Journals

Blueblade20 years ago2004-04-22 11:12:01 UTC 0 comments
Journal #4

Project: Disco Party 2.0
I'm working on an expanded Disco Party now. Remember that other door you saw when you came out of the teleporter? Now, you'll be able to go through it and into the next part of the level.

I'm also working on improving and slightly changing already existing parts of the level. The marine/alien skirmish just wasn't satisfying enough, the overall level wasn't hazardous enough, and something should have happened to that security guard standing in the lobby. Lol.

As for the new parts of the level, I was inspired by Franky to make an experimentation chamber hall, which involved several ways to destroy the scientists and security guards in the various rooms. Don't worry, Franky, I didn't copy any of your methods of destruction. ;) Mine are different than yours and shouldn't take away from your map.

After having fun in the chamber hall, you'll be able to proceed to a reactor core where you can wreak havoc upon the scientists inside. If you manage to survive any of that, you can enter the arena, where various scientists, marines, monsters, and security guards fight in gladiator-style battles.

I may even add the G-man Chamber to the level, but hopefully, I won't make it too large. I may have to separate it into different levels. I would prefer that the finished .bsp in a compressed .zip file containing a readme be under 750 KB, though.

Blueblade
Blueblade20 years ago2004-04-19 18:34:07 UTC 0 comments
Journal #3

Project: Spearhead Levels 2 - 3
For the transition from Level 2 to Level 3, you ride a tram through a vast tunnel system. It took a while to get the tram just right, and then I had to worry about the actual level change effect while on a tram. I haven't tested the transition in the tunnel yet, but I hope it'll turn out okay.

Anyway, the third level is supposed to be where you find the entrance of the malfunctioning teleporter research lab. I'll give you a hint of what you have to go through: in the second level, you find a window where you can see a large, open room with big, steel columns. You have to get past that part in order to make it to the entrance.

Once, you get through the entrance, you'll find yourself in a labyrinth of tunnels and corridors. I may add a little puzzle-solving part to that, as well. :D

I'm posting these journals on my behalf, so that I can refer to them while mapping, in case you were wondering. ;) You may or may not find spoilers about the maps I make; it just depends on what the journal's about.

Blueblade
Blueblade20 years ago2004-04-11 16:28:52 UTC 0 comments
Journal #2

Project: Spearhead
Well, now that I'm pretty much finished with Disco Party, I've started mapping a long action singleplayer mod that places you in charge of destroying a marine-controlled facility containing teleporter technology so that it doesn't fall into the wrong hands. (Yes, I've finally come up with a storyline.)

When you first start, however, you really don't know what your goal is. You've just wandered into a military trap, which just happens to be in a small weapons depot on the surface. The marines have locked you in, and your only way to get out is to open the big metal door, despite the fact that you can hear marines on the outside. As soon as it opens (or malfunctions and falls down, rather), you find yourself facing several squads of marines.

Once you make it into a supply facility, a series of events leads you to find just what the marines have and what you have to destroy.

So far, I've completed the first level and am working on the second. I had originally planned this to be a three-level-long mod, but I've decided to make it more worthwhile.

This mod moves from initial action to exploration, more action, and then a final climax and falling action. Obviously, you'll be running and shooting a lot. I've intentionally made it hard in many places throughout the mod so that it would be a good challenge and would give you a feeling of accomplishment when you finish it.

I'm not sure how long I'm going to make it; it may be 5 or 6 levels, it may be 10 or 12. It won't be a super campaign/saga, though.

Blueblade
Blueblade20 years ago2004-04-06 14:18:19 UTC 0 comments
Journal #1

Project: Disco Party
This is one of my obviously not-so-serious Half-Life levels. It was originally a large map with many not-so-serious rooms that ranged from swimming pools full of monsters to the g-man chamber, where you could knock the g-man off of a platform and watch him fall to his doom like the Balrog of LotR:FotR. Lol!

Then came the leaks . . . the . . . terrible . . . leaks. I had to tear my level apart looking for those leaks. I finally just enabled noclip and gave the Void a solid color so that I could fly around looking for the leaks. Using the pointfile method, I found them, but it would have taken too long to repair them.

I then decided to start over with just the disco party room and a couple of hallways to give it depth. I had intended the scientists inside to dance around, so I chose an appropriate animation (wave) and tried to make all of the scientists wave continuously, but they would only wave once and that would be it.

After I fix that problem, I want to add the g-man chamber again, with a few more amusing ways to attempt to kill the frustratingly invincible official. Lol!

Thus concludes Journal #1.

Blueblade