Problem is, setting it in an established world with established gameplay mechanics without making the player more aware of your changed mechanics is bound to throw off a fair few.
Perhaps not obvious, but hint a little more pointedly at what's to come, to get the player used to the gameplay. Episode Two did it (pretty obviously) when the player is reintroduced to the controls and the nature of the Gravity Gun, which is expanded upon with further puzzles down the track.
I personally haven't played this mod yet, so I will say absolutely nothing about it. If this thread degenerates into a flame fest, I will close it.
Been a while since I've asked for help, but hey, I'm a pretty sucky mapper.
Anyhoo, was just wondering if anyone knows how to get those breakable windows from de_inferno setup. I've tried a prop_dynamic with the model which failed to appear. I thought it might've been cos it was stuck in some geometry (I had a wooden frame around it), so I moved it out. I also tried turning it into a prop_physics. Neither solution worked.
I'm sure I'm probably missing something very silly here, so a helping hand would be much appreciated! :>
I don't think there was a need for the advisors to have any A.I. in Episode 2 anyway. Let's face it, all their sequences were story pushing points, and the player wasn't in control during any of their scenes. Would've been a waste to have A.I. in 'em.
How do those cinematic physics work anyway? Are they confined to pre-built models with fracture points or something?
Read the fucking rules next time, jackass. Read the fucking rules next time, jackass. Read the fucking rules next time, jackass. Read the fucking rules next time, jackass. Read the fucking rules next time, jackass.
May be an asshole? You are an asshole. You're having a little whinge, because in your deluded mind you thought that you've clearly secured a place because your map is so 'fantastic'. Now that your chance for glory is gone, you're pissed. Well tough luck: read the rules next time.
Perhaps if you hadn't acted like such a jackass and attempted to perhaps contact the mods to apologise for the mistake, it would've been ok, but no, you had to take the traditional Trapt route.
I'm pretty sure it's part of their End User License Agreement. You can't just pull models and materials out of the GCFs and put them into your mod package. You can use the content, yes, but the user playing has to own the content beforehand.
The most important thing to realise at this point is that you all should now have two versions of Hammer (and the SDK for that matter) on your computer: one for Orange Box mapping and one for Episode One (and the rest) mapping.
Make sure you Refresh SDK Contents before loading up any of the tools.
The Orange Box version of Hammer seems to be ok at the moment (as in, it won't generate any fatal errors), but things like the 3D Ray Trace Lighting Preview are at a "Use at your own risk" stage at the moment: Valve themselves have stated that it's very unstable at the moment. The 3D Light Preview also doesn't function very well on some video hardware: my one basically looks the same as 3D Shaded Polygons.
Trying to use the Orange Box version of Hammer to map for something like CS:S is impossible at the moment: a fair few errors will pop up, and the 3D view won't render at all (at least, not for me)
Those who want to map for Episode One need to set the SDK to launch under the Episode One tools. To do this, right click the SDK, go to Properties, click launch options and add "-engine ep1". This isn't a final fix (I certainly hope not anyway), but it should help.
Did I steal most of this information from here? Yes I did!
I love how Valve released something that's clearly not ready to be released. Why they didn't do a public beta of this is beyond my comprehension.
Actually, Goldsource and Source would be the wrong engines to do this on. The concept kinda reminds me of City of Heroes and City of Villains. I would play this mod if it used licensed characters, but it'd have to be good.
Correct me if I'm wrong, but you're going to need an origin brush for that func_train. The origin brush will automatically align the train to the centre of the first path.
It's an enhanced version of Goldsource: it's not exactly the same. Poly count on the models was bumped up, as was level detail. I believe they were gonna use it for the original TF2.