That just looks fuckin epic.
Sure, I was expecting a release when I saw that message so I still ;-;'d
Gah, if only somebody was still working on GPK. I have no idea how to LUA code, but back when (seems like a long time ago) it was being worked on, I supplied all the great ideas (at least most of em). I still have to original GPK, so if it's unavailable and somebody wants to work on it (or the original creator), I got it. But you really need a specific gamemode for this, your maps deserve it. They're amazing.
Not meaning to thread hijack, but in your maps you could put really high walls to get over. How? Well, I don't remember Jake or Takua ever being able to create wallrunning, so how about ledge grabbing? The HL2 mod Dystopia has it. Jump towards a ledge, grab the edge, push forward, and climb up. It's actually pretty great. I'm not sure if it would be stealing, but you could get ideas from the code for the mod, unless that's not how things like that work. I dunno.
Keep up the good work!
I downloaded your colorful dev textures, but I'm having a bit of trouble with them. I put them into Garry's Mod, although I don't have Hammer configured for Gmod yet, I'll do that eventually. I also put them into Half Life 2. I can't seem to find where to put them for Episode 1 and Episode 2. There's just no materials folder.
When I opened up hammer (Half Life 2) I made a random block, and searched for the texture. I found them instantly, but when I applied it to the brush, I got purple and black checkers. I'm not sure why though, could you shed some light.
[QUOTE=That Ninja;15457724]I downloaded your colorful dev textures, but I'm having a bit of trouble with them. I put them into Garry's Mod, although I don't have Hammer configured for Gmod yet, I'll do that eventually. I also put them into Half Life 2. I can't seem to find where to put them for Episode 1 and Episode 2. There's just no materials folder.
When I opened up hammer (Half Life 2) I made a random block, and searched for the texture. I found them instantly, but when I applied it to the brush, I got purple and black checkers. I'm not sure why though, could you shed some light.[/QUOTE]
Well my Hammer is configured to Half-Life 2: Episode 2 so i put the materials here: "HARD-DRIVE:\Program Files\Steam\steamapps\USERNAME\half-life 2 episode two\ep2\materials". If the materials folder isn't there, make one. I hope that helps.
And even though the materials come up as purple and black checkers they still might work in Gmod. Mine come up really reflective in Hammer but they're fine in Gmod.
Also, I'm thinking if making it possible to ledge grab in V2 by putting ladders (Invisible) on the ledges so you can grab onto them and climb up. And if you watch the Teaser for V2 you'll see a orange wall; you can wall run it (Invisible ladder on the whole wall) :D
Agh. Release. It. You. Maggot.
Sorry it's taking a while, I'm trying not to rush it and I don't have a lot of spare time on my hands.
Dosy, you are awesome. Although in the next map I think you should add more routes, make it less linear. Some might be more difficult than others, some deadlier, some faster or shorter. But I love it. My love for Parkour in real life translates over to video games as well. :dance:
But your maps really do need a unique gamemode. Something better than AWOL's (no offense) and GPK. Something combined and more awesome!
Finally got the time to try this. Great map, but too gray. Needs more brightness and bloom.
[QUOTE=That Ninja;15474541]Dosy, you are awesome. Although in the next map I think you should add more routes, make it less linear. Some might be more difficult than others, some deadlier, some faster or shorter. But I love it. My love for Parkour in real life translates over to video games as well. :dance:
But your maps really do need a unique gamemode. Something better than AWOL's (no offense) and GPK. Something combined and more awesome![/QUOTE]
Making more than one route is a really good idea, and I will look into gamemodes when I've finished Version 2.
[QUOTE=BJK;15475484]Finally got the time to try this. Great map, but too gray. Needs more brightness and bloom.[/QUOTE]
Version 2 is a lot brighter (I've added a really nice blue sky (But that's not all...)), I've added heaps more colours and I'm trying to add HDR but whenever I compile the map with HDR, it freezes :(
The suspence is killing me.
Can you give us a rough estiment of how far you are?
I've still got quite a bit of room...
About two thirds of empty space that I have to fill.
It should take a week or two (Very rough estimate).
But the longer it takes the better it will be :D Something to look forward to.
Hey all, I got GMOD yesterday specifically to check out GPK and I really enjoyed this map played with the gpk_edited gamemode and bullettime (slo-mo) mod! Excellent work, and I'm looking forward to playing the next one!
I've been putting together a few maps that are sort of similar in style (with the dev textures and whatnot), but more based around combat in varying sized arenas -- which i'll be releasing soon for your wallrunning and gunning pleasure :D
Anyways, I think GPK has a lot of potential, and the best thing to further it along at this point is s ome fun maps like this.
I'm willing to put together some animations for the different moves (jump, ledge grab, wallrun, walljump, roll, etc.) if one of the devs can code them in. Even just placeholder animations would help a ton. It doesn't seem like a lot of work is being done on this project, but I think with just a couple of tweaks and additions it would gather a lot of steam. I'm having a blast with it already.
[editline]09:46AM[/editline]
[QUOTE=Dosycool;15478579]Making more than one route is a really good idea, and I will look into gamemodes when I've finished Version 2.
[/QUOTE]
Semi-Nonlinear gameplay FTW :D I find that if you make 'playgrounds' (lots of trickable obstacles with a good flow to each other) and let the player take their own path, especially when taking out enemies, the map has a lot more replay value.
My trick in spawning enemies makes it so they never spawn in exactly the same location. Multiple ways to clear obstacles are good,and so are branching paths and secret areas.
I think my next map will be a survival type map - you have to fight wave after wave of enemy in a large parkour playground style arena, like in Mirror's Edge when you first encounter the ninja police :D!
I'm totally addicted to Gmod Parkour ;D
[QUOTE=Dooleus;15482398]Hey all, I got GMOD yesterday specifically to check out GPK and I really enjoyed this map played with the gpk_edited gamemode and bullettime (slo-mo) mod! Excellent work, and I'm looking forward to playing the next one!
I've been putting together a few maps that are sort of similar in style (with the dev textures and whatnot), but more based around combat in varying sized arenas -- which i'll be releasing soon for your wallrunning and gunning pleasure :D
Anyways, I think GPK has a lot of potential, and the best thing to further it along at this point is s ome fun maps like this.
I'm willing to put together some animations for the different moves (jump, ledge grab, wallrun, walljump, roll, etc.) if one of the devs can code them in. Even just placeholder animations would help a ton. It doesn't seem like a lot of work is being done on this project, but I think with just a couple of tweaks and additions it would gather a lot of steam. I'm having a blast with it already.
[editline]09:46AM[/editline]
Semi-Nonlinear gameplay FTW :D I find that if you make 'playgrounds' (lots of trickable obstacles with a good flow to each other) and let the player take their own path, especially when taking out enemies, the map has a lot more replay value.
My trick in spawning enemies makes it so they never spawn in exactly the same location. Multiple ways to clear obstacles are good,and so are branching paths and secret areas.
I think my next map will be a survival type map - you have to fight wave after wave of enemy in a large parkour playground style arena, like in Mirror's Edge when you first encounter the ninja police :D!
I'm totally addicted to Gmod Parkour ;D[/QUOTE]
Finally, someone whose willing to put effort into this gamemode.
All it takes is a little bit of know how and a lot of spare time. Mapping is easy to learn, and making fun maps is super rewarding.
I REALLY REALLY wish that you could use the sandbox menu in this mod - how I long for a hoverboard in my gmod parkour... not to mention player models and whatnot. Whoever is coding this thing, get crackin'!
Your work will not go unappreciated!!
this map is awesome, less lag because of textures
Dev textures ftw. If we could pump up the bloom to mirror's edge levels via some clever coding it would looki freakin' sweet. We need more colors than orange, black and grey, too.
I've been working on some mixtures of realistic texturing with the dev stuff, too, and it's turning out pretty good. I'm working on some rooftops with a npc_helicopter chasing you around as you collect rpg ammo for uber sweet wall jumping rocket shooting slo-mo fun! :D
some other ideas i'm working on - you start on top of a building, run up a short crate stairway and hop over a fence, but there's a 100 foot drop into a huge glass ceiling with combine shooting at you as you fall into an enemy compound - don't ask why the enemy compound has a glass ceiling.
anyways i'm rambling but mapping for this mod is uber fun :D
Personally, I think you've gone over the top with the colours.
One of the things that really impressed me about the original was that while it used mostly (entirely?) dev textures, it used them creatively, sparingly and effectively. The orange bits showed you where and how to get where you were going and the others just gave everything a nice consistent look that didn't get too intrusive.
You're still using the orange for navigation (good consistency there), but it still seems like you've just gone THIS AREA WILL BE BLUE, THIS ONE WILL BE RED with no real thought put into it.
tl;dr: I miss the colour coding of the origional. (still looks like fun though, any chance you could re-set the map when you die?)
[QUOTE=Dooleus;15497846]Dev textures ftw. If we could pump up the bloom to mirror's edge levels via some clever coding it would looki freakin' sweet. We need more colors than orange, black and grey, too.[/QUOTE]
There are more colours and I'm trying to get the bloom working (for some reason it won't compile).
[QUOTE=n00b1n8R;15497854]You're still using the orange for navigation (good consistency there), but it still seems like you've just gone THIS AREA WILL BE BLUE, THIS ONE WILL BE RED with no real thought put into it.[/QUOTE]
I know it may seem like that but I have put thought into it. I've made props or details (shelves, balcony's etc.) red and the area that you start off in is called Area 3 which has a Blue scheme to it. Later on in the level there is Area 4 which will have a green scheme and yet again red for props and details. :D
[b]Edit:[/b]This really needs a whole new MOD! That would be awesome...
Now we need [Prototype] gamemode, not GPK
does the next version have new bad guys?
instead off only cps and combines?
When will the sequel be finished?
[QUOTE=zieniet;15541557]does the next version have new bad guys?
instead off only cps and combines?[/QUOTE]
Still Metropolice and I might add a helicopter that chases you. I'm also thinking of putting some turrets in.
[QUOTE=Maxaxle;15551263]When will the sequel be finished?[/QUOTE]
I don't have a release date yet, probably a few weeks...
Damn, I think turrets are way to accurate to be running past.
[QUOTE=That Ninja;15551884]Damn, I think turrets are way to accurate to be running past.[/QUOTE]
Ill make it so you have to avoid them, like say there is one blocking off the path and you have to find a way to get around it. Using your initiative :D
This map looks sweet when you use gmod's bloom :D Really makes those dev textures come to life.
If you use the smod tactical (css:s) combine model replacements it's even more like mirror's edge.
I vote yes on the chopper. You shouldn't just have to run away, though. Give us an RPG and an ammo crate :D
[QUOTE=Dooleus;15554173]This map looks sweet when you use gmod's bloom :D Really makes those dev textures come to life.
If you use the smod tactical (css:s) combine model replacements it's even more like mirror's edge.
I vote yes on the chopper. You shouldn't just have to run away, though. Give us an RPG and an ammo crate :D[/QUOTE]
I don't have CS:S but I do have Smod Tactical so I will try to get the models from it and into the map.
I was thinking of making the helicopter chase you through an under construction shopping centre (incomplete roof) then you get to a point where there's an RPG then u blow it up. Thanks for the idea of using smod tactical combines instead of normal combines :D
Dosy, there's only three words that can completely describe the map.
PURE EPIC WIN!
[editline]04:01PM[/editline]
OH, BTW, is there anything I could help with? Lua coding or such?
[editline]04:17PM[/editline]
I feel like creating a small Mirror's Edge-like gamemode for this map. No HUD, no weapons at start, health regeneration and fall damage. That, and maybe hanging from a ledge, if it's possible?
[editline]04:18PM[/editline]
Yet another edit, I just managed to fail my testing session by killing worldspawn -.- The problem is GMOD takes like hours to start up :P
[QUOTE=esalaka;15556349]Dosy, there's only three words that can completely describe the map.
PURE EPIC WIN!
[editline]04:01PM[/editline]
OH, BTW, is there anything I could help with? Lua coding or such?
[editline]04:17PM[/editline]
I feel like creating a small Mirror's Edge-like gamemode for this map. No HUD, no weapons at start, health regeneration and fall damage. That, and maybe hanging from a ledge, if it's possible?[/QUOTE]
Thanks! That Mirror's Edge gamemode sounds like a pretty good idea too.
I'm working on the gamemode right now ;) It's gonna be quite simple at first, so I might release some testing versions tonight!
Hey, this map is SO cool, really fun to play through, but i wish it wasnt so short :(
anyway, i was wondering if i could retexture this map with some of my own custom textures. i feel that they are very similar to those in Mirror's Edge. I'll make sure to give you full credit for the map. thx
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