In-game tutorial

Half-Life HL
In-game tutorial by Captain P
Posted 14 years ago2005-10-31 20:56:54 UTC • Examples • Half-Life
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Name
In-game tutorial
By
Captain P Captain P
Type
Map
Engine
Goldsource
Game
Half-Life
Category
Examples
Included
BSP, RMF/VMF
Created
14 years ago2005-10-31 20:56:54 UTC
Updated
13 years ago2007-05-11 08:13:49 UTC
Views
3439
Downloads
976
Comments
9
Download (Hosted Externally)

COMPLETE TITLE:
[HL] In-game tutorial - simultaneous func_door_rotatings

This is more of an experiment than a real hard-needed example map, but since someone had trouble finding out how to do rotating doors with glass, I figured I could as well make an example map and put in an old idea of mine: in-game comments, sort of an in-game tutorial.

So, the example .rmf is somewhat cluttered with extra entities and all for the speech system (speech icons don't work when another speech is commencing, for example, so that costs a few entities, and of course there's the env_message entities needed :)).
I'm thinking about doing this some more, hiding the speech system entities in a seperate part of the map next time to make the example .rmf itself more clear.

So, what do you think about this idea? In-game tutorials?

9 Comments

Commented 14 years ago2005-10-31 21:55:11 UTC Comment #9699
WARNING "Couldn't find halfwar.wad"
Commented 14 years ago2005-10-31 22:14:01 UTC Comment #9700
Ah, yeah, I just noticed. It should be fixed now though.
Commented 14 years ago2005-11-01 00:33:30 UTC Comment #9701
It's a bad idea. People want hammer open so they can try stuff out on-the-fly. Nice entity setup though.
Commented 14 years ago2005-11-01 08:06:29 UTC Comment #9704
Hmm, that's a point, but I'm planning to distribute a .rmf with it (I think it's better to leave out all the speech system entities and just show the setup that the example .bsp explained) so people can play with it, and always check the in-game tutorial if something isn't clear. Maybe less comfortable than a video tutorial but surely much faster to download.
Commented 14 years ago2005-11-01 19:06:52 UTC Comment #9706
I think its a rather interesting idea, and an even more interesting map. It was really quite good! :)
Commented 14 years ago2005-11-07 14:59:44 UTC Comment #9781
A neat Idea, but I don't thing very useful for new people imo. Mabye if you slowed it down a little, and used renders/toggles to actually show the brushes your talking about.

Even then I'm not sure, but an interesting idea nonetheless.
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Commented 14 years ago2005-11-10 03:36:17 UTC Comment #9813
VALVe did the same thing with their example maps for Source, which I found to be quite useful. They can easily show how and what entities are working at a set time.
Commented 14 years ago2005-12-18 15:45:31 UTC Comment #10120
Interesting Idea CP, well implimented too. in game tutorial does a great job explaining the setup, even being without any screens of hammer for reference as most tutorials do.

was making this hard?
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Commented 14 years ago2005-12-18 18:52:09 UTC Comment #10125
It isn't hard to implement if you understand multimanagers, multi_sources and trigger_relays. It does cost some entities though because of the many text messages and all.

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