Cast your vote for the Urban Project. Created 18 years ago2006-02-02 15:55:27 UTC by monster_urby monster_urby

Created 18 years ago2006-02-02 15:55:27 UTC by monster_urby monster_urby

Posted 18 years ago2006-02-02 15:55:27 UTC Post #161163
Having played around with hammer making a quick HL2DM map I have come across a small problem.

I have fallen in love with source mapping :heart:

Making your own materials with bump maps is actually a lot more enjoyable than slaving away at low res panel texures in PSP and wally.

The possibilitys are endless. (Don't knock it until you've tried it is the best way to put it really)

*Urban slaps self for doubting source.

This means that I know have 2 options. I can either make The Urban Project in HL1 while still messing with the Source engine and maybe make the sequel in the HL2 system or I can make the entire series in HL2.

Of course this game is entirely user decided on a multiple choice system so here are your options.

A)The Urban Project
or
B)SkyLine City : Source
monster_urby monster_urbyGoldsourcerer
Posted 18 years ago2006-02-02 15:57:56 UTC Post #161165
Posted 18 years ago2006-02-02 15:59:42 UTC Post #161166
I vote for a source version. I have also recently learned how to make bumpmap, reflective and refractive materials, and the possibilities are endless. But you should be the one to decide.
Posted 18 years ago2006-02-02 16:00:05 UTC Post #161167
Posted 18 years ago2006-02-02 16:00:39 UTC Post #161168
Christ that was fast!

Still learning reflections and refractions but the bump mapping stuff is fantastic.

Vote continues
monster_urby monster_urbyGoldsourcerer
Posted 18 years ago2006-02-02 18:03:05 UTC Post #161189
Depends on how much work you have done and if you have the will to port it all. If you do then DEFFINALTLY port to source. You could do so much more with source, please make it in source.

B
Posted 18 years ago2006-02-02 18:08:03 UTC Post #161190
B) If you love source so much, then go with it. I'm not here to stop you, and since you also know how to model, props aren't a big problem for you either.
Posted 18 years ago2006-02-02 18:09:38 UTC Post #161191
A!A A A A A A A!
Archie ArchieGoodbye Moonmen
Posted 18 years ago2006-02-02 18:27:19 UTC Post #161193
A, no B, no A

wait, no, gah.

...B if you think your good enough to. I think HL2 is just better at making stuff like this due to the 3d skybox and such
Posted 18 years ago2006-02-03 04:02:25 UTC Post #161233
BBBBBBBBBB!!!!!!
Posted 18 years ago2006-02-03 07:02:55 UTC Post #161247
B seems to be the more popular choice. I haven't made anything worth porting yet. I made the grav tram station and then when I got to the outside section the engines limitations hit me in the face like a bat!

Source it is. This of course means that it will take much longer to release and as much as it pains me to say this, besides concept arts and WIP screenies I seriously doubt anything will be released until the next winter period.
monster_urby monster_urbyGoldsourcerer
Posted 18 years ago2006-02-03 10:16:13 UTC Post #161276
Well, how are you going to code for this? If you are going to use coding. All the coders I know dont have the software required to code .net but I spose you might well have the program.

Mapping this is source will take so much less time as the compile time in source is so bloody low its unreal. And no, not just because of the model useage. If I ported a map I am working on now into HL1 worldcraft and compiled with with not ents and just the brush work it would still take longer than it does in source with all the ents and models. Making the levels are faster aswell as Valve has put a lot of thorugh into their latest Hammer creation and the result is awesome.
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