Rooms: Source! (co-op) Created 11 years ago2008-12-31 02:27:26 UTC by Strider Strider

Created 11 years ago2008-12-31 02:27:26 UTC by Strider Strider

Posted 11 years ago2008-12-31 02:28:38 UTC Post #260822
Just like Captain Terror's co-op project, but for Source! Rules are pretty basic:
[s]
  • Build a room, or two, if you like.
  • Must contain an exit and entry corridor, size doesn't matter.
  • Custom materials and resources are fine, so long as you're willing to/allowed to include them. If you want to use custom particle effects, we will have to use a custom particles manifest for the whole project, and it might be best that this ends up in mod format.
  • Feel free to build your room(s) based simply on looks, or with gameplay in mind. If you want to include some combat, do so!
  • So long as everything flows fine, and the player can't trap himself in there, the sky is the limit (literally).
  • Since there will be multiple entries per map, we will have to use the same sky/lighting. sky_day01_06 will be the default, so use those lighting values. If you positively MUST use a different sky, then we will have to link your room by level transition, be sure to say so.
[/s]
Revised rules/notes:[i]
  • Build a room, or two (or three!) if you like. It doesn't have to be a room, either, just as long as it is a confined space with an entry and an exit.
  • Custom materials and resources are fine, so long as you're willing to, or have permission to include them. If you want to use custom particle effects, we will have to use a custom particles manifest for the whole project.
  • Custom resources should be, if possible sorted into subfolders something like this: materials/rooms_username
  • Some kind of gameplay would be nice, it can be puzzles, combat, or whatever else you can think of.
  • There are no restraints for what type of sky or light_environment settings you use, I can always throw rooms into seperate maps.
  • Since all the older Source games have been ported to the OB engine, that's our base. Episode Two, to be exact.
  • If your room doesn't compile normally, I won't spend much time trying to fix it up! Make sure your entries work.
[/i]
  • We'll be arranging the entries in no particular order. If you have more than one entry they might not be played right after each other.
Strider StriderTuned to a dead channel.
Posted 11 years ago2008-12-31 02:33:29 UTC Post #260823
can we use orange box? or does it matter?
Posted 11 years ago2008-12-31 02:35:21 UTC Post #260824
Ah yes, knew I forgot something. Orange box will be the engine, specifically Episode Two. If you don't have it, don't worry. Building it in Half-Life 2 or Episode One will be fine, the final version(s) can be compiled in Episode Two.
Strider StriderTuned to a dead channel.
Posted 11 years ago2008-12-31 03:28:27 UTC Post #260826
Count me in for 2 rooms :ciggie:

Edit: HDR?

Edit 2: Can we make things outside the windows?
Posted 11 years ago2008-12-31 04:34:26 UTC Post #260828
Yeah, go ahead. 3D skyboxes might be out of the question though, I can imagine a lot of things clashing.
Strider StriderTuned to a dead channel.
Posted 11 years ago2008-12-31 10:16:19 UTC Post #260843
1. I don't think you should use ep2, simply because I wouldn't be able to play the final result then! Please reconsider.
2. Why would you need a sky when we're talking about rooms? EDIT: Never mind, I forgot windows. :death:
3. Perhaps we should use teleports rather than corridors to connect the rooms, given the fact the rooms will probably be totally different.
4. Traps, small puzzles or even a bit of camara work are allowed?
Posted 11 years ago2008-12-31 10:53:12 UTC Post #260846
1. buy ep2. This is the excuse you've been waiting for.
2. oh wow.
3. I disagree. Teleports after every room would get repetative, tacky and unexplained.
4. doubtlessly.

I'm in, btw :^_^:
Archie ArchieGoodbye Moonmen
Posted 11 years ago2008-12-31 11:45:34 UTC Post #260847
1. buy ep2. This is the excuse you've been waiting for.
Wtf dude? My computer can't hold EP2 very well so I won't buy it and I can't buy a new computer (yet). So please stfu before you make your conclusions. :nya:
Posted 11 years ago2008-12-31 12:20:11 UTC Post #260848
Sheesh, relax man. :/
Whats the big deal? You can map for HL2/Ep1 and it'll load fine in Ep2.

Unless you can't run HL2/Ep2 either, i would feel bad for you... :D

But thank Valve, there is still GoldSource!
The Mad Carrot The Mad CarrotMad Carrot
Posted 11 years ago2008-12-31 12:30:17 UTC Post #260849
I found his answer quite rude, tbh. I have HL2 & Ep. 1, thing is.. I don't have Ep. 2 - which means I couldn't play the final result if it's compiled for Ep. 2 .. right? Ah well, i'll shut up, so never mind me. :\
Posted 11 years ago2008-12-31 17:01:45 UTC Post #260876
So It's basically a compilation of various halls? Meh , sounds worth it. I'm going to take a break from facepunch and Map for this
Instant Mix Instant MixTitle commitment issues
Posted 11 years ago2009-01-01 09:08:45 UTC Post #260917
Im totally doing this as soon as my PC is fixed :>
Madcow MadcowSpy zappin my udder
Posted 11 years ago2009-01-01 09:36:22 UTC Post #260918
For people without EP2: If it is made as a mod based on the EP2 engine, you don't need EP2 to play it, you only need a Source game, I'm pretty sure.
See if you have "Source SDK Base - Orange Box" in your Steam "Tools" tab.
Penguinboy PenguinboyHaha, I died again!
Posted 11 years ago2009-01-03 01:47:34 UTC Post #260993
My first compile with lighting, currently adding more detail to the ceiling and walls. Gonna have some lite low level fog, and some climbing for the player to do.
User posted image
Posted 11 years ago2009-01-03 04:25:41 UTC Post #260995
Neat stuff. I've built a lot of my architecture, but haven't textured much of it at all.
User posted image
Going for a hangar type thing, probably a little bit of combat.
Strider StriderTuned to a dead channel.
Posted 11 years ago2009-01-03 09:33:19 UTC Post #261001
I'm making a hl2 one too but I don't have ep2(only hl2 and hl2dm) :(( .... I have a cracked one anyway so I will be able to play it non-steam :P .

I don't understand why you're compiling it for ep2 :/
Striker StrikerI forgot to check the oil pressure
Posted 11 years ago2009-01-03 09:43:45 UTC Post #261002
Funny thing to me is, I had thought about suggestion this idea probably over a year ago, but was just lazy.

This is a great way to show off the talent here, especially since we got listed on the Valve Community.
TawnosPrime TawnosPrimeI...AM...CANADIAN!
Posted 11 years ago2009-01-03 10:46:51 UTC Post #261005
That's not a real Valve community, it's just a traffic-gathering website. I don't think it matters much in the scheme of things.

Also, is there any way to combine this with my idea from ages ago? Many people seemed to like the idea, but nothing ever came out of it.
Penguinboy PenguinboyHaha, I died again!
Posted 11 years ago2009-01-03 12:44:01 UTC Post #261015
We could, if we dropped enough of it's elements. Story would have to go, it would be way too incoherent, but we can easily have branching pathways. Build 2 exits every map and voil
Strider StriderTuned to a dead channel.
Posted 11 years ago2009-01-03 12:50:52 UTC Post #261017
Cool. This will be a good source learning experience for me!
I'm in!.
I just gotta get some ideas down on paper whilst im at work and i'll hammer away.
Tetsu0 Tetsu0Original Cowboy
Posted 11 years ago2009-01-03 13:58:54 UTC Post #261022
Sweet, more entries. I got this textured, lighting/props are far from final:
User posted image
I don't understand why you're compiling it for ep2 :/
More resources, more stable engine, improved visuals. This is somewhat of a visuals thing anyway. Anyway, as Pb said, you can get the Orange Box Source SDK Base to play this, it'll download every OB resource you need.

If you can run Half-Life 2 or Episode One, you can run Episode Two. The particle effects are cheap to render, and the dynamic lighting can be switched off if it needs to be.
Strider StriderTuned to a dead channel.
Posted 11 years ago2009-01-03 15:04:39 UTC Post #261029
Sweet holy fuck thats beautiful.

Damn Source. Why must it taunt me so? :cry:
UrbaNebula UrbaNebulaGoldSourcerer
Posted 11 years ago2009-01-03 16:32:19 UTC Post #261034
I hate a little source mapping too, because most of the entities are strange to me ( or somewhat close... I play gmod)... but I can't hl1 because it's fucking ATI !
Striker StrikerI forgot to check the oil pressure
Posted 11 years ago2009-01-03 21:29:46 UTC Post #261055
That chopper is awesome. Where did you get it? :sarcastic:
TawnosPrime TawnosPrimeI...AM...CANADIAN!
Posted 11 years ago2009-01-03 23:03:57 UTC Post #261056
Not played EP2 I see, Tawnos.
Habboi HabboiSticky White Love Glue
Posted 11 years ago2009-01-03 23:20:51 UTC Post #261058
Striker have you tried to disable hardware acceleration? (If the answer is yes or didn't work, don't reply, I'm not trying to hijack this thread)
Oskar Potatis Oskar PotatisIt's never too late to give up. Happily lazy
Posted 11 years ago2009-01-04 11:26:50 UTC Post #261085
No I'm just not very observant.
TawnosPrime TawnosPrimeI...AM...CANADIAN!
Posted 11 years ago2009-01-04 15:20:45 UTC Post #261097
Yeah, Episode Two has some incredible model work. The rocket still amazes me.
User posted image
More work. The lighting is pretty uneven and messy up the top, and it's missing some detail overall, but it's almost fixed now. And if you're wondering what the big door in the middle is for, you'll find out when you play it. ;)
Strider StriderTuned to a dead channel.
Posted 11 years ago2009-01-04 20:22:12 UTC Post #261110
I'll Defiantly Join in. :D this will be great practice. I might also do the gold source one :D.
Posted 11 years ago2009-01-04 22:07:48 UTC Post #261117
We should definitely keep this sort of thing going, too. Great time-wasters are great.
Posted 11 years ago2009-01-04 22:29:13 UTC Post #261119
That is awesome Strider, you've inspired me. i'm going to start my source submission tonight, it'll be good practice since i am newb:s
Captain Terror Captain Terrorwhen a man loves a woman
Posted 11 years ago2009-01-05 14:22:21 UTC Post #261136
I may well be up for this too.
UrbaNebula UrbaNebulaGoldSourcerer
Posted 11 years ago2009-01-05 17:09:10 UTC Post #261138
oh wow my submission will be garbage compared to that
Striker StrikerI forgot to check the oil pressure
Posted 11 years ago2009-01-05 17:10:02 UTC Post #261139
Like we used to ...
Posted 11 years ago2009-01-06 13:06:32 UTC Post #261174
Seriously tho, Strider has some sick photoshop skills.

..untill he releases a map I don't believe he uses Hammer much, haha
Posted 11 years ago2009-01-06 19:03:11 UTC Post #261198
Starting my Rooms:S entry tonight! Source scares me but you can make such lovely things with it i will endeavor to try. = )
Captain Terror Captain Terrorwhen a man loves a woman
Posted 11 years ago2009-01-06 19:57:58 UTC Post #261204
Hey, i might even join in too. Although my source mapping skills suck, or should I say - I have none. :-)
Posted 11 years ago2009-01-06 21:09:41 UTC Post #261206
^ Same ^
UrbaNebula UrbaNebulaGoldSourcerer
Posted 11 years ago2009-01-06 21:33:28 UTC Post #261207
I'm worse at mapping than any of you. I WIN!
Penguinboy PenguinboyHaha, I died again!
Posted 11 years ago2009-01-07 01:56:08 UTC Post #261209
@Urby and SpaG: yup all three of us Noobs:S, sweet our entries will be WINNAR... = >
I'm starting mine right now <looks for the displacement tutorial

edit: k since i have orange box i do have ep1 and ep2, so i guess it should edit under my Orange Box steam account? (I can't seem to load HL2 for sum reason... it just sits at the loading screeen forever, but i guess if we're mapping for ep2 i don't really need HL2 at all? (I just playtest my maps in ep2 i'm noobishly assuming. I've only ever mapped for CS:S and HL1 so i have no idea what i'm doing)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 11 years ago2009-01-07 12:14:01 UTC Post #261239
You can map for HL2, HL2:EP1 and HL2:EP2.. it really doesn't matter because the total package/project will be compiled into mod form using the Episode 2/Orange Box engine (..can anyone confirm please?). But you don't need to own any OB game to have this engine, because it is given free when you have ANY source game - like penguinboy said earlier (..right?).

Anyways.. if I can fix myself some time I might be in aswell. I got a pretty simple idea, but I have to try out different themes to see what works best first. :hammer:
Posted 11 years ago2009-01-07 20:15:51 UTC Post #261250
Yes, Freshed, all that is correct.
Penguinboy PenguinboyHaha, I died again!
Posted 11 years ago2009-01-08 04:52:23 UTC Post #261269
Thanks FresheD/Pengy. I appreciate you guys helping me so patiently transition into Source. = )

Here's a preview of my Rooms:S entry. (i know it's nothing great but it's just the start...)
User posted image
Download. (any comments/suggestions greatly appreciated!)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 11 years ago2009-01-08 08:35:33 UTC Post #261273
woot, chessboard.

I know I've been MIA for a while around here but I'm in.
Wasn't really sure what to make so Pb suggested "make an outdoor room... with a tree"

So yeh, just you wait and you'll see the best damn outdoor room with a tree ever!!!!
Posted 11 years ago2009-01-09 16:00:27 UTC Post #261286
My room is 5 % complete xD . Just started it today :P

[EDIT-09.01.2009] Heh , I think the descriptive word for my map will be : canal or basemenet or sewer or something ...

[EDIT-Later]

I have a small problems. I found out how can I add ropes but in-game they don't stay the same like the distance in hammer and the bad thing is that they don't hold the fence in mid-air(aprox. the same position as it appears in hammer)( the fence is a prop_physics).

Here's what I want it to be ( the yellow lines represent the desired length for the ropes) :
User posted image
Here's how it's behaving in-game ( I actualy used the gravity gun, but it shouldn't go that far ! the ropes are just going with the fence, not holding it :
User posted image
Also, wtf is wrong with the lighting ?
Striker StrikerI forgot to check the oil pressure
Posted 11 years ago2009-01-09 17:49:14 UTC Post #261320
Looks like you used HDR. I got that effect when HDR first came out and I used it on a sky that wasn't made for it.
Habboi HabboiSticky White Love Glue
Posted 11 years ago2009-01-09 18:38:52 UTC Post #261332
Ok I'll do a normal compile if that's from hdr( I'm not using any sky , my room will be indoor only) .

But what about the ropes ?

[EDIT] Nice flame head btw.
Striker StrikerI forgot to check the oil pressure
Posted 11 years ago2009-01-10 03:45:48 UTC Post #261348
Habboi is a super saiyan!

...and has pink bathroom facilities...?
UrbaNebula UrbaNebulaGoldSourcerer
Posted 11 years ago2009-01-10 06:20:27 UTC Post #261357
Yeah nice but can somebody help me with the ropes ?
Striker StrikerI forgot to check the oil pressure
Posted 11 years ago2009-01-10 07:17:09 UTC Post #261358
I'm going to assume they have too much slack.
Slack(integer) - default: 25
How much extra length the rope has (by default it has the length between its two endpoints in the editor).
Set it to 0 and they should be the exact length you want in the editor.
Strider StriderTuned to a dead channel.
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