Half-Life: Hostage Situation Created 18 years ago2005-10-22 08:42:32 UTC by Archie Archie

Created 18 years ago2005-10-22 08:42:32 UTC by Archie Archie

Posted 16 years ago2007-05-03 11:12:57 UTC Post #220825
unless you have some serious entity work or custom model animations, your limited to a voice coming from a guy standing and talking to you.
Rimrook RimrookSince 2003
Posted 16 years ago2007-05-05 05:00:27 UTC Post #221045
I've been doing some experiments and putting my mapping tips into practice.

http://img526.imageshack.us/img526/5790/hs3adp6.jpg

What you see there is an example of modulated architecture, with a quick copy+paste job letting me create big areas in no time. Does it suffer that much from repetition sickness? Well, not really. Alternating light colors, turning off some of the fluorescent lights and adding singular ceiling elements in key places takes away the unpleasant effect.
To the rest of the team, use this method if you want to save time working in certain areas.
Posted 16 years ago2007-05-05 05:04:28 UTC Post #221046
That'd be real nice if I could resort to that, but I'm not really doing those kind of places where that would work. If you've got any tips for building cities though, that would be nice. I'm having trouble making enough original architecture to fill all the different areas.
Posted 16 years ago2007-05-05 05:11:52 UTC Post #221048
None I can think of right now... since I see a city every time I go out on the street, it's never really been my favourite type of videogame area.
Most cities in games (HL2, Call of Duty...) are destroyed.
You could maybe go for a style similar to Max Payne, or the city in Poke646:Vendetta.
Posted 16 years ago2007-05-05 14:56:34 UTC Post #221075
I am using the Poke646 texture set, and I'll be sure to check Max Payne out for reference.

Also, if Muzz wouldn't mind, I'd be more than happy to take on his chapter for him. He doesn't appear to be making much headway, and it would actually make my job easier, since I could connect the chapters more fluidly, and define the theme better. If that's not a possibility, I guess that's fine too, but one extra map with a couple cut scenes is hardly going to slow me down.

Just an offer. :)

And Kasperg, I'm going to need to work with you on the beginning of your chapter so ours flow together. Just don't get too far ahead with that yet, eh?
Posted 16 years ago2007-05-06 16:54:37 UTC Post #221171
unless you have some serious entity work or custom model animations, your limited to a voice coming from a guy standing and talking to you.
Thats what im good at.
Posted 16 years ago2007-05-09 05:03:13 UTC Post #221477
Also, if Muzz wouldn't mind, I'd be more than happy to take on his chapter for him. He doesn't appear to be making much headway
I understand, but no, sorry.

News:

New HLHS dll soon! With:
  • hostage entities
  • second barney
(Hunter: any more?)
  • improved scientist follow AI (code by Kevin Lockitt)
  • hud disappeares during cut scenes (code by Kevin Lockitt)
Just awaiting Kevin's answer about that code.
The Mad Carrot The Mad CarrotMad Carrot
Posted 16 years ago2007-05-09 05:10:06 UTC Post #221479
Alright by me, but please get working on that faster.

The new DLL sounds great! The disappearing HUD will be extremely useful for my cut scenes.
Posted 16 years ago2007-05-09 05:35:02 UTC Post #221481
I hope to get a reply from Kevin today.
The Mad Carrot The Mad CarrotMad Carrot
Posted 16 years ago2007-05-09 06:36:04 UTC Post #221482
Click me

The latest news update may of interest to you guys :biggrin:
monster_urby monster_urbyGoldsourcerer
Posted 16 years ago2007-05-09 06:42:46 UTC Post #221483
Urbanebula: What inspires you to create such detailed maps? Who's work do you appreciate most in the modding world?
The_Hunter: Inspiring me to create detailed maps is MuzzleFlash.. He has an insanely critical eye which demands perfection... Or even if it's not him saying, so much as me seeing what he is able to do. I am continually amazed to see what he manages to create, and yet very little of it is actually released - so perhaps there's even a bit of competiveness there..
Whehe. Rofl. :nuts:
That is a pretty interesting read!
It makes me wanne map for HL:HS again, and finally finish my part!

Also, i've created a ModDB account! Add me to the team. ^^
The Mad Carrot The Mad CarrotMad Carrot
Posted 16 years ago2007-05-09 10:07:27 UTC Post #221494
0.o

i completely forgot about that interview ^_^

There're a few spelling mistakes here and there, btw.

Muzz, if it makes you want to map HS, then PLEASE do.
Archie ArchieGoodbye Moonmen
Posted 16 years ago2007-05-09 13:18:18 UTC Post #221502
It even makes me want to map for it :) Not that I'll ever touch Hammer 3.5 ever again.

Give us some more media :)
Habboi HabboiSticky White Love Glue
Posted 16 years ago2007-05-09 13:34:22 UTC Post #221504
You heard the people.
Archie ArchieGoodbye Moonmen
Posted 16 years ago2007-05-09 18:23:05 UTC Post #221530
I obviously haven't read every page of the two HS threads, so I don't know what the consensus is regarding r_speeds. Having a max of 500 or a max of 1000, for example, could change the way I plan the maps in their earliest stages.
Posted 16 years ago2007-05-09 18:46:55 UTC Post #221535
r_speed limits?

not in my mod. :nuts:
Archie ArchieGoodbye Moonmen
Posted 16 years ago2007-05-09 18:49:49 UTC Post #221536
There're a few spelling mistakes here and there, btw.
Yeah, I uploaded it right before I headed out for work. I'll paint the turd gold later.
monster_urby monster_urbyGoldsourcerer
Posted 16 years ago2007-05-10 05:09:34 UTC Post #221578
r_speed limits?

Not in my mod.
Certainly makes your mod look unique then :) Detailed maps change to mid-way detail and then up again.

So where's our pics?
Habboi HabboiSticky White Love Glue
Posted 16 years ago2007-05-15 07:50:11 UTC Post #222035
Some teaser screenshots.
User posted image
Posted 16 years ago2007-05-15 08:01:22 UTC Post #222036
!

looks hawt
Archie ArchieGoodbye Moonmen
Posted 16 years ago2007-05-15 08:07:59 UTC Post #222037
I still need a bunch of details about what I'm mapping.
Where is this facility? At what time of the day does the player reach it? How would the building(s) look from the outside? What type of enemies are expected? etc
Posted 16 years ago2007-05-15 08:31:17 UTC Post #222042
Note to all mappers:

If you map has a title (using a game_text, env_message or Half-Life Ingame Title message), please don't include your name, nickname or whatever.
The Mad Carrot The Mad CarrotMad Carrot
Posted 16 years ago2007-05-16 11:13:47 UTC Post #222216
Nice, Kasperg! :o
I don't know the story 100%, but I think the facility was originally made for research purposes (kinda like BMRF), though was invaded by terrorists, so you should mostly expect troops outside it, with the occasional aliens teleporting in.
As for the time of day, I think it should be night in your part.
Daubster DaubsterVault Dweller
Posted 16 years ago2007-05-16 12:10:10 UTC Post #222220
um. no, Daubster. :/

It's an abandoned Warhead Storage Facility.

There havent been aliens in the story since waaaaaaay back at the start.

Kasperg: Your time of day is mid-morning.
Only enemies are grunts till muzz codes our monster_terrorist entity.
Archie ArchieGoodbye Moonmen
Posted 16 years ago2007-05-16 12:43:36 UTC Post #222224
Still no reply from Kevin Lockitt. Is the guy dead or what! :S
The Mad Carrot The Mad CarrotMad Carrot
Posted 16 years ago2007-05-16 13:11:25 UTC Post #222230
Wasn't my time of day supposed to be really early in the morning, or did I miss out some changes in the story?
Daubster DaubsterVault Dweller
Posted 16 years ago2007-05-16 13:33:15 UTC Post #222231
oh, shit you're right.

Yeah, kasperg, you're sort of.. Dawn.. but earlier.. y'know.. :P
Archie ArchieGoodbye Moonmen
Posted 16 years ago2007-05-16 14:14:53 UTC Post #222232
Top professional Leader : ) Inspiring.

Kasperg: Your teaser reminds me of a level out of Splinter Cell 3 / 4. (Basically top quality...Good Work)
Habboi HabboiSticky White Love Glue
Posted 16 years ago2007-05-16 18:11:19 UTC Post #222304
One of the hostages should totally look like Nicholas Worth.
Posted 16 years ago2007-05-16 18:17:06 UTC Post #222307
Kasperg Ill throw a copy of my maps of the facility on ZLDB, and hunter might do the same or something so you can get a feel for the facility.
Posted 16 years ago2007-05-16 19:54:05 UTC Post #222328
If your entry for the 2006 Snarkpit competition has something to do with that, I think I unconsiously started using a similar theme. :)
But I still need important details.
Is this facility out in the desert? In the middle of a forested area? Where?
Posted 16 years ago2007-05-16 20:23:39 UTC Post #222345
its beyond a city. The silo is in a large conspicuous rock sinkhole. its old, industrial, likely depreciated.

And my snarkpit entry was going to have something to do with it but then I realised I couldn't really work it in so now its part of my reissues maps.

e; eh forget the uploading part. My maps are outdated enough not to matter horribly much design wise. And you seem to have it already.
Posted 16 years ago2007-05-16 20:41:25 UTC Post #222349
At the end of my chapter, it's still early morning, so just a little beyond that would be nice. Actually Kasperg, I have a skybox I can send to you if you want. It was made to compliment the one being used at the end of my chapter.

And yeah, like Garg said, it's far outside a city. Think rocky, grassy terrain, like in chickenfist's screenshot, but with the facilities being more overgrown. At least, that's the picture I had of it in my mind's eye.
Posted 16 years ago2007-05-16 21:28:19 UTC Post #222366
Bet now!

Which will finish first:

Half-Life 3,
Hostage Situation,
Or Microsoft's new operating system?

1 vote for Half-Life 3...
in 12 years...
Posted 16 years ago2007-05-16 23:18:09 UTC Post #222379
Imma bet on Hostage Situation, partially to be nice and partially because I think they're starting to get off their asses.
Posted 16 years ago2007-05-17 06:33:43 UTC Post #222392
First weapon ingame, still some tweaking to do, and somehow the reload animation has fucked a vertex, wich does make it look a little odd, also the fire sprite and sound needs to be changed/fixed. Presuming you guys still want this.
User posted image
User posted image
User posted image
EDIT, sorry about no AA, got kinda lazy when taking these shots.

Im going to compile the socom soon, dont hold your breath i suppose ^_^.
Posted 16 years ago2007-05-17 07:42:30 UTC Post #222395
Socom MK-23
User posted image
Posted 16 years ago2007-05-17 07:49:30 UTC Post #222397

D

very nice, pepper!
Archie ArchieGoodbye Moonmen
Posted 16 years ago2007-05-17 07:52:15 UTC Post #222398
Two words..
Kick
Ass
Daubster DaubsterVault Dweller
Posted 16 years ago2007-05-17 13:17:35 UTC Post #222422
I used GCFscape and milkshape 1.8.1, and yeah, i need to reasign the vertex, but somehow milkshape does seem to screwup some stuff whilst compiling.
Posted 16 years ago2007-05-17 15:52:33 UTC Post #222441
Wow... awesome. I had no idea pepper was even working with us anymore! :D
Posted 16 years ago2007-05-17 17:11:50 UTC Post #222456
I kinda stopped visiting TWHL, since well, i got a lot more going on right now. But somehow i picked up that this project was still alive, and my own computer went AWOL on me so i hijacked my father's one, wich allowd me to use milkshape again and thus enabled me to finish this job.

Im currently on the FS-ODG team working on the oil platform Troll A. Quite big actualy, you might have seen the discovery documentary.
Posted 16 years ago2007-05-18 10:47:54 UTC Post #222540
No offense to your modeling "skillz", pepper, but I'm not sure I'm seeing the same models as the rest of you guys. Those look terrible, honestly. More detailed weapons could be made in Hammer. And what the hell is that block jutting out from the top of the AK?

But to be fair, Milkshape is a pretty terrible program. Why not use Max, or even Blender?

Also, I'm assuming (or hoping) that those textures are just placeholders, correct?
Posted 16 years ago2007-05-18 11:23:18 UTC Post #222542
Okay, so maybe they aren't the hottest models I've ever seen, but I'm appreciative we even have custom models. To be honest, for an AK, that does look pretty un-AK-like if you ask me. And yeah, it's really undetailed.

The SOCOM Mk23 looks a lot better, but it's not accurately modeled at all. The indentations are way too deep and exaggerated, but if those were leveled out, all would be fine with that model.
Posted 16 years ago2007-05-18 11:33:41 UTC Post #222543
I'm appreciative we even have custom models.
What's the point of having custom models if they don't look half as good as the originals?
Posted 16 years ago2007-05-18 11:49:43 UTC Post #222545
Caboose is quite right probably, they look crap in HL, in G-max they looked fine, and no its not an AK.

I think it has something to do with the POV in HL that makes it looks weird, you can also notice this when looking at the default weapons, or those in CS.

And the thing sticking out is a finger, still need to tweak the placement.
Posted 16 years ago2007-05-18 12:16:51 UTC Post #222547
it doesn't look remotely like an AK. who ever said anything about an AK?

It's a mini-14 & it looks fucking hot.
Archie ArchieGoodbye Moonmen
Posted 16 years ago2007-05-18 15:49:39 UTC Post #222565
Tweaking the POV's would probably make it look much better.
ChickenFist ChickenFist<Witty Title>
Posted 16 years ago2007-05-18 16:51:34 UTC Post #222575
Default fov is 90. You're probably using a different value, pepper. I guess we all use 90, so you may want to test your weapons with that fov value.
The Mad Carrot The Mad CarrotMad Carrot
Posted 16 years ago2007-05-18 19:22:35 UTC Post #222587
hunter it doesn't even look much like a mini-14
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