTC Post #191872
wow, thats cool.
but a more user-friendly way would be to have a button on each side, and shooting that button would make that button's side the new floor

Prey does a remarkably similar (although more advanced, the game was designed for it) thing, except it used real gravity fields to turn the player upside down :P

also, you know how if you try to teleport a player upside down, he will right himself rather quickly (but smoothly)?
you could rotate the world instantly, and rotate the player (who turns back to upright), giving the illusion that the world is turning.
Penguinboy PenguinboyHaha, I died again!
Posted 18 years ago2006-07-28 02:12:24 UTC Post #191873
That was a rotation test and sample level. The switches will be scattered in more advanced levels. There is also a lot not included in the trailer level.

It will get so much more intricate, but for now, i need to fix some bugs. Another video will be released when its a bit more presentable.
Rimrook RimrookSince 2003
Posted 18 years ago2006-07-28 06:21:54 UTC Post #191882
Huh? me confused?!?!?

that was cool.... although really weird. I couldn't see the connections. Maybe next video explaining the links, and also, I think the movements are too quick... so you don't know what just happened, imo!
Posted 18 years ago2006-07-28 07:58:17 UTC Post #191885
Well... i think this is just one of those things where either you get it or you don't. The format isn't going to change because it is set at the most versitile. If it rotated smoothly, it would be too easy from the start.

I thought of a good way of explaining the way it works.

Yellow switch = Y Axis
Red switch = X Axis

The large button decal pasted on the island also point out where the island will rotate around if you hit that color switch.

It wasn't clearly marked, but the direction was shown on the switch itself.

All you need is simple logic. "If this rotated 90 degrees, what blocks will move into my current position?" and then you play off of the verious block formations to get to the goal.

It will get trickier, but the progression will be slower so you get more practice. I'm designing the Hazard course to do a full run-down of every element of the game so nothing is shocking when you encounter it in SP.
Rimrook RimrookSince 2003
Posted 18 years ago2006-07-28 08:30:52 UTC Post #191889
very cool!
Archie ArchieGoodbye Moonmen
Posted 18 years ago2006-07-28 11:14:26 UTC Post #191896
put giant axel's through the sides of it where the big red and yellow signs are, so the player does know which way it will rotate.

but even though it was mindbendingly confusing, it was awesome.

in some levels are you going to have more then one rotating platform?
Posted 18 years ago2006-07-28 11:41:19 UTC Post #191899
wow. this is incredible. Peguinboy said something about prey, and i played the demo. they do some crazy things with gravity changes but you have to be on an anti-grav walkway then if u jump, gravity takes you.
this is somethin else tho...
Im guessing those empty boxes are the goal?
This is pretty sweet i really like it.
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2006-07-28 12:19:03 UTC Post #191902
put giant axel's through the sides of it where the big red and yellow signs are, so the player does know which way it will rotate.
Done it. But the axis are a problem because it doesn't look well graphically with multiple islands, and the island is a big func_wall. I don't want to clutter up the rotation triggers with multiple layers for it.

However, i will add-on a vertigo-style skybox that rotates with the island. that will be fun.

I also have all weekend to work on this. Which is saying alot, since i have this much in under 20 hours of work.

This mod isn't nearly as heavy as Turnstile, there's only two weapon models i need to make, a new player character model, an a few other props. Than its all mapping.

A puzzle is can difficult, designing one is worse.
Rimrook RimrookSince 2003
Posted 18 years ago2006-07-28 12:30:48 UTC Post #191904
jeez.... thats pretty crazy. at least you know how to solve the puzzle if you're making it right? so that's a bit easier.
You're taking a little break from Turnstile huh?

how are you going to make a rotating skybox? arent they static?
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2006-07-28 12:43:40 UTC Post #191905
so your not going to add other islands that you have to jump to, that rotate seprately from each other?
Posted 18 years ago2006-07-28 12:50:51 UTC Post #191907
@M_Garg: Of course there will be multiple islands, up 8 (4 by 4 island cube) along 3 (X, Y, and Z) rotational axis each.
Rimrook RimrookSince 2003
Posted 18 years ago2006-07-28 13:35:21 UTC Post #191918
then what what did you mean by this
But the axis are a problem because it doesn't look well graphically with multiple islands, and the island is a big func_wall. I don't want to clutter up the rotation triggers with multiple layers for it.
Posted 18 years ago2006-07-28 14:29:01 UTC Post #191924
Having a large spike through the level showing the axis is not cool.
Rimrook RimrookSince 2003
Posted 18 years ago2006-07-28 17:17:54 UTC Post #191936
then don't do that then
Posted 18 years ago2006-07-28 23:24:48 UTC Post #191946
i'm not.

i know that statement was washy, but the rotations are primarily reserved for the islands only.
Rimrook RimrookSince 2003
Posted 18 years ago2006-08-21 07:46:46 UTC Post #194021
...and this mod isn't dead either :)
Rimrook RimrookSince 2003
Posted 18 years ago2006-08-21 21:51:20 UTC Post #194078
Posted 18 years ago2006-08-21 22:05:29 UTC Post #194080
Wow, that's pretty cool. Prolly the closest u could get to being Prey-ish.
TawnosPrime TawnosPrimeI...AM...CANADIAN!
Posted 18 years ago2006-08-22 14:25:54 UTC Post #194168
but it will definatly be funner then prey.
Posted 18 years ago2006-10-12 21:10:46 UTC Post #199463
OMG AN UPDATE!

Yes! But the rules are a little different now, and the format is much easier to understand, but it will get much more complicated. I found a way to use rotating button to slowly rotate the islands, however, they only rotate so far and can only be rotated back. To fix this, each island will be made of several parts, and you must rotate each piece and climb around to reach your goal.

THE GOOD:
Less glitchy and easier to study the rotation of the pieces. Less risky choices and movement. To move a piece, you shoot the piece you want to rotate, unless otherwise specified.

THE BAD:
Rotating pieces can squish you, knock you off, and so on. Also, the way you can jump while its rotating is difficult but fun when you make a seemingly impossible move. During a test, I missed a jump and it felt like I fell sideways and died. It was awsome!

THE UGLY:
Rotating a piece can clip you and get you stuck. I think I can make an anti-clip for this, needs testing. Also, when the pieces overlap, it looks glitchy with the texturing and you have no idea which piece will move if you target that area.

OVERALL:
The new finding are much more effective and fun to play than the original. It will be something to invest time into for sure. A demo will also be released much later.

A new video will arrive when I can get some decent testing done.
Rimrook RimrookSince 2003
Posted 18 years ago2006-10-12 21:31:46 UTC Post #199470
you should intermix the full rotating islands with this in harder levels, for a more mixed gameplay.

oh, and I don't know if you were already planning on doing this, but have you considdered a camera flyover of the map? like those good oldies?
Posted 18 years ago2006-10-13 07:33:21 UTC Post #199510
no
Rimrook RimrookSince 2003
Posted 18 years ago2006-10-13 07:50:12 UTC Post #199514
Looks pretty cool, but the bugs. Yeah. You've obviously already taken those into consideration though.
Posted 18 years ago2006-10-16 15:44:00 UTC Post #199851
Very cool idea... can't wait to see more progress on this one.

Neat music too :) (where from?)
Posted 18 years ago2006-10-17 12:14:49 UTC Post #199912
Neat music too (where from?)
I wrote that quickly for the video. Since then i developed a music style for the mod and spent much time composing. I'll release a new video after I finish my current project.

I've also throught of different kinds of pieces. I'll explain it in the video.
Rimrook RimrookSince 2003
Posted 18 years ago2006-10-17 12:22:22 UTC Post #199913
A very interesting idea for a mod. I watched the vid, although I still didn't really understand, how the block movement works.
Really looking forward to more media/updates.
:)
Daubster DaubsterVault Dweller
Posted 18 years ago2006-10-17 12:33:54 UTC Post #199914
Yeah, the blocks more/less flipped rather than rotated, much like tetris. Its hard to see in that video. I'll add a voice-over to the next one.

Also, I modified some things so Left Click is "Shoot Weapon" and Right Click is "Swing Weapon"

I removed the "Scope" feature that was adopted from some Turnstile scripting. It was in there to help sight in on switches, its not needed and its causing very bad glitches. It will likely be removed from Turny as well.
Rimrook RimrookSince 2003
Posted 18 years ago2006-10-17 14:42:21 UTC Post #199926
that confused me a bit.. I never understood the meaning, or what you where trying to accomplish. But the 3d Camera switchup was really cool.

BTW, what proggy did you use for the cool text effect.
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 18 years ago2006-10-17 16:17:23 UTC Post #199934
The text i threw that together in Flash using the mask features and some photoshop.
Rimrook RimrookSince 2003
Posted 18 years ago2006-10-25 12:44:17 UTC Post #200797
[u][i]UPDATE![/u][/i]

w00t! Ironically, the setup that works is a func_rotate. I have a nice smooth rotation on the islands, with a nice easing motion in and out using friction. You can target the island of choice and toggle it and it will begin rotating, and click it again to stop it at any angle you choose.

The Awsome:
I almost got motion-sick. A few times i got really confused and fell off like a drunken bastard.

The Good:
All of the glitches, getting stuck, crush damage, and full rotational problems have all been fixed.

The Bad:
Its hard to determine how the puzzle can be completed. Since you can crawl over the islands anyway you want, you may take shortcuts that defeats the purpose of the puzzle. Careful planning can fix this easily. Other than this, there are no more playability issues and the format is easy enough to understand and play.

The Ugly:
No Crosshairs. I used a game_text entity to stick one on there, but it goes away after a few minutes. I believe i fixed the problem using spirit's advanced multi_manager to retrigger the text crosshair after it goes away. Also, instead of +use, i replaced it with spirit's "fire" command. This toggles any entity you see at a distance, but its based your line of sight and only activate objects within a certain range that is closest to you. (range is like 1024 units or so) Your toggling ability can be blocked by walls and func_walls, i might use this as a puzzle element, as well as different kinds of pieces and entities to make this mod more exciting.

Overall:
A demo is in order, after the video of course.
:glad: :heart:
Rimrook RimrookSince 2003
Posted 18 years ago2006-10-30 09:40:12 UTC Post #201309
User posted image
OOH! ALL NIGHT AWSOMENESS WEEKEND OF JUSTICE!

I built a new portal system for HL, its pwns so hard. A VIDEO! SOON! JUST NEED FRAPS!
Rimrook RimrookSince 2003
Posted 18 years ago2006-10-30 12:46:55 UTC Post #201314
Aaaargh those trees... Max? :cool:

Why is it floating?
Posted 18 years ago2006-10-30 13:24:43 UTC Post #201320
To rotate maybe!?...

Looking good.
Habboi HabboiSticky White Love Glue
Posted 18 years ago2006-10-30 13:24:46 UTC Post #201321
cuz it's sexy
TawnosPrime TawnosPrimeI...AM...CANADIAN!
Posted 18 years ago2006-10-30 14:56:25 UTC Post #201340
Why is it floating?
Say your kidding me please!

This IS the world of Sancefar, beit better represented with plants and high poly archetecture.

Why didn't anyone ever question why Sancefar floats?

The risers and such you see is stationary. The blocks in the center of the area is the puzzle itself. As shown in the screen, its a training ground.

I know i can throw blocks in a sky and call it a puzzle, but the stunning and fantasy-sci-fi element is in the scenery, and how it works with the puzzle itself. Without something to relate to, how do you know what side you are really on?

Perhaps even hide secrets... :glad:

...and the Sancefarian is of roman decent and advanced so beyond that they create stone and all of their technology from elements in the air, making their billion-pound structures float.

...and being roman, they like games and stuff...

The trees are from a map i got a while ago. i don't model if i don't have to. I do plenty for school anyway.

The Skybox was made in Max.
@muzz: did i ever send you the skybox template?
Rimrook RimrookSince 2003
Posted 18 years ago2006-10-30 15:12:40 UTC Post #201344
@muzz: did i ever send you the skybox template?
I don't think you did.
Also, if you find the time, can you show me how skyboxing in Max works? It sound usefull. :D
Posted 18 years ago2006-10-30 15:29:57 UTC Post #201350
Its awsomely usefull.

The template is all set up with cameras and render settings.

A sky image should be twice as wide as it is tall, and really high-res if possible. Make a really smooth sphere in max and (in editable poly) select the faces and [flip] them. You will get an inverted sphere. Place it in the center of the world and apply your image. Render the six cameras and save them as TGA's with compression if you like, HL doesn't care and the gain from it can cut the file size considerably, the image isn't harmed either.

That. Is. It.

I'll send it to you later today. As well as post the 6D video.
Rimrook RimrookSince 2003
Posted 18 years ago2006-10-30 15:32:41 UTC Post #201351
wow, looking good. Is this going to be for the spirit of half-life?
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 18 years ago2006-10-30 15:35:14 UTC Post #201353
You got 200 hp - cheating bastard :P
Posted 18 years ago2006-10-30 15:51:11 UTC Post #201356
You got 200 hp - cheating bastard
Whistles

:D
Posted 18 years ago2006-10-30 16:15:22 UTC Post #201361
You could also make renders aimed at each direction, usefull for creating Envmaps, atleast that is how i do it for animator, since most envmaps are 4 times as width as high.
Posted 18 years ago2006-10-30 19:05:26 UTC Post #201390
Don't tempt us like that and not give us a playable demo, or a rough estimate on a relese of a playable map Rim :lol:
Posted 18 years ago2006-10-31 00:49:41 UTC Post #201424
Hi-Res Video
Lo-Res Video

I made this in one take 40 minutes before class while eating and commenting.

Enjoy.
Rimrook RimrookSince 2003
Posted 18 years ago2006-10-31 01:06:49 UTC Post #201427
:aggrieved:

:o

:biggrin:

Make a Moddb profile quick, this will win something huge at the moddb yearly awards next week. and you already have a video to advertise too.

Im serious, it has a huge chance of winning best HL1 mod, if not most creative.

the only thing I have to say bad about the trailer (besides that it burns my eyes with its sexyness), is that the rotating blocks need texutres
Posted 18 years ago2006-10-31 01:15:38 UTC Post #201428
ITS TRAINING GROUND! ITS BASIC!!!

I PULLED 2 ALL-NIGHTERS FOR THIS!!!

will be sexier in time.

hopefully i can get some homework done so i can develop it more.
yearly awards next week
oh sure... i'll submit this next year, i'll pass.
Rimrook RimrookSince 2003
Posted 18 years ago2006-10-31 02:24:13 UTC Post #201430
Oh my God!

That was amazing! I just tuned into this thread and was struck down by that vid.

Awesome idea pulled of my awesome mapping etc.
Can't wait for demo...
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