Rooms: Source - Rooms II Created 10 years ago2014-04-17 06:56:01 UTC by Captain Terror Captain Terror

Created 10 years ago2014-04-17 06:56:01 UTC by Captain Terror Captain Terror

Posted 10 years ago2014-04-21 16:45:38 UTC Post #318852
I agree, 2048 fits better on the grid.
Posted 10 years ago2014-04-21 18:42:42 UTC Post #318854
Agreed, 2048^3 it is ;)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-04-22 03:20:48 UTC Post #318858
To confirm, is that size the absolute limit, or just the playable bounds? I mean, Goldsource ain't got skyboxes.
Jessie JessieTrans Rights <3
Posted 10 years ago2014-04-22 05:54:08 UTC Post #318861
Yeah, 2048 is right. 2056 was a typo :P
Posted 10 years ago2014-04-22 08:09:11 UTC Post #318863
Called it!
Archie ArchieGoodbye Moonmen
Posted 10 years ago2014-04-22 10:09:36 UTC Post #318864
So.. This starts now, until a month of no uploads to which then it is deemed finished?
Instant Mix Instant MixTitle commitment issues
Posted 10 years ago2014-04-22 12:39:44 UTC Post #318865
Yeah, no idea what i was thinking writing 2056, i just copy/pasted.. It's ironic my Newmap Template, which I've used for centuries, is a hollowed 2048^3 cube =P

I was planning to give some more time for rule/restriction changes, but if you guys are all happy with the brief--see first post, lovingly edited by Penguinboy--, I see no reason why we can't get started :)

Here are the current entrants(please let me know if you want on/off the list):
Captain Terror
Archie
Rufee
Ant
Zeeba-G
JeffMOD
Crypt
DiscoStu(Perhaps submit a GoldSrc entry?)
Strideh
Instant Mix
TJB
Doodle


Maps will begin to be linked together when everyone on the above list has submitted their entry. I will continue to accept new entries for about a month or so after that, while i'm linking the maps together
To confirm, is that size the absolute limit, or just the playable bounds? I mean.
Playable area. Does not include a 3d skybox or inaccessible areas. Top post has been edited with the updated rules/restrictions
Goldsource ain't got skyboxes
This ain't entirely true, since you CAN build the enitre 3dskybox in your map--in GS--, and i will implement it in source, which just requires me to basically scale it down 1/16th the size, and place a sky camera at your map origin.

More info on 3d Skyboxes
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-04-22 12:42:42 UTC Post #318866
I've made my first 3d skybox thanks to Tetsuo's book and the VDC. I want to become accustomed to source mapping before I begin my room.

Anyone have any ideas as to what they will be mapping?

Also as for more restrictions I suppose the room should focus on one area rather than multiple within the 2048^3 space?
Posted 10 years ago2014-04-22 13:47:44 UTC Post #318867
While i agree with you and Rufee that the room should basically be a single volume, I'm not going to enforce that rule if someone builds an amazing multi-volume entry(like with the last rooms).

Put it this way: Authors are free to Stretch the relative definition of whatever they feel a "room" means to them ;)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-04-22 14:39:52 UTC Post #318870
Maybe I'm more of a tentative participant, as I'll definitely give it a shot, but can't be certain of whether I'll end up happy enough with it to submit it. Especially so if we need a puzzle aspect. I'm stubborn/picky like that.
Crypt Crypt120% sorry!
Posted 10 years ago2014-04-22 14:59:42 UTC Post #318871
The theme is wide open, so no need to add a puzzle aspect, though it will definitely make your map more interesting ;)
I'll leave you on the list for now, no big deal if you end up opting out

Though not required, adding ANY kind of gameplay will make your map better :)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-04-24 12:19:06 UTC Post #318878
Discovers displacements in source and jaw drops.
Posted 10 years ago2014-04-24 13:04:54 UTC Post #318879
Discovers displacements in source and jaw drops.
Good thing you discover them 10 years later :)).
Striker StrikerI forgot to check the oil pressure
Posted 10 years ago2014-04-24 13:21:49 UTC Post #318881
To think I was still using vm for fancy terrain. Well I knew of displacements in source but never used them. The first time I ever mapped in source I remember using vm to create terrain. That was years ago, and then I went back to gold source.
Posted 10 years ago2014-04-24 14:01:38 UTC Post #318887
I'm old and set in my ways.

I mapped for Source for a couple of hours and decided it was too different/complicated/weird/gay and went back too. :P

Then THE CORE was born and Archie got really mad and some shit was said... it's a long story. I hate GoldSource now, but if I get into Source mapping THE CORE will never get released. :P
monster_urby monster_urbyGoldsourcerer
Posted 10 years ago2014-04-24 14:19:01 UTC Post #318891
You WILL have plenty of time to join later on if you get the time, as i'm guessing it will be months before all the enries are submitted, and den another month at least to put them together :P

Zeeba: Yes indeed displacements are the shit :)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-04-24 15:53:18 UTC Post #318892
Glad to hear that my book is helpful Zeeba!
Tetsu0 Tetsu0Positive Chaos
Posted 10 years ago2014-04-24 18:04:48 UTC Post #318895
You bet! It's been enjoyable to read so far.
Posted 10 years ago2014-04-25 01:13:53 UTC Post #318896
Totally wrong post if anyone actually read what i just edited out.
But i'm in for this!
Tetsu0 Tetsu0Positive Chaos
Posted 10 years ago2014-04-25 01:52:47 UTC Post #318900
Ha nice one Tet, i was thinking you meant it for the WIP thread ;)

Welcome aboard then, i'll add you to the list :)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-04-25 18:33:49 UTC Post #318906
I'm thinking of doing some sort of cave with borgish architecture supporting the walls and ceilings and yellow lighting illuminating crevices.

Here's a quick sketch. I'll have to do tons more.
User posted image
Posted 10 years ago2014-04-25 19:29:51 UTC Post #318907
I wish i could sketch... you can really see the results of planning like this in your maps :o

I have a couple fun ideas for my entry, but we'll see which of them pan out...

One I'd like to do would be a Starship Voyager tribute, making the main shuttlebay and Admiral Janeway's shuttle.. (maybe some user toggles to activate ablative armor and other fun stuff like decompressing the hangar)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-04-26 14:15:18 UTC Post #318920
Zeeb, if you're working with displacements, block out the basics with cubes before creating the displacements. Work with power 3 because 4 is buggy.
Can't wait to see it!
Tetsu0 Tetsu0Positive Chaos
Posted 10 years ago2014-04-26 16:00:29 UTC Post #318924
Still patiently awaiting that amazing displacements tutorial you promised Tet ;)

It would be a really good time to help the GS mappers, and whet the appetite of source mappers looking to expand/hone their skills :)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-04-26 17:13:02 UTC Post #318925
There's a few displacement tutorials already.
I could do some advanced techniques i suppose.
Tetsu0 Tetsu0Positive Chaos
Posted 10 years ago2014-04-26 17:44:25 UTC Post #318927
Remember you found that technique that made making them WAY easier, and you were gonna make a little example/tutorial for it ;)

i have the post saved somewhere... :P
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-04-27 01:02:28 UTC Post #318939
Would it be alright if I were to build the connecting hall between my room and the previous one as opposed to the next?
Notewell NotewellGIASFELFEBREHBER
Posted 10 years ago2014-04-27 12:16:05 UTC Post #318945
@capt
Its one of my journals.
It allows for manipulating the mesh on any axis.
I remember now :-)
Tetsu0 Tetsu0Positive Chaos
Posted 10 years ago2014-04-27 17:37:12 UTC Post #318952
JeffMOD: You know, the more i think about and to avoid confusion, i'm going to take over the doing ALL the hallways--unless you guys have a major objection--, so everyone is on an even playing field.

I will try to make them all equally awesome, and I'd also be willing to do an final pass on all the hallways, via everyone's feedback.

Also, i'm gonna take myself out of the competition aspect of the coop, to again keep things fair ;)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-04-27 20:37:26 UTC Post #318959
The rooms can be interactive can't they, rather than a simple room? Thinking back to Worldcrafter's room in the original Rooms ( Absolutely amazing map )
User posted image
Instant Mix Instant MixTitle commitment issues
Posted 10 years ago2014-04-27 21:22:26 UTC Post #318960
Positively Instant Mix!

While interactivity/gameplay/puzzles are not required, they are ABSOLUTELY encouraged! That looks really cool btw! :P
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-04-27 23:56:39 UTC Post #318961
Spam.
User posted image
Props keep spawning at the origin which is really, really odd. This is all you'll see for now.
Instant Mix Instant MixTitle commitment issues
Posted 10 years ago2014-04-28 09:09:07 UTC Post #318964
So id thought id start my entry today, but as i expected i have no idea on how to get hammer going for ep2, any help ? Ive also checked out the topic in the src forum.

EDIT: nevermind found it :)

Also is the single volume rule in effect or can i make a bunch of corridors in my 2048^3 cube ? (Changed my mind once i started :D )
rufee rufeeSledge fanboy
Posted 10 years ago2014-04-28 10:02:23 UTC Post #318965
I don't think the single volume rule is in effect but I believe the "don't spam as many corridors as you physically can" rule is.
Instant Mix Instant MixTitle commitment issues
Posted 10 years ago2014-04-28 12:28:30 UTC Post #318967
While i agree with you and Rufee that the room should basically be a single volume, I'm not going to enforce that rule if someone builds an amazing multi-volume entry(like with the last rooms).
Posted 10 years ago2014-04-28 13:52:16 UTC Post #318970
i'm going to take over the doing ALL the hallways
Alrighty. I'll just mark the doors with func_entrance and func_exit or something so there's no confusion which is which.
Notewell NotewellGIASFELFEBREHBER
Posted 10 years ago2014-04-28 15:56:24 UTC Post #318976
So did we decide on a universal door or are we just going with whatever the author has placed in the map? as I can tell you right now my entrace & exit will be fairly unique
Instant Mix Instant MixTitle commitment issues
Posted 10 years ago2014-04-28 21:21:16 UTC Post #318985
100% user-created doors Instant, and I really like your WIP screen; those light beams look awesome ;)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-04-29 10:19:42 UTC Post #319012
I don't know why people are so afraid of source..
Mix, that looks really cool... I find it hard breaking the normal use of props, but it seems your brain doesn't care. Good work!
Tetsu0 Tetsu0Positive Chaos
Posted 10 years ago2014-04-29 11:02:37 UTC Post #319013
My entry will be 100% brush based, i can't do props :(
rufee rufeeSledge fanboy
Posted 10 years ago2014-04-29 13:39:05 UTC Post #319017
i can't do props
whaaat? Props are crazy simple rufee! Don't be afraid!

Point entities:
prop_static
prop_physics
prop_dynamic

Plop one down, browse for a model, making sure the related tag* is checked, and you're good!

*Related Tag: In the info tab in the model browser, there are checkboxes for dynamic, physics, and static. Ensure those are checked for the related prop_type.
Tetsu0 Tetsu0Positive Chaos
Posted 10 years ago2014-04-29 13:45:17 UTC Post #319019
Guys! I wanna join, but I have IGCSE exams for a month! D:

I've lost my whole finished Hl2 room of mine with like a crap load of custom models and stuff... I'll need some time, but I can totally do it again, is it aright?? D:

Why you guys choose such perfect timings for this? ;~;
Ghost129er Ghost129erSAS1946 Certified Nuisance
Posted 10 years ago2014-04-29 14:44:39 UTC Post #319020
Its not that i don't do props its that i can't make them work with the overall look of my map.
rufee rufeeSledge fanboy
Posted 10 years ago2014-04-29 18:16:48 UTC Post #319025
Tets, what do you mean by the "normal use of props"? Any usage of props is a normal usage of props.
Instant Mix Instant MixTitle commitment issues
Posted 10 years ago2014-04-29 19:52:19 UTC Post #319026
^ Hooray for unconventional use of props, i couldn't agree more ;)

Tet, you ever kitbash parts from different model kits?
Model rockets are great to kitbash, because all the parts are pretty modular =)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-04-29 20:35:30 UTC Post #319027
Well, the pipes i understand, but the transformers up on the pillars... I wouldn't consider those to be a normal use.

And Capt, I've tried to kitbash, but I always get so self-conscious about their use and function.
Tetsu0 Tetsu0Positive Chaos
Posted 10 years ago2014-04-30 17:08:10 UTC Post #319049
There's a GIF I will post in a bit explaining the transfotmers. Personally I believe there is no tight or wrong way to use props ; the more the merrier.
User posted image
Instant Mix Instant MixTitle commitment issues
Posted 10 years ago2014-04-30 20:02:21 UTC Post #319074
NEAT!
Posted 10 years ago2014-04-30 20:12:02 UTC Post #319077
Oh my word that is lovely Instant Mix :o
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-04-30 20:43:10 UTC Post #319079
Yes, that is awesome!
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