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 17 years ago2007-02-21 22:52:04 UTC Post #213281
Rimrook r ferret

</pointless>
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-02-21 23:23:03 UTC Post #213290
>>Also, that example wasn't a whole lot of trouble, was it?
Example map is eeeevil :badass: - i have one moment were i cant clearly pass - http://projectd2.com/2007/example1a0000.jpg - is were realy possible to jump?
Posted 17 years ago2007-02-22 14:37:48 UTC Post #213371
you know me, i wouldn't release it if you couldn't do it, but it is tricky.

Its a medium-difficulty stage. In fact, there aren't any guardians in it, that makes it hells easier! Keep trying.

Yes. . . I R Ferret!
Rimrook RimrookSince 2003
Posted 17 years ago2007-02-23 04:59:39 UTC Post #213432
Evil! i forgot about re-jumping! :biggrin:
Posted 17 years ago2007-02-23 08:03:27 UTC Post #213440
Posted 17 years ago2007-02-23 18:18:57 UTC Post #213500
Posted 17 years ago2007-02-25 13:21:42 UTC Post #213864
interesting thought orph, but VID is kinda confusing. Roman numeral are used somewhere i'm sure.

re-jumping? i call it floating. but whatever. yesh, i messed with the jumping.
Rimrook RimrookSince 2003
Posted 17 years ago2007-02-25 13:29:20 UTC Post #213868
! J:6D_temp6D_MAP_TOOLS.zip: CRC failed in 6Dhw.dll. The file is corrupt
! J:6D_temp6D_MAP_TOOLS.zip: CRC failed in 6Dmusic6d_icicles.mp3. The file is corrupt
! J:6D_temp6D_MAP_TOOLS.zip: CRC failed in 6Dmusic6d_original.wav. The file is corrupt

edit:

Also, upon attempting to run in steam, the game crashed reporting a fatal error due to client.dll
Archie ArchieGoodbye Moonmen
Posted 17 years ago2007-02-25 13:41:54 UTC Post #213870
Posted 17 years ago2007-02-25 14:28:01 UTC Post #213873
oh i didn't think that my zip stuff is outdated. I should RAR it instead, thats newer and will probably work.

Also, i appreciate you running it in steam once. But i can't fix fatal errors like that. Blame Spirit. :cry:
Rimrook RimrookSince 2003
Posted 17 years ago2007-02-26 19:33:22 UTC Post #214053
I played it and it is a most clever puzzle although most of the challange comes from tricky jumps rather then figureing out how to manipulate blocks.

make some really tricky ones for the final relese ok? plz?
Posted 17 years ago2007-02-26 19:43:18 UTC Post #214055
of course.
Rimrook RimrookSince 2003
Posted 17 years ago2007-02-27 05:55:36 UTC Post #214114
I bet he has a Rubix Cube in pieces all over his desk.
Archie ArchieGoodbye Moonmen
Posted 17 years ago2007-02-27 12:47:00 UTC Post #214161
I fid around with the puzzle pieces until it works.

...and i don't have a rubix cube.
Rimrook RimrookSince 2003
Posted 17 years ago2007-02-27 18:11:28 UTC Post #214192
not quite. There is a lot of planning involved in some of the puzzles.

But sometimes yes, like making an obstacle course of death.

either way, its fun.
Rimrook RimrookSince 2003
Posted 17 years ago2007-02-28 14:14:15 UTC Post #214322
Making an obstacle course of death.

Its fun.
Sounds it. :badass:
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-03-05 13:44:44 UTC Post #215051
I played it and it is a most clever puzzle although most of the challange comes from tricky jumps rather then figureing out how to manipulate blocks.
I've been thinking about that statement, i'm going to see if i can add another element that would involve more interactive and manipulative thinking
Rimrook RimrookSince 2003
Posted 17 years ago2007-03-05 15:11:54 UTC Post #215058
Heh rotating sliders makes me think of surf maps...
I wonder if you have tried this but what about moving blocks that follow paths? Like you start on a platform with a shape like a T and you must walk to each side to dodge walls that get in the way etc...And as a twist you have to jump from platform to platform and back and rotate to dodge the walls...It'd be very difficult.
Habboi HabboiSticky White Love Glue
Posted 17 years ago2007-03-05 17:39:36 UTC Post #215074
I've been thinking about that statement, i'm going to see if i can add another element that would involve more interactive and manipulative thinking
That statement makes me picture 6-D + super mario 64
Posted 17 years ago2007-03-05 19:16:44 UTC Post #215095
Rotating sliders?
awsome!

Blocks that follow paths i already have. Thats what sliders are (trains.)

I can make rotating blocks follow sliders like in the original demo, I just overlooked it.

Also, did anyone notice sliders can be stopped at anytime on the track?

EDIT: I'm gonna put out a few maps, they won't be polished, but playable in the most sense.

I will do a minimum difficulty puzzle and a maximum difficulty puzzle to show the threashold, as well as any other ideas I may get along the way.
Rimrook RimrookSince 2003
Posted 17 years ago2007-03-08 09:31:54 UTC Post #215330
This weekend is dedicated to 6-D.

R'dia :(

I've got some creative ideas i've written down. Just need to build them.

I hope you don't mind Dev textures... like i need to ask really..... because the maps won't be polished.

hopes up! :glad: :heart:
Rimrook RimrookSince 2003
Posted 17 years ago2007-03-10 00:59:35 UTC Post #215451
Your dev textures are greater then Half-lifes standards, so I don't think anybody will mind
Posted 17 years ago2007-03-10 16:12:14 UTC Post #215481
I got one made. Will continue to work for the rest of today and tommorrow. Expect some stuff, k.

I'll re-release the mod and see if some of those errors are fixed, the new maps will be included as well.

I'll RAR file it this time.
Rimrook RimrookSince 2003
Posted 17 years ago2007-03-12 17:08:28 UTC Post #215645
uhm... i was experimenting and... well... the format changed... again... this is definitely worth it. It'll still be good'ol 6D but it will be prettier and more intuitive and interactive than ever. I'll make a new demo and release in a day or so. Plus the new format requires the crowbar at least, so thats added! :nuts: screenshots won't explain much, so perhaps a video or demo. plus i don't know why some of the errors occur. still trying to fix bugs as well. So i have my work cut out. but the new format is both easier and harder to map for, but is open enough to design on paper, which helps considerably in planning and construction, as well as the development pipeline.

The new format goes as such:

There are the traditional pieces as seen thus far, and the puzzles type we all know will still be around. The new twist is the way i'm including the environment with the puzzle, as well as a new element that allows you to push holographic puzzle elements to where they need to be in order to solve the puzzle. Retrieving the pieces is a whole new part of each map.

I made this one already and it works beautifully.
Example: there are two pushable linked to two trackpoints for a slider. The actual block that slides between them is missing. One of the trackpoints is lower than the other and is short of the platform with the goal. The other is at the start area. The solution is simple, switch positions of the two track points. Locating the slider block is easy, its in a room off to the side. Clicking it makes it go to its first stop and connect to the track. Now you ride the block from point A to point B and enter the goal.

This was simple, yes. But I can throw a wide variety of hazards, traps, and enemies in between each part of the puzzle, as well as the traditional puzzle type we all know, just for an obstacle.

Much more research is to be done, but with what little i know, i can make this mod so incredibly nice. I just need time to experiment with spirit.

But for content sakes, I'll finish my little map pack so you guys have something to play. Sorry developement got in the way again. :nuke:
Rimrook RimrookSince 2003
Posted 17 years ago2007-03-12 21:37:39 UTC Post #215666
yes. :)
Rimrook RimrookSince 2003
Posted 17 years ago2007-03-14 08:00:54 UTC Post #215792
i kinda don't want to, but i should probably use more enemy types so things are mixed up. Like gargs, tentacles, apaches, and so on. I don't want to keep the tacky original xen monster set, but remodelling is out of the question.

It wouldn't be so bad if i kept the xen monsters for 6D, would it?

Also, i might adapt some turnstile models onto this, like the Siaph Apache model.
Rimrook RimrookSince 2003
Posted 17 years ago2007-03-14 10:27:54 UTC Post #215803
thats just it, i don't have max and modelling can't be done if the school is closed for spring break. I'll mostly be mapping then i guess.

besides, i got a ferret model for class almost done. :heart: :nuts:
User posted image
Edit: I forgot, i got maya. I need to learn to model well enough in that then i can export to max and finish everything up. But still, its unfamiliar software and interface.
Rimrook RimrookSince 2003
Posted 17 years ago2007-03-14 12:11:14 UTC Post #215806
LOL!
Ferret :)
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-03-14 12:52:46 UTC Post #215812
or just make the hand invisible.. make the crowbar more.. esoteric.
I.E. Just make it float... And less crowbar like.
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-03-14 13:57:39 UTC Post #215814
i have some ideas for the crowbar, i will model that much, but it'll be later of course. for now its just the crowbar.

I was thinking something along the lines of a decorated sickle. i'll post concepts when i doodle them off. Thats among my business today.
Rimrook RimrookSince 2003
Posted 17 years ago2007-03-14 21:10:46 UTC Post #215845
For starts, robots are fncking easy compared to organic models and mesh weights. If i do make models for 6D, robots all the way.

learn to animate using robots, or even just basic bone setups. Either way, practice.

I'm in a ferret mood 'cuz i had a ferret a while ago but i gave her to my parents just before college. My parents gave her to their neightbor who already has a ferret, so she's not lonely or anything and is probably living a healthier life than me right now. ferrets are the shit, and their better when you give them beer. Not too much, it can kill them. But a hung over ferret is funny because their dizzy and move slow. :zonked: my ferret has probably had more alcohol than me.

/senseless info
Rimrook RimrookSince 2003
Posted 17 years ago2007-03-14 21:33:04 UTC Post #215846
I have a dog.

He's sober.
Posted 17 years ago2007-03-14 21:58:47 UTC Post #215848
Post of the day.
Strider StriderTuned to a dead channel.
Posted 17 years ago2007-03-15 12:24:39 UTC Post #215892
Lol!

This weekend is dedicated to 6D for the most part. I'll try throw up a new demo to example the new format. again.
Rimrook RimrookSince 2003
Posted 17 years ago2007-03-16 18:05:11 UTC Post #216096
crap, the way i transition my maps deletes the global entity data. Which means no hub or portals for the actual game. Don't worry, i found and equally cool alternative.

As for the warp FOV effect, Chickenfist can own it cuz he could apply it to his mind controlling mod. Thats a better use for it anyway.

Using a delicate setup of entities and globals, i can have a form of upgrade system I couldn't accomplish with Turnstile. The application of it is different which makes it possible for 6D. So there will be more than just the crowbar at your disposal. So every stage, you get your income of weapons, ammo, and armor. Of course, I'll give the player a necessary amount of each to move along, but the more you find and collect, the more you can fight back, and defeat bosses.

I think its worth it. So thats the latest dev news.
:glad: :heart:
Rimrook RimrookSince 2003
Posted 17 years ago2007-03-16 18:15:54 UTC Post #216099
use the leftover turnstyle models, those were so pretty
Posted 17 years ago2007-03-16 18:29:56 UTC Post #216101
I'm drooling over this...

You are an excellent artist Rimrook. :D
Posted 17 years ago2007-03-16 18:38:52 UTC Post #216102
I plan to since Turnstile is dead. I won't be using all of them though, so they could go to a good home someplace.

Using: Hewshot, Blitz Rifle, Volt Arm, Dronefly, Acorns.

any of the others can be adopted for anything else you guys want. They're easy to retexture as well.

EDIT: Brattylord: your too kind :)
Rimrook RimrookSince 2003
Posted 17 years ago2007-03-21 09:43:42 UTC Post #216590
awwwww.. i liked turnstile.
6-D is going to be spectacular tho. And i wish i could play it but i cant. vista hates hl1.
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-03-21 11:27:10 UTC Post #216596
The problem...vista

The Solution...fuckin anything.

I loved the short peek we got of Turnstile and was hoping to see more. :(
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-03-21 12:18:09 UTC Post #216598
everything that was GOOD in turnstile is in 6D now. Also, good planning goes a very long way.

edit:

YAY! I finished my ferret rig!
Watch the Video (39.1 mb)

Sorry, this is the best I could do with Compression vs Quality. Hopefull this guy makes it in 6D
Rimrook RimrookSince 2003
Posted 17 years ago2007-03-21 14:09:12 UTC Post #216609
Ffs! I want to do that as well. Good thing you showed the bones. :)
Posted 17 years ago2007-03-21 14:18:48 UTC Post #216610
really great.

10 hunteypoints for you!
Archie ArchieGoodbye Moonmen
Posted 17 years ago2007-03-21 14:48:10 UTC Post #216613
Any updates on the story? Have you decided if you're going to have a character giving you hints?

It'd be rather cool to have a map in which an npc like the ferret would have to crawl into small passages and trigger things that the player would be unable to. A companion of some sort.
Posted 17 years ago2007-03-21 14:58:28 UTC Post #216615
Shhhhhh...

Any way, the story is proving to be tough. I really can't do much with it since the genre isn't very typical of a game with a story. I'm trying though.
Rimrook RimrookSince 2003
Posted 17 years ago2007-03-21 15:43:48 UTC Post #216629
Actually, Rimrook already posted the general outline of the story a while ago.
Posted 17 years ago2007-03-21 15:46:17 UTC Post #216631
Well, a touch of humour is never out of place in a HL1 mod, so who knows... :D
Posted 17 years ago2007-03-22 16:02:31 UTC Post #216713
How about the character can morph into a Ferret when necessary, for those tight passageways to flip a switch or something...
Posted 17 years ago2007-03-22 16:06:09 UTC Post #216715
if i could, the player could morph into a ferret after you earn it. but the coding aspect isn't looking bright.

EDIT: that's be like the morph ball in metroid... only more ferret. very useful indeed.
Rimrook RimrookSince 2003
Posted 17 years ago2007-03-22 17:05:07 UTC Post #216722
If you do do it, I'd make Ferret more in 3rd person so we can admire your work. Plus, he wouldn't be able to attack... that would be... odd...
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