Srry's Minicompo #8 Entry

Half-Life HL
Srry's Minicompo #8 Entry by srry
Posted 15 years ago2006-12-13 22:06:34 UTC • Completed • Half-Life
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Srry's Minicompo #8 Entry
srry srry
15 years ago2006-12-13 22:06:34 UTC
15 years ago2006-12-13 22:07:35 UTC
4.80 (5)
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My entry for Minicompo #8, a high security vault door. Oh, the inspiration it took to come up with that idea! :P



Commented 15 years ago2006-12-14 04:05:10 UTC Comment #13696
Sweeeeet! :D

I loved the ammount of detail and great architecture.
The rotating lock was a bit slow, although I guess that's realistic.

Great work.
Commented 15 years ago2006-12-14 09:12:07 UTC Comment #13702
Wow that is amzazing!!1

I've always wanted to do a bank vault--we think alike on many things :)

The sequence is compicated and very cool--multiple trains? I haven't looked at the rmf--, and the other mechanisims are a great touch. My favourite part was the rotating guy/latches that move UP with the door! Excellent.

The detail on the rest of the map is nice--more than sufficient for our purposes, and thoughtfully constructed. The precious metal prop was also a nice touch.

Why doesn't the sequence work in reverse? It's not a big deal--we already decided that the door didn't have to close--, but I'm just curious.

Small nitpicks:
-no space for the rotating dial to pass through when the door opens, so it intersects the top of the wall. Also, no lip on the door itself, so it also interesects. (maybe adding lip would fix both troubles?)

-Agree with Dauby that the sequence is a little too long. No biggie really.

Another superb entry, perfect for the compo! :)
Commented 15 years ago2006-12-14 18:10:02 UTC Comment #13705
It doesn't work in reverse for several reasons, but mostly because of the train I had to use for the rotating lock thing. It went to a small box above the rest of the map, and stayed there. It would take a lot of good timing to get it to work going the other way (look at the RMF and you'll see what I mean). The other reason was that it would just be really complicated, and I don't really like working with complex entity setups too much.

I'm not sure what you mean about the lip. I have a lip set on both of the doors, but I should probably carve out a space below and above the doors so it doesn't intersect them.

And last, It was intended to be really long. I'm not saying you have to like that, but it was intentional, and I don't plan on changing it.
Commented 15 years ago2006-12-22 08:20:04 UTC Comment #13787
This door is my fav. one out of the 4.

To keep it short, I agree with Rowley. :)
Commented 15 years ago2007-01-28 22:47:52 UTC Comment #14094
YOU NEED TO MAP WITH SOURCE so i can play em :) plz do. oh and by the way yeah i liked the door it looked prety cool detailed
Commented 15 years ago2007-01-28 22:55:56 UTC Comment #14095

Well, too bad. I'm not planning on mapping for Source anytime soon. But if you can only play Source, I'm wondering, how did you even know if it was detailed or not?
Commented 14 years ago2007-07-15 14:11:41 UTC Comment #15360
Anyways, somthing not in black mesa sort of made it more interesting, but now about the door. I didnt look at the RMF, but im guessing you had to use Env_renders and made some parts of the doors Not Solid, cause the spinning lock made me think of a render. The best part of this door was... basicly itself, cause each setup for the door had somthing differnt to it, and even those lasers to, even though they just sat there. 5 *'s for a good lock up of that... xen crystal.
Commented 14 years ago2007-07-15 14:56:58 UTC Comment #15362
Thanks. I was planning on having the lasers moving around by targeting func_trains on either side of the door, but I couldn't get that to work, so I just settled for the next best thing.

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