Modular level design in Half-Life? Created 5 months ago2018-01-05 21:01:38 UTC by ninja defuse ninja defuse

Created 5 months ago2018-01-05 21:01:38 UTC by ninja defuse ninja defuse

Posted 5 months ago2018-01-05 21:42:34 UTC Post #338575
I have started a small project, my test map has not been compiled yet so i can't tell u how that will look like, perhaps there mighty troubles compiling so many brushes (i hope not... :( )
The idea behind this is to speed up level creation and make it more funny and easier than it was before.
My brushes are 128x128 and all of them are grid snapped to each other. One of the most trouble things are corners where one of the wall is going to have different lenght than the "base" modular wall. I think level creating is going to be a three step process:

1) Creating modular brushes depending on the level theme
i think it would be the most time consuming, because u will create hundreds of modular stuff following a theme u need at the moment (underground theme or maybe laboratories), but it might be also the funny time
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2) Starting to build a level.
most of that time u will just duplicate modular brushes, and rotate them

3) Placing details, lights, models, prefabs...
detailing the modular level, u should place them wisely, one of the most important thing is "to break modular look and fell" of the map

the article in the link below helped a bit
http://blog.joelburgess.com/2013/04/skyrims-modular-level-design-gdc-2013.html
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What do u think about this in goldsrc? Is that engine engine and map editor capable to do such things??

ps. if everything goes fine i will post a finished map
Posted 5 months ago2018-01-05 22:21:08 UTC Post #338576
sounds like randmap
Posted 5 months ago2018-01-05 22:24:19 UTC Post #338577
There should be no problem with modular level design in GoldSrc. It was possible from the very beginning with use of prefabs, though most of them were used for more detailed objects.

I think that you may check texture alignment to avoid issues, but there should be no problems besides that.
Posted 5 months ago2018-01-05 22:37:08 UTC Post #338578
Yeah I think you would like to create more models than you have add more models than add more clip brushes = It looks better. I think Xash 3D looks better than normal Half-Life. I really don't understand why are Russians lucky. It is easy for randmaps like Area51 has a lot of randmaps.

I know you don't like Xash3D because it is illegally.

For Half-Life is really hard for low compilers. PS: I think better you can use randmaps for Source Engine 1 / 2 because Source has not problem and has unlimited maximal numbers example if you add more ....
Posted 5 months ago2018-01-06 04:00:09 UTC Post #338579
Actually, this sounds pretty interesting. I'm very excited to see what comes out of it. Good luck with your little project!
Posted 5 months ago2018-01-08 00:30:39 UTC Post #338585
I've always considered something like this, but there's a lot of moving parts, more than it seems on the surface (especially once you start thinking in three dimensions). It also pretty much defies the entire point of mapping, but hey, that's no reason not to do it :P
Keep us posted, I'd like to keep an eye on this.
Jessie JessieLadytype
Posted 5 months ago2018-01-08 11:43:29 UTC Post #338586
the test map has been compiled well so i am going to detail a bit more the level and i will post a playable map with gameplay and screenshoots as soon as possible

i don't know if that information is important but i think that the compiler has reduces all the modular brushes

"Reduced 3830 planes to 1086"
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Posted 5 months ago2018-01-08 14:25:48 UTC Post #338587
That's so strange. I was considering doing something along these lines as well. I also believe that it is an approach that Rimrook used to some degree when he was working on 6-D.
UrbaNebula UrbaNebulamonster_urby
Posted 5 months ago2018-01-08 15:11:48 UTC Post #338588
I've always wanted to do this with the hopes I could generate a random level in C++ using the prefabs and then immediately compile.
Tetsu0 Tetsu0Original Cowboy
Posted 5 months ago2018-01-08 20:16:59 UTC Post #338591
if this is single player id play it
Posted 5 months ago2018-01-11 22:31:03 UTC Post #338625
Yeah I was making a tile set of sorts that had textures fitted to them. Looked good for the most part.
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Posted 5 months ago2018-01-18 14:56:55 UTC Post #338665
hello!! it is a time to post something :)

i have selected some modules, so u can have a look
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in game:
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i would like to finish the level comepletly and give it a little gameplay, so be patient i will finish this ~_~
Posted 5 months ago2018-01-18 18:44:01 UTC Post #338666
@RIM and Ninja Those looks awesome!

I think the only drawback would be the inability to push updates to the individual tiles.

If you created a wall, and then updated it, you'd need to find all the walls that were placed already and replace them.

Modern editors have that power. Like Unreal4's Blueprints
Tetsu0 Tetsu0Original Cowboy
Posted 5 months ago2018-01-18 22:51:16 UTC Post #338669
I mean, if you really wanted to make the most of this concept, you'd need to build a whole separate tool, which would be a lot of work.
Jessie JessieLadytype
Posted 5 months ago2018-01-19 02:08:30 UTC Post #338670
Go nuts with func_instance
Posted 5 months ago2018-01-19 09:12:52 UTC Post #338671
@jessie
u r right, i failed with a module once, and i had to change 10~ walls :]
Posted 2 weeks ago2018-06-03 22:23:52 UTC Post #339800
Your modular system is quite amazing!
I'm hoping to see more of it here. :3
Posted 2 weeks ago2018-06-04 10:33:58 UTC Post #339807
It quite reminds me of Crashday's level editor.
I'm only worried that things will get repetitive a lot.
Admer456 Admer456What's this? Custom title? OwO
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