6-D : A Half-Life Puzzle Mod [WIP] Created 17 years ago2006-07-27 12:16:44 UTC by Rimrook Rimrook

Created 17 years ago2006-07-27 12:16:44 UTC by Rimrook Rimrook

Posted 17 years ago2006-11-07 17:07:24 UTC Post #202225
Just listened to the song and I think the song in the trailer would be more fun...Has a nice beat to it.
I'll remix that track to fit in-game. I have a few other tracks, but they are not designed for continuous play, and i'm avoiding them being annoying.
Oh and again why is it you have 200 HP in the vid but not in the demo?
I used some adopted code from turnstile. Its gone now as well as other things. This mod developed fast, so i thought it was expected.
Easter Eggs on sale
Haha! i thought no one would find that!
Trickery with the eyes
heh. The more advanced levels will be more screwy and defy gravity :badass:

On another note, is anyone up for mapping for this? I have templates and prefabs so you can nearly drag-drop stages. :biggrin: Just change a few names and targets and make up some block shapes.
Rimrook RimrookSince 2003
Posted 17 years ago2006-11-07 23:32:51 UTC Post #202248
:heart:

give me the templates and prepare for the hardest puzzle map ever created by man
Posted 17 years ago2006-11-08 14:27:37 UTC Post #202281
k

EDIT: is the death sequence when you fall take too long? someone at ModDB was complaining about it... well its only annoying when you constantly fall off... heh...

I did do some remixing of some music. However, the one from the video really doesn't fit the tone of the training globe. I now remember that i was saving it for someplace in the actual game.

no major progress, minor tweaks and fixes atm.
Rimrook RimrookSince 2003
Posted 17 years ago2006-11-08 21:07:45 UTC Post #202311
I already have two ideas for insane levels, so anytime you want to send me the building package thingy
Posted 17 years ago2006-11-09 17:18:34 UTC Post #202355
tommorrow. (11/9/06)

EDIT:
M_garg, why the hell are you watching me on ModDB? I report here first anyways! :|
Rimrook RimrookSince 2003
Posted 17 years ago2006-11-09 19:08:08 UTC Post #202363
in a few weeks I'd love to map puzzles like this
in a few weeks, mind you.
Penguinboy PenguinboyHaha, I died again!
Posted 17 years ago2006-11-09 23:34:21 UTC Post #202374
ok. I'll spend time developing textures and and stuff.

Maybe this can be a joint effort. But be advised that only the l33test of maps will be in the actual game. Not so much the difficulty, just no shottyness. Also, there should be a huge variety of difficulties, ranging from easy to insanely hard yet possible. Even though the puzzle part is simple, the environment counts the most, so does ambience.

Where's Kasperg? :nuts:

I should be thinking about themes. Maybe the first area of the game is this cavernous area with trees, roots, and moss and dirt, all nature stuff. I'll make this one next after I polish off the training globe.
Rimrook RimrookSince 2003
Posted 17 years ago2006-11-10 08:22:35 UTC Post #202386
Posted 17 years ago2006-11-10 09:28:14 UTC Post #202399
mm-hmm...

http://m0px.net/rimrook/6dtemplates.zip

Have at it guys. :cyclops:
I trust everyone knows where to put the prefab file.
(6D Elements.ol)
Rimrook RimrookSince 2003
Posted 17 years ago2006-11-10 10:04:53 UTC Post #202402
cant we just whip up a puzzle, then whore it into your fancy environment?
then everyone gets what they want... :P
Penguinboy PenguinboyHaha, I died again!
Posted 17 years ago2006-11-10 10:53:37 UTC Post #202406
it will be alot easier to base it off the prefabs until you know the ent setup
Posted 17 years ago2006-11-10 14:38:52 UTC Post #202421
cant we just whip up a puzzle, then whore it into your fancy environment?
then everyone gets what they want...
Yeah, ok. I was hoping to reduce some work :(
I get the point, we'll do things that way.

The ent setup is included with the prefabs. Also, start with template.rmf since that already has the falling triggers and some base ambience and lighting.

Drag, Drop, Edit! Compiles will take 3 seconds since there's not much to the map.

Its fun for me, since its easy! :nuts:
Rimrook RimrookSince 2003
Posted 17 years ago2006-11-10 15:57:42 UTC Post #202424
Darn you and your easy way out! Shame this isn't for Source or I'd join in.
Habboi HabboiSticky White Love Glue
Posted 17 years ago2006-11-10 20:13:55 UTC Post #202440
No HL1? oddness.
Rimrook RimrookSince 2003
Posted 17 years ago2006-11-13 00:06:03 UTC Post #202598
remake it for source habboi, should be quite easy to get a coder to add a remote trigger on click command.
Posted 17 years ago2006-11-13 00:18:43 UTC Post #202599
I would gladly make something similiar in source.. I would add twists too =D, although can't atm as im trying to smash my compo map together.
TheGrimReafer TheGrimReaferADMININATOR
Posted 17 years ago2006-11-13 10:03:50 UTC Post #202614
remake it for source habboi, should be quite easy to get a coder to add a remote trigger on click command.
Haha, i did something you can't do in source :P

Anyway, what do you guys think about making this a group project?

...and NO! i'm not going to let you map the fun stuff and pass it to me to do the hard stuff. That's just being a bitch. I will provide as much as I can in templates and such, but only after I have some time straighten things out in my non-HL life.
Rimrook RimrookSince 2003
Posted 17 years ago2006-11-13 10:43:31 UTC Post #202615
Im just tuning in again, and this is very different from your original concept but i llike it a lot. Good job with the video and i love the demo. :heart: :heart:
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2006-11-13 15:41:26 UTC Post #202633
similiar in source.. I would add twists too
The ability to carry object proves a whole knew point to the game that can make it definitely awsome.

There isn't a "fire" command in source, is there... :
Rimrook RimrookSince 2003
Posted 17 years ago2006-11-13 16:13:31 UTC Post #202636
I think there is actually...It just comes up in my mind...I'm sure of it.
Habboi HabboiSticky White Love Glue
Posted 17 years ago2006-11-13 17:07:19 UTC Post #202640
Maybe the Point_clientcommand entity and ent_fire command can do something similar, but I'm not sure. My entity knowledge is very standard.
Posted 17 years ago2006-11-13 17:24:19 UTC Post #202641
The ability to carry object proves a whole knew point to the game that can make it definitely awsome.
now I really want to see what happens when 6 - D maps meet Portal gameplay when its relesed
Posted 17 years ago2006-11-13 19:16:57 UTC Post #202657
There isn't a "fire" command in source, is there...
Yes =')

Oh, and what can we not do in source =0
TheGrimReafer TheGrimReaferADMININATOR
Posted 17 years ago2006-11-13 19:52:30 UTC Post #202660
so... can you bind mouse1 to be "fire" ? that's all i did.

Actually I did alot with exec script.cfg
Rimrook RimrookSince 2003
Posted 17 years ago2006-11-14 01:49:19 UTC Post #202677
mmmm, I believe so..
TheGrimReafer TheGrimReaferADMININATOR
Posted 17 years ago2006-11-14 15:03:11 UTC Post #202721
source will be the death of me if i don't get fragged by my illnesses first. :zonked:

There's not a whole-lot more I can do with 6-D. I'm trying to add elements to make it more exciting. So far, gun turrets are an interesting twist on things... mwahahahahaha!
Rimrook RimrookSince 2003
Posted 17 years ago2006-11-14 15:10:44 UTC Post #202722
You have pushable objects right? A puzzle could be used for that.

What about some kind of end boss...A puzzle that takes some thought to kill it...

This may be a dumb idea but in the old 6D videos you shoot the swtich to rotate it in a blink but what if you combined that idea so you rotate some blocks, shoot the switch to flip the level, rotate some more etc...It'd be insanely hard to map but it'd be fun.
Habboi HabboiSticky White Love Glue
Posted 17 years ago2006-11-15 14:11:50 UTC Post #202818
yeah, i'm still experimenting with that aspect, only its not as easy.

The best alternative is to actually rotate the entire level. With a decently setup sky box that rotates with it, it could get ugly. but i'm still working things out.

Pushables are funny with the rotations, still trying to figure something out with those as well. and even if i did, what would you do with the pushable after that. Maybe the pushable block has its own goal portal and you have to solve the pushable puzzle before you solve your own?

geez, start mapping! figure something out!
Rimrook RimrookSince 2003
Posted 17 years ago2006-11-15 21:17:02 UTC Post #202858
Rimrook, I was talking with a couple of upper level members of the mod community, and they are [gman]IImmm..Presssddd...as for...theee haz...[/gman]

*cough

sorry got something stuck.

but ya, they see promise in it, so make a news post on ModDB QUICK, just announcing it will be good.

(and you might wanna remove the unstable demo link and move the movie links to the downloads section.)
Posted 17 years ago2006-11-17 14:55:20 UTC Post #203017
heh, gmen.

I upgraded the code from 1.4 to spirit 1.5alpha4

hopefully it'll be stable enough to keep. As you know i can't tell if any of the problems will persist, so i'll throw out an update to everything, including the templates.

unfortunately, 1.5alpha4 has bad issues with the autosave when it reloads, yet it claims to be the most stable version. I tweaked it so it would autosave to the quick save file and and load from it aswell. This solved the problem, and the little "Saved..." text that pops up has a nice aesthetic feel to it at the beginning of each map.

Some of the templates may need to be updated. Hopefully this doesn't screw with anyone's mapping.

OH YEAH!
how do you change the background image for the console?
Rimrook RimrookSince 2003
Posted 17 years ago2006-11-17 14:59:29 UTC Post #203019
The background image for the console is placed in gfx.wad. However, you can't just open that wad and change the image. You need a special gfx wad compiler, but the gfx wad compiler is a very rare utillity and is hard to get. I think i have a copy somewhere...
The Mad Carrot The Mad CarrotMad Carrot
Posted 17 years ago2006-11-17 16:14:52 UTC Post #203029
isn't it called adquedit?

I found it. I have a knack for rare stuff. :nuts:

Edit: That's not it. I thought it would do it.

I nearly destroyed this mod over the weekend. I think its about as far as it goes.
Since the code upgrade, the map view isn't supported and was scrapped. I can't find a decent alternative for it. Any suggestions would be great. I thought this was going to happen, its either the map view or the instability. Choose.
Rimrook RimrookSince 2003
Posted 17 years ago2006-11-20 15:14:40 UTC Post #203386
Excerpt from Journal. Sorry to repeat.

The Awsome:
  • Mod is still alive.
  • Has room for great graphical qualities that cannot be done in any other game, which is still being developed.
  • The use of music and hi quality sounds makes the mod all that more nicer aesthetically and professionally, yet the file size will still be low because of the lesser need for lots of dynamic content like character models, weapons models, and the sounds that go with them. A good thing about give and take.
The Good:
  • 6D is probably more stable and compatable than ever.
  • Still has room for innovations.
  • Has been getting good reviews and feedback, regardless of the conditions set.
  • Still easy to map for, as well as texture.
The Bad:
  • Has room for improvements are far as glitches go.
  • Potentially third person, but lacks control and aim in that view.
  • Entity work is more involving then before, not an issue after things have been set up correctly.
  • Storyline is a thought, but is discouraged due to the nature of this mod and its genre.
The Ugly:
  • Trying not to make things too complicated that it feels unpolished and cluttered with funny aspects. Such as the ability to grab and pick up pushables. The triggers required to do this requires two more special binds on the controls, and only allows 1 box on the map that can do this. Any more would require another two binds specifically for it. This is messy.
  • Hard to model for since that resource is really limited.
  • The Map View function has been eliminated due to an upgrade in the code that makes it disfunctional and useless.
Rimrook RimrookSince 2003
Posted 17 years ago2006-11-21 15:31:42 UTC Post #203555
Names for the Mod I didn't Choose

Vertigo
Flip Doctor
The puzzle Mod
Sancefar Sport
Dire Choice
Triggerfly
Lockpick
Puzzle Hero
Jack of the Blocks
Game of the Air
Border World Collosuem
Rimrook RimrookSince 2003
Posted 17 years ago2006-11-22 14:37:28 UTC Post #203672
Triggerfly
Thats ok. The others seem fairly...bleh. (For lack of a better word)

6 - D is great too of course.
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2006-11-22 14:57:26 UTC Post #203676
I think you should just simply call is 6D. Simple and everybody got it by now..

..btw, give us MEDIA! :o Pictures! Trailers! Anything that we can look at ;D
Posted 17 years ago2006-11-22 15:10:57 UTC Post #203685
Anything that we can look at ;D
Anything eh? Lemonparty?

Rim: Did you post three times to try to get us to reply? :D I noticed but I wasn't going to fall for your game.
Habboi HabboiSticky White Love Glue
Posted 17 years ago2006-11-27 15:21:25 UTC Post #204236
yes... :cry:

6 - D is how it is typed to get the title to look correct.
6D is probably easier to understand i know.

I have stuff to show, just haven't shown it.

I'm working on the game itself and its not easy. I have some free time now, and most of last week was Thanksgiving Reunion stuff.

I made a perfect wormhole in spirit. It's... interesting.

Good news is that I have 3DS Max 8 again! So i can model whatever now as far as content needed.

Stuff. Tommorrow. Promise. :glad: :heart:
Rimrook RimrookSince 2003
Posted 17 years ago2006-11-27 15:28:20 UTC Post #204237
Argh. More jealousy. :nuts:
The Mad Carrot The Mad CarrotMad Carrot
Posted 17 years ago2006-11-27 15:30:58 UTC Post #204238
Stuff. Tommorrow. Promise.
I just spooged myself.
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2006-11-27 16:00:57 UTC Post #204244
e...

what do you mean by jelousy, muzz?
Rimrook RimrookSince 2003
Posted 17 years ago2006-11-27 16:35:23 UTC Post #204247
You and your skills. Its like when you try out a new program, you instantly know how everything works.

You know. Oh well.
The Mad Carrot The Mad CarrotMad Carrot
Posted 17 years ago2006-11-27 20:42:53 UTC Post #204267
Yeah I know, I want his instant-learning skills. I tried different modeling programs, tried to figure them out for about a week each but I still couldn't do it. How do you learn?! How?! Tell me :P

Because I need to know how to model you know. Does the allmighty Rimrook have any suggestions?

And this mini mod will probably be awesome. Why don't you include it as a part in Turnstile? that would make it more interesting you know.
Posted 17 years ago2006-11-28 12:22:15 UTC Post #204328
It's today. We want stuff!
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2006-11-28 13:49:59 UTC Post #204342
I agree! I totaly want some stuff!

...Gimme, gimme, gimme, some stuff before midnight! ABBA
Posted 17 years ago2006-11-28 14:32:30 UTC Post #204347
gulp

I forgot my portable drive at home o_O

AAAUGH DON'T SNARK ME!!!

Actually, most of the content is all place-holder stuff. I should clean things up this afternoon. Might as well, given the unfortunate opportunity. I don't think you would like to see sky graphics from CS... :cry: :cry: :cry: :cry: :cry:
Its like when you try out a new program, you instantly know how everything works.
Uhm... k, i have a bit of a learning curve, but I also spend hours and hours just practicing. That's what pays off in the long run. Talent isn't that great without experience to apply it. This is true for everyone. Its very possible that everyone can master mapping, and there's always the day the student surpasses the teacher ;)

Muzz, how many coffee mugs did I make before I got an awsome one? over 12.
Because I need to know how to model you know. Does the allmighty Rimrook have any suggestions?

And this mini mod will probably be awesome. Why don't you include it as a part in Turnstile? that would make it more interesting you know.
Suggestion: Get 3DS Max 8 or 9. Almost all of Half-Life was made in Max, and partly photoshop. The SDK still has the old max 4 files and the bone and animation system is completely supported, as well as compatible with the SMD exporter for both HL1 and HL2.

There is also a really good book called "The 3D Studio Max 8 Bible" which can set you up really easy with the basics or you can ask me a few questions.

This "Mini mod" is now a full-scale mod. Turnstile is still alive, sort of, and will not be apart of this in any way.

on a related note:
I'm gonna use more models in the environments rather than world geometry. It'll turn out cleaner and will be easier to implement, as well as support more organic shapes.

Please show some patience.
Rimrook RimrookSince 2003
Posted 17 years ago2006-11-28 17:44:15 UTC Post #204358
I weep at the lack of "stuff."

I'M BEING OPRESSED! REVOLUTION!!!
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2006-11-28 18:23:32 UTC Post #204362
oh calm down.
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2006-11-28 18:38:57 UTC Post #204366
:cry:
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2006-11-29 09:58:22 UTC Post #204415
The word ?slick? comes in to mind when I observe this minimod. Excellent stuff, as per usual, Mr. Rimrook :biggrin:
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