Competition 34: HL Re-Imagined Created 1 year ago2016-10-27 11:07:32 UTC by Trempler Trempler

Created 1 year ago2016-10-27 11:07:32 UTC by Trempler Trempler

Posted 1 year ago2016-11-28 07:00:10 UTC Post #332478
Posted 1 year ago2016-11-29 05:17:59 UTC Post #332482
I'll put the compo up to start on December 1st. Same rules except BS and OP4 will be listed as options to take the base map from.
Penguinboy PenguinboyHaha, I died again!
Posted 1 year ago2016-11-30 09:33:52 UTC Post #332491
yaaaaaaaawwwnn

Zeeba woke me up from my hibernation. After 15 attempts at remembering my password, I finally got in. I hope TWHL4 gets a password reset form cough*cough*Penguin*cough*cough

I'll dust off the old Hammer as well. It'll give me something to distract me from Christmas.
Posted 1 year ago2016-11-30 15:20:23 UTC Post #332497
It's good to see you here hotdog!

I got a 1.6 server running out of Dallas Texas if anyone wants to play test a 1.6 map they're working on for the competition or anything. Just shoot me a pm.
Posted 1 year ago2016-11-30 20:28:54 UTC Post #332500
It'll be a while before I'll even be able to compile my map, let alone play it...
Jessie JessieLadytype
Posted 1 year ago2016-12-01 03:56:31 UTC Post #332502
Penguinboy PenguinboyHaha, I died again!
Posted 1 year ago2016-12-01 06:23:32 UTC Post #332503
A wild Hotdog appeared, AND new compo is up?!!1~ :hammer: :heart: :freeman:
Captain Terror Captain Terrorwhen a man loves a woman
Posted 1 year ago2016-12-01 19:47:33 UTC Post #332508
It's been a long time since I've played Super Gordon Freeman Maker.

:hammer:
Rimrook RimrookGrumpy Bugger
Posted 1 year ago2016-12-01 20:05:40 UTC Post #332509
Can we make our own mod (including custom code) for this?
Posted 1 year ago2016-12-01 20:20:16 UTC Post #332510
3. Custom content is allowed, but custom code is not.
Jessie JessieLadytype
Posted 1 year ago2016-12-02 00:30:53 UTC Post #332511
Out of curiosity, does remaking a map from the alpha that was released count as a re-imagination?
Suparsonik SuparsonikWithstood the post-nuke test.
Posted 1 year ago2016-12-02 02:57:29 UTC Post #332513
Let's keep it to the official maps in the final game only.
Penguinboy PenguinboyHaha, I died again!
Posted 1 year ago2016-12-02 04:50:57 UTC Post #332514
Subtransit it is then :)
Suparsonik SuparsonikWithstood the post-nuke test.
Posted 1 year ago2016-12-02 14:18:02 UTC Post #332519
I think i'm just about layout-complete. Routing seems to flow nicely and it shouldn't be complicated to learn. Quite pleased so far. Gonna start detailing tomorrow!
Archie ArchieGoodbye Moonmen
Posted 1 year ago2016-12-02 14:24:16 UTC Post #332520
Heck yea, hope you guys share some wip's.

Here's a video of my brother and I testing mine's gameplay in my server.

It showed me the scale of the surroundings needs to be smaller, the layout is pretty much figured out. So far i've only mapped the center of the map.

Twin and I test Playing in my server video - you tube
Posted 1 year ago2016-12-02 15:06:27 UTC Post #332521
I don't care if anyone steals my idea, but I Want to re create the test chamber map but it the experiment goes fine. Gordon de gowns and goes to his office... then gets fired for being late again. So you make your way back to the tram and do the entire intro in reverse and it fades out to: "Subject: Gordon Freeman. Status: Terminated"
Tetsu0 Tetsu0Original Cowboy
Posted 1 year ago2016-12-02 15:36:14 UTC Post #332522
Is Barney going to escort him out? :)
Posted 1 year ago2016-12-02 18:02:49 UTC Post #332523
I would have to assume so
Tetsu0 Tetsu0Original Cowboy
Posted 1 year ago2016-12-03 00:48:49 UTC Post #332525
Is there any way we can anonymously list the maps we're working on? I'm curious what the spread of maps are.
Jessie JessieLadytype
Posted 1 year ago2016-12-03 01:06:29 UTC Post #332526
That sounds like a good idea.

Man I switched my light environment to a light_spot with flag checked to is sky and it looks 1000 times better.
User posted image
User posted image
Posted 1 year ago2016-12-03 19:18:47 UTC Post #332530
I think i'm just about layout-complete.
Dammit stop mapping so fast.
Posted 1 year ago2016-12-03 20:47:16 UTC Post #332531
vid - Just some surfing, going fast. I'm visualizing the layout and stuff my self right now.

@Everyone, you guys should post wip's unless you're just trying to win. ;)
Posted 1 year ago2016-12-03 21:43:13 UTC Post #332533
I've considered it, but I kinda don't want to spoil the surprise. :P Besides, mine looks a whole lot like the original right now.
Jessie JessieLadytype
Posted 1 year ago2016-12-03 23:00:17 UTC Post #332537
User posted image
User posted image
Not sure if I continue this :o
Posted 1 year ago2016-12-04 09:54:47 UTC Post #332541
Crossfire ? ^^
Shepard62700FR Shepard62700FRHalf-Cat is watching...
Posted 1 year ago2016-12-04 10:14:05 UTC Post #332542
Yeah,just with different gameplay and no Gaussrifle since the spawnkilling is a bit to boring :o but yeah not sure if I enjoy it
Posted 1 year ago2016-12-04 11:10:37 UTC Post #332549
I started working on my entry, nothing fancy to show right now
Shepard62700FR Shepard62700FRHalf-Cat is watching...
Posted 1 year ago2016-12-04 23:50:12 UTC Post #332555
I'm almost done with my map for the contest
I know you can use Batch Compiler to store the wad textures in a map
but could someone please tell me how to do it with the sky box textures and .WAVE sounds too? for single file distribution.
Posted 1 year ago2016-12-05 00:01:10 UTC Post #332556
If you're worried about packing, make it a mod. It'll keep things nice and tidy and it's easy for the judges to install.
Rimrook RimrookGrumpy Bugger
Posted 1 year ago2016-12-05 00:07:42 UTC Post #332557
Thank you but is there a way to pack every thing into the BSP so that you would not have to switch games to play it?
Posted 1 year ago2016-12-05 00:31:38 UTC Post #332558
not if it is hl1, in hl2 yes
Posted 1 year ago2016-12-05 01:05:08 UTC Post #332559
You can't pack more than textures into a .bsp file for half-life 1?
Posted 1 year ago2016-12-05 01:34:30 UTC Post #332560
Nope. If you need custom sound/models/etc, then either give us a folder structure that we can copy into the valve folder, or make a mini-mod if you have a lot of custom stuff.
Penguinboy PenguinboyHaha, I died again!
Posted 1 year ago2016-12-05 01:58:25 UTC Post #332561
Ok thank you for helping me Penguinboy
Posted 1 year ago2016-12-05 06:00:18 UTC Post #332562
What flag do I need to check in ambient_generic for my sound to loop?
and where do I put my sound in the valve/sound folder?
Posted 1 year ago2016-12-05 06:52:45 UTC Post #332563
I believe ambient_generics loop by default. If it's a custom sound and it isn't looping, I think it has something to do with cue points, which someone else should be able to help with.

As for location, you could make your own folder in valve/sound and put your custom sounds in there. As long as the entities reference the location correctly, it's all good. (I think.)
Jessie JessieLadytype
Posted 1 year ago2016-12-05 07:24:21 UTC Post #332564
If it's not looping, download goldwave for free. Open the sound file in gw and add a cue point at the beginning and cue point at the end. Then I think save it as a 16 bit mono wav or mp3, can't remember at the moment.

If editing a half life sound that isn't looping, then make sure to save it with a new name.
Posted 1 year ago2016-12-05 07:33:14 UTC Post #332565
Ok thank you guys. I downloaded Goldwave but what do I name the ques?
and to make the entities reference the location correctly would I put
foldername/soundname in the WAVE name box?
Posted 1 year ago2016-12-05 07:59:52 UTC Post #332566
if the sound's name is wind1 and it resides in the ambience folder inside the sound folder then for path/filename in the ambient_generic type ambience/wind1.wav
Posted 1 year ago2016-12-05 08:15:46 UTC Post #332567
Thank you Zeeba-G
It Worked I used the path
and I used Goldwave to add the ques that I named start and end and
saved it in the right file format
now my map has calming ambient sounds like in halo!
Posted 1 year ago2016-12-05 08:43:21 UTC Post #332568
If you have any more issues/questions, might be best to make a separate thread for them so this one doesn't get clogged up.
Jessie JessieLadytype
Posted 1 year ago2016-12-05 09:04:50 UTC Post #332569
I was not sure because people get mad when someones starts a thread asking for help when they "could of searched for a tutorial".
Posted 1 year ago2016-12-05 10:49:10 UTC Post #332571
Posted 1 year ago2016-12-05 11:05:18 UTC Post #332572
Make sure you post it as an entry to the competition! Click here
Penguinboy PenguinboyHaha, I died again!
Posted 1 year ago2016-12-05 15:04:29 UTC Post #332573
Haha, wow. You realise you have up until March 1st to make something right?

Also, your map doesn't work. It's missing the texture pack mwad.wad and won't run.
UrbaNebula UrbaNebulamonster_urby
Posted 1 year ago2016-12-05 15:28:24 UTC Post #332574
Maybe that's supposed to be a feature and not an error..
Posted 1 year ago2016-12-05 18:44:54 UTC Post #332576
@Info_Player_IDK Glad it worked.

My entry is turning out to be a vm nightmare. Why does this always happen to me. :o I'm thinking of restarting part of it. I just keep mapping without having the layout set in stone and for me that's no bueno. I'll post a hammer screen when I get home.

I set up a shallow ramp throughout the spiral core and although it's fun to surf up, it takes up a ton of space and makes the scale a little too big. Maybe i'll take this map more vertical.

Also had a few cool interactive ideas like boosts "trigger_pushes" that can be activated around the map if two players simultaneously engage a trigger multiple. They would trigger air ducts that open and ball smoke sprites and stuffs. This would make surfing play faster when they are engaged, but using multiple buttons to have to target them would make it mandatory that multiple players in the level want them to be on.
Posted 1 year ago2016-12-05 18:47:21 UTC Post #332577
Does batchcompiler not add the custom textures if they are in the valve folder too?
Posted 1 year ago2016-12-05 19:21:32 UTC Post #332579
I don't use batch compiler, but if the setup is anything like Hammer, you need to use -wadinclude and specify the custom wad
(i.e. -wadinclude mwad.wad)
Archie ArchieGoodbye Moonmen
Posted 1 year ago2016-12-05 19:57:55 UTC Post #332580
you have to compile expert and add this text Archie mentioned in the csg.'s parameters field. Just type a space in it and then what he said.
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