The G-Man Death (Multiple maps)

The G-Man Death (Multiple maps)

Re: The G-Man Death (Multiple maps) Posted by Perin on Thu Aug 12th 2004 at 2:14am
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Posted 2004-08-12 2:14am
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Sounds like it would be fun. But one question... how will you kill G-Man if he is made of steel?! He sparks when you shoot him! =P
Re: The G-Man Death (Multiple maps) Posted by fizscy46 on Thu Aug 12th 2004 at 2:30am
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Who says he has to fall over and die?

Really, it'll be on a space station (Where he finally runs to). At that point you'd have to Destory key things (Such as oxygen tanks), and place detonation charges on the fuel tanks (Which will simply be solid objects added when you goto those tanks... Can't code myself.). Then once your done... If you survive (There will be a countdown), it cuts to a camera scene of the station blowing up. You win if it blows up, but whether you live depends on if your fast enough.

Its really something that I'll continue to enjoy working on.

For those that want to see my most up-to-date (As well as the older) progression through making this, you can see it at: http://www.vlatitude.com/phpBB2/viewtopic.php?t=6493
Re: The G-Man Death (Multiple maps) Posted by Minotaur0 on Thu Aug 12th 2004 at 3:30am
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Sounds cool :)
Re: The G-Man Death (Multiple maps) Posted by fizscy46 on Fri Aug 13th 2004 at 4:02am
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Posted 2004-08-13 4:02am
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Meh... Everyone else is doing it. Here's my board for my s**t set of maps
Re: The G-Man Death (Multiple maps) Posted by Tracer Bullet on Fri Aug 13th 2004 at 4:09am
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fizscy46 said:
Meh... Everyone else is doing it. Here's my board for my s**t set of maps
Well that's an interesting attitude.
Re: The G-Man Death (Multiple maps) Posted by fizscy46 on Fri Aug 13th 2004 at 4:12am
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I'm not confident in my mapping skills

In fact, I go straight to the toilet to vomit it up after finishing it xD.
Re: The G-Man Death (Multiple maps) Posted by Hornpipe2 on Fri Aug 13th 2004 at 4:18am
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I totally thought that was a misspelling of "Carnival Research Facility" and I was gearing up for some good ol' deathmatch on the Ferris Wheel.
Re: The G-Man Death (Multiple maps) Posted by fizscy46 on Fri Aug 13th 2004 at 4:20am
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lol

But if I made a ferris wheel it'd have to be realistic and never let you off
Re: The G-Man Death (Multiple maps) Posted by 7dk2h4md720ih on Fri Aug 13th 2004 at 3:39pm
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Posted 2004-08-13 3:39pm
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Doesn't look too bad at all bud. I'd encourage you to put actually frames a few units thick around your windows and doors.
Re: The G-Man Death (Multiple maps) Posted by fizscy46 on Fri Aug 13th 2004 at 5:03pm
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Posted 2004-08-13 5:03pm
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Ah yes, good plan. I guess you're refering mostly to that second screenshot since the subway has no window (It always would screw up and freak out), and the third shot's windows are basically framed.
Re: The G-Man Death (Multiple maps) Posted by Tracer Bullet on Fri Aug 13th 2004 at 8:24pm
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That last screen in particular looks pretty darn good. Having the lights hang down from the ceiling like that is a great way of adding shadow detail.
Re: The G-Man Death (Multiple maps) Posted by fizscy46 on Fri Aug 13th 2004 at 9:17pm
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They also act as ladders when you get to the top and throw a momentary switch that holds a door at the bottom open long enough to allow you to slide down them, but not run down the stairs. (Which is what those security guards are up by those switches for... Yeah I know, confusing)
Re: The G-Man Death (Multiple maps) Posted by fizscy46 on Mon Aug 16th 2004 at 5:24pm
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Posted 2004-08-16 5:24pm
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If nobody saw in the maps page for this map, there is a download available that includes the first one and fourth one.

Fourth isn't finished, and the first needs some major updating, and a recompile to get those Kami-Platinum textures in it, as well as more eye-candy.
Re: The G-Man Death (Multiple maps) Posted by st3w on Tue Aug 17th 2004 at 6:24pm
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Gotta love the picture with the WinXP laptop :P
Re: The G-Man Death (Multiple maps) Posted by fizscy46 on Thu Aug 19th 2004 at 8:15am
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Posted 2004-08-19 8:15am
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Hazaa, new screenies (2)

Man I wish I could put more than 3 up here. Oh well.

Second screenie of the window has the door open to show where it is, and the frame on that window like Alien Sniper said.

As for the last screenie, it shows the forst I'm working on in the back ground, and the squad leaders for the grunts that will begin the big battle. There's a mini turret behind the walled in stairs, there is no light on the wire infront of the camera (It dangles).... Hazaa!
Re: The G-Man Death (Multiple maps) Posted by 7dk2h4md720ih on Thu Aug 19th 2004 at 8:47am
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Host your images at www.imageshack.us and post them in this thread.
Re: The G-Man Death (Multiple maps) Posted by fizscy46 on Thu Aug 19th 2004 at 6:50pm
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Aye aye

User posted image
Room to the left of entering the big red door.

User posted image
Press the switch, the stairs decend slowly, the door at the bottom opens and the suit is moved out of the alcove slowly.

User posted image
You're spotted if you move down the escalator of stairs at all, the G-Man tells the troops to get you.

User posted image
Misaligned shotgun on a table for kicking some ass.

User posted image
Grunts intelligence is horrid, they drop grenades and run, but tend to not stray far and blow up. This is a view of the entire room. The upper landings will be filled with patrol guards. The room at the top is the control room that will have a momentary switch to open the momentary door that will be at the left on the ground floor

User posted image
The Empty control room with Blueshift medi-charger... Poor Barney was already dead

User posted image
Finally, the stair room to take you from the 2nd floor (Ground floor being the 1st floor) to the 3rd floor, complete with fade to black lab textures.

Hazaa!

For those that are wondering where the other escalator went, its in a room down a hall cause it shot my r_speeds really high (2100) having both of them visible. This room currently has an rs of a cool 1200 (I consider it acceptable up to 1500 foo')
Re: The G-Man Death (Multiple maps) Posted by 7dk2h4md720ih on Thu Aug 19th 2004 at 8:36pm
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Posted 2004-08-19 8:36pm
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You know about setting down info_nodes right? They will improve the AI somewhat.
Re: The G-Man Death (Multiple maps) Posted by fizscy46 on Thu Aug 19th 2004 at 8:53pm
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Posted 2004-08-19 8:53pm
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The floors are littered with them... They're just being dumb. I've never seen a grunt drop a grenade out its ass before this level xD
Re: The G-Man Death (Multiple maps) Posted by JFry on Fri Aug 20th 2004 at 5:37pm
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half-life's AI is actually really impressive if its set up right. Generally 3 to a corner, forming an L shape works pretty well, and if you have long straight stretches place one every 1000 units or so (even this might be overkill). Simply throwing down a bunch of them won't do much besides signifigantly increase your compile time, which I'm guessing is already pretty long.
Re: The G-Man Death (Multiple maps) Posted by Campaignjunkie on Fri Aug 20th 2004 at 6:08pm
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Err, info_nodes don't have much of an effect on compile time. And if
they do, it's in the CSG and BSP portions of the process, where the
time is likely to be short anyway. Unless you're Reno and you feel like
building a giant cartoon island that takes up the whole grid, then BSP
will take an hour or two. :smile:
Re: The G-Man Death (Multiple maps) Posted by fizscy46 on Fri Aug 20th 2004 at 8:14pm
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Yeah, I meant littered non-literally.

They form a square grid for the most part with 1 every 256 units. The stairs have one per step to keep them on track cause they can be stupid. Corners are one at the corner, as well as 2 right near the corner to make a L shape. Escalators don't use them because it makes the AI flip and get stuck on them and be crushed by the steps (Although it amusing to watch :biggrin: )
Re: The G-Man Death (Multiple maps) Posted by Biological Component on Sat Aug 21st 2004 at 1:00am
Posted 2004-08-21 1:00am
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Impressive AI.
Re: The G-Man Death (Multiple maps) Posted by JFry on Sat Aug 21st 2004 at 3:06am
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Hmm I spoze your right CJ, not sure why I was thinking that.
Re: The G-Man Death (Multiple maps) Posted by fizscy46 on Sat Aug 21st 2004 at 4:59am
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What were you thinking man! Stupid stupid stupid!

Well, my compile time is actually aboot 2 1/2 hours when its just that big room, the large outdoor forest (Which is half the height and the same x/y area of the large room), and some subsidiary halls and tiny rooms.

My compile times tend to jump exponentially rather than linearly to my levels cubic volume. It'll take aboot 2 weeks to compile my 3rd G-Man level apparently. So I'm going to go buy a 512 DDR stick o' RAM
Re: The G-Man Death (Multiple maps) Posted by Biological Component on Sat Aug 21st 2004 at 5:34am
Posted 2004-08-21 5:34am
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Buying a 512MB stick of RAM just to compile Half-Life maps faster... that's devotion.
Re: The G-Man Death (Multiple maps) Posted by fizscy46 on Sat Aug 21st 2004 at 5:50am
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I'll probably also need it for when HL2 comes out
Re: The G-Man Death (Multiple maps) Posted by Gwil on Mon Aug 23rd 2004 at 12:34am
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Posted 2004-08-23 12:34am
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User posted image

here is a super duper annotated picture, ill do it to the rest when im not so tired.. lets see

basically, it doesnt look very interesting - it looks ok, but fairly
plain, and a little odd in places (no doorframe, bottom right corner).
if you wanna spice it up, try adding vents in the ceiling area above
those lights.

give them support bars/hazard lights to enhance the detail further..
essentially vents, or vertical wall struts, for example, are large
brushes (ie low r_speeds) made their best with colour, or innovative
detailing.

also, you need a guard rail on that 2nd floor door, and possibly the
stairs - and puit some supports under the platform, it just doesnt look
right jutting out of the wall with nothing to hold it up.

finally, i personally would put the lights slightly higher, and
definately change the texture for them.. the low res circular lattice
thingy you have now has always been ugly :/

apart from that, it looks good. just build on what you have, and bring the map to life with realism and ambience :smile:
Re: The G-Man Death (Multiple maps) Posted by fizscy46 on Mon Aug 23rd 2004 at 5:54am
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Posted 2004-08-23 5:54am
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Personally I think we need more people that critique on maps that way. Extremely helpful if you paint a picture with msPaint (skillz yo).

Edit: I like this hallway I made.
User posted image

you can't see it in this pic, but the orange on the walls is seperate from the grey with a ledge at the top of the orange
Re: The G-Man Death (Multiple maps) Posted by Tracer Bullet on Mon Aug 23rd 2004 at 7:07am
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I like that last screen. It would look really cool if you were to place some light_spots pointing up from that ledge at inetervals.
Re: The G-Man Death (Multiple maps) Posted by fizscy46 on Mon Aug 23rd 2004 at 7:16am
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+volumetric light for added effect.

Going to compile it overnight and post updated screenies
Re: The G-Man Death (Multiple maps) Posted by Ferret on Mon Aug 23rd 2004 at 7:23am
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lol thats how I critiqued crackerjack. I did some photoshopping to show
him how to do some lights and then he went and did it and it looked
swell. On his NS map that is.
Re: The G-Man Death (Multiple maps) Posted by fizscy46 on Mon Aug 23rd 2004 at 7:29am
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You could make a details tutorial with a bunch of pain doctored level photos.

Surprisingly enough, that hall only had one leak, and it was because the roof was misaligned.
Re: The G-Man Death (Multiple maps) Posted by Campaignjunkie on Mon Aug 23rd 2004 at 8:01am
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Did some critiquing of my own, inspired by the great Gwil. Covered the whole screen in text.
Whoops. "Bulky" comment refers to those ~8 unit "wires" holding up the
lights. Kind of detracts from the area. Recommend you remove them and
then move the lights higher up. Lots of light fixtures in Half-Life
were floating in mid-air, and most people didn't seem to notice
(especially me!)

Adding more cover and getting better flow between the floors will also
probably solve the grenade problem, since the grunts will have
somewhere to run to.

EDIT: Oooh, and scale down that floor texture in the Hammer screenshot,
and consider using a different floor texture altogether as well.

I hope it's self-explanatory enough. Also hope it helps. Weee. :smile:

White = architectural/texturing

Blue = lighting

Green = gameplay

User posted image
Re: The G-Man Death (Multiple maps) Posted by fizscy46 on Mon Aug 23rd 2004 at 9:08am
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The prefab (I removed the garbage can, I didn't mean to put in the cleaning cart) is there for the shotgun really, cause it's the only idea I had for a way for the player to get it (They enter the room witth a crowbar. Not very useful for a battle against 8 grunts)

The hanging lights have gotten lots of praise for the way they bring out the 3 dimentionality of the scene, but I'll skinny up the wires.

Also, the grunts are quiet good at running up the stairs.

Other then that, I'll use all the tips Very nice, very nice indeed... For tommorrow, I'm tired right now.

As for the Hammer screenshot, that scaled up floor, as well as all the other floors, aren't done.
Re: The G-Man Death (Multiple maps) Posted by fizscy46 on Mon Aug 23rd 2004 at 9:31pm
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User posted image
Here an updated version of the last screen shot updated per what gwil said (Except the lights, cause I don't know if you mean the light texture itself, or the cups that hold the light)... Huh... I guess I forgot to turn the r_speeds off.
Re: The G-Man Death (Multiple maps) Posted by Knare on Mon Aug 23rd 2004 at 9:33pm
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is the first map 42% done or are all 42% done?
btw nice screen
Re: The G-Man Death (Multiple maps) Posted by ReNo on Mon Aug 23rd 2004 at 9:38pm
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If I were you I'd make some simple custom spotlights instead of using those standard little ones, they look a bit crappy.

Otherwise nice enough screenshot. I like the darkened ceiling and that looks to be a relatively interesting stairway. You should get more accentual lighting on the go though - lights that don't really effect the general lighting of the room but add dashes of colour to corners or areas of interest. The lights on the left hand side are good ideas but you should really have them turned on, and you may want to change them to a colour other than that the room is already using.
Re: The G-Man Death (Multiple maps) Posted by fizscy46 on Mon Aug 23rd 2004 at 10:07pm
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They are on. The second one from the bottom also flashes on and off randomly. Don't know why there is no light, but they could use spotlights themselves
Re: The G-Man Death (Multiple maps) Posted by Knare on Mon Aug 23rd 2004 at 10:09pm
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is the first map 42% done or are all 42% done?
btw nice screen
...
Re: The G-Man Death (Multiple maps) Posted by ReNo on Mon Aug 23rd 2004 at 10:18pm
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The texture you have used on the left side lights obviously don't have an entry in your texture light file, as they aren't lit up.
Re: The G-Man Death (Multiple maps) Posted by fizscy46 on Mon Aug 23rd 2004 at 10:20pm
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Yes, sorry. The whole series is 42% done (Based on the percentage of each map that is done. I think I can update the 4th on another 10-15% because I've completed quite a big section of that map. As such, its now 43%.

By the way, anyone know a site that I can download sprites from that doesn't really on the f**ked up gamespy network?
Re: The G-Man Death (Multiple maps) Posted by ReNo on Mon Aug 23rd 2004 at 10:30pm
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http://www.cryotank.net/maps/textures/index.html

Jinx has a load of sprites in a downloadable pack there.
Re: The G-Man Death (Multiple maps) Posted by fishy on Mon Aug 23rd 2004 at 10:33pm
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hehe, i thought i'd check before i posted the same link, and you just beat me to it.

some good info/examples on making your sprites axis specific there too.
Re: The G-Man Death (Multiple maps) Posted by fizscy46 on Mon Aug 23rd 2004 at 10:58pm
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Yeah, I've read those tutorials. The fog thing is good (Except it doesn't work when you have a full square are to fill).

His sprites are nice, but no use for my current needs. I got a friend to download Maud'Dibs (Damn that names familar from somewhere) texture sprites for a red glow to make what CampaigneJunkie suggested
Re: The G-Man Death (Multiple maps) Posted by Tracer Bullet on Mon Aug 23rd 2004 at 11:09pm
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fizscy46 said:
His sprites are nice, but no use for my current needs. I got a friend to download Maud'Dibs (Damn that names familar from somewhere) texture sprites for a red glow to make what CampaigneJunkie suggested
whispers

Dune
Re: The G-Man Death (Multiple maps) Posted by fizscy46 on Mon Aug 23rd 2004 at 11:27pm
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Posted 2004-08-23 11:27pm
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No, haven't seen that... I just remember him as a username from some half-life site, but I don't remember which one.
Re: The G-Man Death (Multiple maps) Posted by Tracer Bullet on Mon Aug 23rd 2004 at 11:45pm
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It's a scifi book. I supose there must be a movie but I've never seen it either. Worth a read if you are into that sort of thing.
Re: The G-Man Death (Multiple maps) Posted by fizscy46 on Mon Aug 23rd 2004 at 11:51pm
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Dune is a movie as well I think... It's got the Patrick Steward Guy from Star Trek (Picard) in it
Re: The G-Man Death (Multiple maps) Posted by fizscy46 on Tue Aug 24th 2004 at 9:18pm
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Posted 2004-08-24 9:18pm
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Updated screenshots!

User posted image
To start off, there has to be this screenshot. Still some updating to take care of.

User posted image
New scientist dude. He likes to fall through floors to reach his destination, but at least he tries.

User posted image
Scientist examining the hard drive on the cart

User posted image
Ahhh! Turret

User posted image
No more turret, no more throughfare

User posted image
Updated Control room