Virtual tour - volumetric light by Captain P

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  • 4
  • 2 ratings / 4 stars

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Map Description

This is one of a serie of example/tutorial maps I'm going to create to accompany some articles I'm writing. I'm playing a bit with the style of this type of maps now.

Right now, the player can tick buttons to get a short narratory describing a particular trick or setup. Additional buttons are provided to toggle specific options, like the display of entities and the like.

Thing's I'm thinking about is doing small camera cut-scene's after a button-press, rather than audio only.

What do you think about this kind of map? What works and what could (or should) be done different?

Discussion

Posted by Captain P on Tue Mar 21st 2006 at 8:26pm
[Author]

Nice addition, but I've got more methods to cover - this is an early version to show the way I'm going to do this map. There's especially one method that's very cool (but somewhat slow to render now and then).
My main question is whether or not this audio idea works well. :smile:

@Orph: Interacive... hmm, there's an idea, but I think it should cover more things than just volumetric light then. With a single-player map, it'd be a good thing to cover some gameplay and design issues as then it fits in. I'm afraid combat would detract from the subject in this particular map and a puzzle or something could make it a bit obstructing. Though, how about hiding a secret button somewhere and hinting to it? Some additional audio messages describing how I made this button system or such (or something more rewarding, I dunno :razz: ).
Posted by Elon Yariv on Tue Mar 21st 2006 at 7:20pm

You should add a glow to the light! Maybe with the glow3 or the glow5 sprites.

This way it will be a bit more blinding and realistic.
Posted by Orpheus on Sun Mar 19th 2006 at 11:04pm

Actually, I haven't loaded it yet. Been busy getting ready for the weeks runs.

I listened to you in the recordings. Sounds great. Your English is fine. Your words... Some of them I only know because I know mapping however. The accent makes some of them sound... Not clear.
Anyway, the main drawbacks of this method are that it doesn't really look like a volume, and that its not getting blinding when you look straight into the light.
I know what you said, what I heard was a totally different thing.

As for the tutorial, I like the idea. If we had visual tutorials when I first learned, I might not have acquired as many bad habits. I would suggest that if you could fix the tutorial to be interactive, as with the "Lost Coast" demo, you'd win many kudos.
Posted by Captain P on Sun Mar 19th 2006 at 10:52pm
[Author]

No problem, providing some sort of readme is a good thing so you just made sure I didn't forget. :smile:

Anyway, what do you think about the actual map and it's explanation methodics?
Posted by Orpheus on Sun Mar 19th 2006 at 10:48pm

sighs

My knowledge extends to a point to where I do not trust people to compose a properly made zip file.

Sorry Cap.

I always place my own files. Somehow, having a hard drive full of files that were supposedly zipped properly, doesn't appeal to me... At least, not again.

I don't mean to be evil about it, but "assuming" isn't the best course to follow.
Posted by Captain P on Sun Mar 19th 2006 at 10:10pm
[Author]

Oh, sorry, I thought this would be clear to anyone familiar with Half-Life mapping. I'll be updating the .zip now. :smile:

Just so you don't have to redownload it: the folder hierarchy in the .zip assumes you copy it straight into the valve\ map. The sounds go in valve\sound\virtualtours\volumetric_light\, the map obviously into valve\maps.
Posted by Orpheus on Sun Mar 19th 2006 at 10:03pm

Cap, I downloaded this today when you posted it in the other thread about recordings.

The zip doesn't have any instructions.

Where does everything go?