Urby once asked how the stuff is going, it's all right, I made a cube, and even managed to compile it!... I hope the deadline won't be as deadly as it sounds.
Edit: Just saw that it's not September 1st anymore, plenty of time then I suppose.
Created 10 months ago2017-07-25 13:03:08 UTC by UrbaNebula
How is everyone's map coming along?I seem to have used around 40% of the alloted space so far. But I'm stuck.
You mind if I borrow your 'red-light' or 'blue breakable' concepts in my map? Though I'd prolly have to play your map to have an idea what the concept is.Basically the world is supposed to look like it's "falling apart" with pieces of the world that have started to decay turning into that red glowing texture. The red glowing texture is still very solid and safe to walk on. The blue textured things are supposed to be much closer to falling apart and are partially transparent. They don't give off light. They are all func_breakable but are set for different things. Some things can just be destroyed by the player (in my map, this includes two doors that have "decayed" into the blue stuff so you have to smash through them with a crowbar) but other things are either triggered by player actions/button presses or triggered on a timed basis just for a nice effect of the world "falling apart" in real time.
"There is no way to strip it in vanilla goldsource"Wait, so suit charge strip is a SoHL feature?
"Like, if they just have to go through the level and they cross through some trigger_once in a random doorway that opens the airlock then that would be kinda lame."Don't worry. Maybe I'm a beginner, but I'm not that bad.
"The impression I'm getting based on the screens are that the map consists of mysterious, desolate ruins with hints of possible magic/fantasy tech in it's past."Oh, then I guess I'm doing everything right. Thank you.