People map without textures all the time. Dev textures accomplish the same thing, ultimately. It's an interesting look too, because it really does put all the emphasis on the architecture, which is nicely done by the way, DiscoStu.
Didn't Valve include their intro levels in the SDK, or am I imagining that? Can't check at the moment, but if it's there, have a look how they did it. If it's not there, decompile it. Scripted sequences on moving objects isn't something I think I've tried before, or can't remember doing, at least.
This is a continuation of that project The_(c)Striker, so if you want to use your old room, we will. I'm game when it comes to putting everything together.
So I suppose we should sort out the rules? How do the original rules measure up? We should forget the rule about the skybox and sky material however, use whatever you want and I'll link by level transition if I have to. It's no bother.
Make a room, and connecting corridors
No size, skybox or lighting limitations (just be reasonable)
Focus on combat, visuals, puzzles... your choice
Make sure it works! I don't want to be fixing totally broken maps =(
EDIT: - Custom materials/models/sounds/particles are fine DOUBLE-EDIT: - Feel free to make as many entries as you want, they will be scattered about the final mod
Shouldn't be any problems using a period in a soundscape title. Which soundscape entity are you using?
You can also try adding it to the soundscapes_manifest.txt rather than an individual map manifest, but it will obviously need to be set up in a mod format.
Well all the HL2 games by default don't even have a player model, so that's no biggy if you're mapping single-player. Could look odd in multi, though I wonder what kind of an impact it would have on performance in a busy server anyway.
Did it lag anywhere in particular, I can always try to spend more time optimising. A poster will probably come with the final release, I just can't think of a good tagline, heh.
Well I've finally finished my Left 4 Dead survival map, "Staff Infection". This version is a release candidate I'm putting out for mass testing, to see if there are any bugs I may have missed or balancing issues to address. I will one day, when I decide to get it, port the map to Left 4 Dead 2 as a survival and scavenge map, but don't hold your breath for that.
Fancy-pants final promo screens! Beware dial-uppers!
"noshadows" stops props from casting their simple model shadows. Good for when props cast an ugly black line on geometry, which happens quite a bit in Source.
I can't see anything wrong with those properties, so it's probably not the props at fault. Another tricky lighting glitch of Source, hmm.
Try using a info_lighting to force better lighting onto the props. Place one where a similiar prop is getting the right results, name it, then put that name into the "Lighting Origin" field in the properties of the dodgy props.
Too many dynamic lights on the same surface will cause compile errors.
It really sucks that the Source engine can't do a simple light fade, at least not without some kind of trickery, coding, or that ugly low-frequency dynamic lighting.
Speaking of which, what engine should be the standard? I assume most modders have the Orange Box by now? Or should we stick to the standard SDK base?
Also, I think custom materials/sounds/models etc. should go in subfolders such as "rooms_username" (eg. models/rooms_strider) for ease when it comes to compiling the whole mod together, at the end.
Cartoony isn't a word I'd used to describe it. It looks exactly like those very glossy painted brick walls you see around.
The only thing that throws people off I think is that it is actually clean, which is different, considering most games (grungy and brown = realistic!).
You should be able to use a prop_detail_sprite to place them individually, but I haven't used it recently, don't know if it's still supported properly.
There's also an entity in L4D called func_detail_blocker which is pretty self-explanatory, I'm not sure if it's in the other SDK's, though.
Use a point_template. Set up a filtered trigger down in the water so when only that prop falls in, it is killed and then fire the ForceSpawn input on the point_template to respawn it in it's original position.
This entity is kick-ass, I use it pretty regularly.
I've seen Inglorious Basterds recently, too. Pretty light on that campy violence of Tarantino's last movies, which is good. Although the very last scene made me squirm a bit. D:
Went to see Sherlock Holmes on Sunday. Kind of junky and familiar in places, but worth the price of a ticket, I suppose.
I just compiled it and noticed a couple of displacement errors. Several cases of "NODRAW on terrain surface!" and "Found a displacement edge abutting multiple other edges". One of the displacements on the bridge is the cause of that, looks like you've accidentally displaced the whole brush.
There's a couple of other errors in the map, overlays with no assigned faces, unused keyvalues and some I/O problems related to the car alarm, they're easy enough to fix and shouldn't be making it crash.
You're also encasing the whole map in the sky material, which is poor for performance, make the lowest brushes nodraw and wall the sides up with nodraw wherever you can.
Not a bad looking map, must've taken a while with all the forest prop placement.
Learn the Particle Editor that comes with the Orange Box. It's really simple, load up some of Valve's particles and you should get the basics pretty quickly. This can help, too.
Is this map for Left 4 Dead? The default detail sprites are glitched. Go into Map Properties and change the Detail Material File from "detail/detailsprites" to "detail/ruraldetailsprites".