Organic/Natural Path Blocking Created 14 years ago2010-09-02 19:00:18 UTC by Notewell Notewell

Created 14 years ago2010-09-02 19:00:18 UTC by Notewell Notewell

Posted 14 years ago2010-09-02 19:53:22 UTC Post #284871
So, I'm trying to create a natural blockage in a road to prevent player passage, and, in accordance to the setting (warehouses) I'm using trucks, a fuel tanker and a truck with barrels in the back.
User posted image
(the skytextured area is a result of cordon compiles, that area will have a building in it soon)
Now, even without the barrels, it's simple to get overtop of it, because you can climb over the oil tanker using crouch jumping and walk over it. Clipping it would amount to adding an invisible wall on top of the area the player would want to go. So, any ideas on how to organically block the player's progress using this as a base? Or just using the road as a base? I'm not picky about keeping the trucks, because I can always save it as a prefab to use elsewhere if I really want to.

Oh, and a gate/fence combo won't really work, because I already have one on the other side of the intersection. (not shown in the pic)

Thanks in advance!
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-09-02 20:17:51 UTC Post #284879
Fire?
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2010-09-02 20:19:46 UTC Post #284880
Perhaps, but it would have to be a wall of insta-kill (tm) fire.
It could work. Any other ideas? (this could become a general purpose thread if needed)
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-09-02 20:38:27 UTC Post #284881
Firetruck? Railway + train? Fenced off part of the road that's under construction + road roller? Crashed airplane? Gigantic cat?
Oskar Potatis Oskar Potatis🦔
Posted 14 years ago2010-09-02 20:47:50 UTC Post #284882
All...
Gigantic cat?
All Mostly good ideas! Keep it coming, please!
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-09-02 22:51:17 UTC Post #284884
Gigantic cat
User posted image
Delivered.
Archie ArchieGoodbye Moonmen
Posted 14 years ago2010-09-03 00:52:33 UTC Post #284885
o u.
Posted 14 years ago2010-09-03 03:55:06 UTC Post #284887
Huntey, you're awesome.
Skals SkalsLevel Designer
Posted 14 years ago2010-09-03 04:28:22 UTC Post #284889
How about a truck that's crashed into a building? You could have huge chunks of the building surrounding the truck: it would give it the blockage some height without having to resort to an obvious clip brush (you'd still have one obviously, but it wouldn't be apparent). You could also have parts of it on fire, but I'd steer clear of Insta-Death fire: players are curious and will want to see how far they can push the boundaries of a playing field. Killing them instantly isn't really a great mechanic. Simply have it burn the player, as briefly touching fire normally would.

If all else fails, gigantic cat ftw.
AJ AJGlorious Overlord
Posted 14 years ago2010-09-03 07:32:26 UTC Post #284890
Okay, I'll look into those suggestions, thanks everyone!
Huntey, that cat is awesome. If I had a cat model, I'd make a special version just for that.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-09-03 09:22:07 UTC Post #284891
Nintendo already did it.
User posted image
Rimrook RimrookSince 2003
Posted 14 years ago2010-09-03 09:26:03 UTC Post #284892
True. But they didn't do it in an industrial area, they did it on routes.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-09-03 11:42:38 UTC Post #284894
Jeff that tanker is more than enough to tell the player "Hey, you can't get past me".

All you gotta do is put a big playerclip brush over it and stretch it up to the sky so that no one can monkey their way out of your map.
Posted 14 years ago2010-09-03 11:52:29 UTC Post #284895
The thing is, you can get past it. Remember the HL2 map with the battery operated gate, and how you could jump over the tanker in the buggy, or climb over it yourself? Besides, players will always try to get past something they're not supposed to.

Anyway, this is more of a headache than I thought it would be. The model based rubble itself was easy, if time consuming, but now I have to "blast" a huge hole in the middle of the building to explain where it all came from. Which means I have to make a realistically destroyed wall in the side, and then one inside that to explain the wall in the middle of the pile, and a floor because the hole is two stories tall. Then I'll have to detail the rooms inside.
It shouldn't be this hard. :|

I'm definitely posting a pic of that area once I'm done though, even if only to justify the work it's taking.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-09-03 13:46:55 UTC Post #284897
Yeah, just fit it in between the walls the best you can and clip it off.

EDIT: Chainlink fence. Just block it off and place a no trespassing sign on it.
Rimrook RimrookSince 2003
Posted 14 years ago2010-09-03 13:46:59 UTC Post #284898
I'll do that next time. I've already done everything but detailing the interior of the building, and I refuse to scrap that much work on creating a hole in the wall.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-09-06 18:39:34 UTC Post #285137
All you gotta do is put a big playerclip brush over it and stretch it up to the sky
The thing is, you can get past it.
playerclip
Posted 14 years ago2010-09-06 19:48:07 UTC Post #285144
Do what I do. In the middle of a sensible, realistic residential setting - block the road with a ship.
User posted image
Posted 14 years ago2010-09-06 20:20:46 UTC Post #285146
Posted 14 years ago2010-09-06 20:33:29 UTC Post #285147
brilliant
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2010-09-25 08:12:09 UTC Post #285345
I keep meaning to post the picture of the finished blockage. It's been done for over a week now. :\
EDIT: Here it is!
User posted image
It looks much better ingame, but you get the gist of it. Whoops, was I supposed to get the blockage? Oh well, the hole looks better.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-09-25 12:22:57 UTC Post #285705
I think the hole would look a hell of a lot better if the bricks weren't so perfectly broken, that only looks good on surfaces like flat concrete or plaster.
Bricks and cinder blocks don't just get cut in half when something is chucked through a wall; You get a whole bricks missing and whole bricks remaining along the edge.
User posted image
Posted 14 years ago2010-09-25 16:11:56 UTC Post #285726
Doesn't that wall look a bit thin?
Posted 14 years ago2010-09-25 16:20:03 UTC Post #285727
lol, ultra-thin bricks!
Hey if they're that thin you don't even need a truck to break through them, srry's gigantic cat could of done it!

hint hint, stick a cat in the hole! ...wait that doesn't sound right.
Skals SkalsLevel Designer
Posted 14 years ago2010-09-25 16:34:24 UTC Post #285730
You really picked a hard way to go about it. Industrial complexes have these overhead pipe carriers, truck hits a pole, the thing twists down, blocking what the truck doesn't.

Also use the industrial fact to your advantage. These plays get "upgraded" all the time. Rip up a section of pavement, lay a pipe, cover it up. Completely random. Good for breaking up samey enviroments. Same with the buildings, they tend to be erected as required, concrete one day, corrugated metal the next, throw up an office out of those awesome prefab walls...
Posted 14 years ago2010-09-25 16:52:48 UTC Post #285733
Soup: True, I was doing that, but it just didn't look right on the texture fsr. And yeah, the bricks are a bit thin.
And I am using the industrial fact to my advantage a little; while they're mostly corrugated warehouses, I have offices in brick and concrete.

Of course, I'm not working on this map anymore; I'm leaving it for a while and hopefully coming back to make it larger and better looking later. But I'll try to remember everything but the cat and the ship. ;)
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-09-25 17:28:01 UTC Post #285734
PERFECT!
So i smell castle disposed: source?
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2010-09-25 20:52:03 UTC Post #285745
It's not dead it's just... I never intended to release it this year.
It's for a project that I'm making in small chunks.
Which reminds me, I should start writing the script.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-09-26 01:32:52 UTC Post #285749
castle disposed: source
Shit, I'll miss that chance to make the huge castle I always wanted to make.
Posted 14 years ago2010-09-26 04:34:01 UTC Post #285751
Usually when people say "i'm moving on from it now and will finish it later", what they mean is "i'm moving on from it and will never finish it later".
Skals SkalsLevel Designer
Posted 14 years ago2010-09-26 07:49:37 UTC Post #285753
Well, it's not like anything of value would be lost, now is it?
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-09-26 09:02:25 UTC Post #285754
Your life.
Skals SkalsLevel Designer
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