*Mapping Update* Created 16 years ago2007-05-21 11:29:42 UTC by Jahzel Jahzel

Created 16 years ago2007-05-21 11:29:42 UTC by Jahzel Jahzel

Posted 16 years ago2007-05-21 11:29:42 UTC Post #222823
Just thought I'd share this new screeny of a map I am currently slaving over... It's a type of mansion of some kind - I'm kinda wanting it to be SP...
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So far, I'm lookin into ways to create lightning effects outside complete with thunder roars..

I might make a miniature SP Zombie map... (cliche, I know)..
Posted 16 years ago2007-05-21 11:39:40 UTC Post #222828
looks very nice.

Very dark, but i'm sure it'll work better without the big bright TWHL border.
Archie ArchieGoodbye Moonmen
Posted 16 years ago2007-05-21 11:42:26 UTC Post #222829
Yeah - it is dark, but with the lightning outside it should give it more spooky atmosphere, that's why I dont want it that bright.

I want to use the silhouette effect with monsters too..
Posted 16 years ago2007-05-21 11:50:20 UTC Post #222830
It looks nice.
Fill it with puzzles and riddles. Secret passageways in a library, behind the fireplace, etc.
Posted 16 years ago2007-05-21 12:01:29 UTC Post #222833
Yeah that could be cool.. I don't want it to seem that I'm totally ripping off Resident Evil, just slightly...

Kasperg, what do you think would be the best way to go about making decent lightning - say like the lightning in de_aztec?
Posted 16 years ago2007-05-21 12:13:56 UTC Post #222835
I want to sex those screens. :heart:
monster_urby monster_urbyGoldsourcerer
Posted 16 years ago2007-05-21 12:18:20 UTC Post #222836
lol - go ahead!
Posted 16 years ago2007-05-21 12:21:49 UTC Post #222837
First make a multimanager. The multimanager would be multithreaded. It would trigger the lightning at different intervals. Like for example, every 10, 60 and 90 seconds. It would target itself at 92 seconds, for example.

The lightning would be done with a white env_fade (ticking the "fade from" flag).

To add different thunder sounds, you would add each of those ambient_generics in the multimanager list after the lightning (which are the env_fades).

To add an extra cool feature, I would make a really bright func_wall_toggle set of entities over each window of the mansion, which would be triggered on and off some milliseconds before the env_fade entities.
Posted 16 years ago2007-05-21 12:51:00 UTC Post #222840
Yeah, that's a great idea for it, thanks Kas!

Originally, I had a light set with a custom appearance

something like:

aaaaaaaaaaaaaaazzzzzzwwwwwzzzzwwwzzaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa

It worked, but because the outside area of the window was covered with the black texture, no flash apart from the window reflection could be seen. The func_wall_toggle would be great though.
Posted 16 years ago2007-05-21 13:01:57 UTC Post #222841
The env_fade part works better if the map is outside-only. If you were doing this in Source, it would actually be possible to activate the env_fade only if you have a window in sight.
Posted 16 years ago2007-05-21 13:11:44 UTC Post #222842
looks like it's gonna have to be a light set up. I'm not gonna use an environment map, instead, just the black texture. It gives an eerie feel when you look out the window and its pitch black apart from a small amount of light reflecting outside..
Posted 16 years ago2007-05-21 14:24:20 UTC Post #222846
Very nice. Reminds me very much of Resident Evil 1 when you go down the stairs to the safe room.

Keep it up.
Habboi HabboiSticky White Love Glue
Posted 16 years ago2007-05-22 12:25:45 UTC Post #222961
More spooky goings on...
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User posted image
Posted 16 years ago2007-05-22 14:49:57 UTC Post #222979
I've never seen a better looking map that uses the original textures for something other than the Black Mesa style. The last screen appears to have custom textures, though.
Posted 16 years ago2007-05-23 08:57:12 UTC Post #223114
Yeah, I'm now using custom textures. It will save a lot of poly's, also - the textures are much more mansion-y...

I actually have a storyline too - and some interesting ideas I want to try out. When everything's done, I may have to request some voice acting talent here at TWHL...
Posted 16 years ago2007-05-23 18:24:06 UTC Post #223247
Wow, impressive.

This is HL1, correct?

How about having a horde of zombies chase the player into the mansion (when the player isn't equipped with any weapon), then the player has to right his/her way out of hte mansion with a simple melee weapon or a shotgun?

That way, you get the best bang for your existing architecture, and it also creates circular gameplay (instead of linear).
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 16 years ago2007-05-24 07:04:56 UTC Post #223286
Sounds like a good idea satchmo

Basically, the story goes that you are an officer and your partner went missing inside the manasion on a duty call... (there is more, but it's secret)
Posted 16 years ago2007-05-24 18:30:57 UTC Post #223344
Raises hand for voice acting
monster_urby monster_urbyGoldsourcerer
Posted 16 years ago2007-05-25 06:36:46 UTC Post #223410
Sure thing bro :biggrin:
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