• Gm_ghosthunt 3
    484 replies, posted
[QUOTE=domic;47284001]Also, for people who wants to try Stop it slender together with this map will be disappointed. Slenderman will always spawn at the bottom of the map, in the middle, unreachable to anyone. (Unless there's a team 2 spawnpoint put in the map I think it will be "broken" forever.)[/QUOTE] Don't even come here with that cancer.
There aren't any 'team' spawners within the Episode 2 FDG. Y'all don't need that shit anyway.
I thought slender was all about picking up notes or some shit how do you do that on a map not built for it?
Anyone managed to escape yet?
We escaped after a quite a few deaths. Here's episode 1 (there's going to be like 5). [media]http://www.youtube.com/watch?v=ERmJu8H5b1c[/media]
[QUOTE=thomasfn;47288667]We escaped after a quite a few deaths. Here's episode 1 (there's going to be like 5). [media]http://www.youtube.com/watch?v=ERmJu8H5b1c[/media][/QUOTE] Oh? The color correction is working. [QUOTE=Breadman;47288325]Anyone managed to escape yet?[/QUOTE] [I]Two babies were made during the creation of this map[/I] :)
[QUOTE=Breadman;47288325]Anyone managed to escape yet?[/QUOTE] Can't wait to see "what's next" !
[QUOTE=thomasfn;47288667]We escaped after a quite a few deaths. Here's episode 1 (there's going to be like 5). [media]http://www.youtube.com/watch?v=ERmJu8H5b1c[/media][/QUOTE] I thoroughly enjoyed watching this. Please let me know when you post the rest. I tend to watch all of the views made of my maps, I consider it extremely interesting to see how people make their way around them and love watching people get spooked. I'd also like to add that I'm absolutely elated that everything seemed to work correctly in that video (aside from the mannequin material hiccup) [QUOTE=Steinman78;47289099]Can't wait to see "what's next" ![/QUOTE] It's in early development. I've been throwing things around - I'll only show you guys once I have something substantial. Don't want you to be hanging on for another 2 years.
[QUOTE=Breadman;47289370]I thoroughly enjoyed watching this. Please let me know when you post the rest. I tend to watch all of the views made of my maps, I consider it extremely interesting to see how people make their way around them and love watching people get spooked. I'd also like to add that I'm absolutely elated that everything seemed to work correctly in that video (aside from the mannequin material hiccup)[/QUOTE] Thanks! I think we're having a ghost week so we'll post an episode every night until we run out of footage. And yeah, everything seemed to work great, really nice work. I was impressed for something that doesn't use Lua scripts. [editline]9th March 2015[/editline] [QUOTE=Talvy;47288870]Oh? The color correction is working.[/QUOTE] I added some CC in post.
Man those fucking child ghosts. Managed to survive the spike trap by standing on the timer though.
Managed to get his map to work for the mod Obsidian Conflict. Worked quite well and was fun to go around and get killed by ghosts :P It was with a lot of unreliable snapshots and No free edict errors though..
[QUOTE=daunknown2010;47293063]Managed to get his map to work for the mod Obsidian Conflict. Worked quite well and was fun to go around and get killed by ghosts :P It was with a lot of unreliable snapshots and No free edict errors though..[/QUOTE] The map pushes the edict counter. It's filled with stuff. Anything else you add via Garry's Mod further pushes it towards the ledge of crashing.
Wheres that infernal ghost-telefone ringing coming from?! Cant locate the little transmitter thang. I suck-.-
There may be an issue with the little transmitter. Several people have mentioned not being able to find it. During testing we noticed it would sometimes get carried away/thrown by the poltergeists and end up in cracks and corners. If this continues I'll have to place it somewhere specific. Did I mention the transmitter pieces spawn in random locations? I may have forgotten to tell you that...
[QUOTE=Breadman;47293531]There may be an issue with the little transmitter. Several people have mentioned not being able to find it. During testing we noticed it would sometimes get carried away/thrown by the poltergeists and end up in cracks and corners. If this continues I'll have to place it somewhere specific. Did I mention the transmitter pieces spawn in random locations? I may have forgotten to tell you that...[/QUOTE] Did I mention trapping you in a tunnel with a charging zombie ghost was cruel? :v:
Both times I found the table flipped and the transmitter behind it against a wall.
I had a brainfart today and realised I probably can't legally create my next intended project because it involves decompiling/recompiling Valve maps. Shame, would have been nice to re-imagine White Forest after everyone had left. Anyway, it means I'll have to come up with a new concept.
The original Stanley Parable mod had Valve maps... [editline]edit[/editline] Actually the new commercial one too. Portal maps.
Yeah, I'm 99% sure it's fine as long as you don't sell it. And even if you did I doubt they would care enough to send out a DMCA.
I'll think on it.
I think you should be fine, I've seen this one map that has been up for 5 years or longer, which was a clear recompile of d1_trainstation_03. The only reason it's down now is due to the fact that garrysmod.org is removed. I don't know how bigger companies like Nintendo will react with my ideas though. [T]http://kittehcat.org/upl/Hammer_-_%5BDMerijnDocumentsluigis_mansion.vmf_-_2015-03-10_18-35-51.png[/T]
[QUOTE=can man;47293694]Did I mention trapping you in a tunnel with a charging zombie ghost was cruel? :v:[/QUOTE] It's become a staple of the ghosthunt series
FYI [url]https://www.youtube.com/watch?v=VTug6qHlCD8&feature=youtu.be[/url]
stoopid logic noobs filling people's inboxes [QUOTE=I;47294183]The original Stanley Parable mod had Valve maps...[/QUOTE] Actually the new Source standalone has too, and that game's being sold on Steam. At that point they probably agreed on it tho'.
I think I know what the issue is with the ghosts not following properly. May have forgotten to include the node graph... Will check that when I get home.
[QUOTE=Breadman;47301239]I think I know what the issue is with the ghosts not following properly. May have forgotten to include the node graph... Will check that when I get home.[/QUOTE] Im pretty sure thats Gmod related, ai follow event does not work that well
Part 2 of our playthrough, plus 3/4/5 in the playlist. [media]http://www.youtube.com/watch?v=VgjXchYr8IA&index=2&list=PLniUi7sbxs1alGnatlWppG8vbHjdQnv3H[/media]
[QUOTE=thomasfn;47322783]Part 2 of our playthrough, plus 3/4/5 in the playlist. [media]http://www.youtube.com/watch?v=VgjXchYr8IA&index=2&list=PLniUi7sbxs1alGnatlWppG8vbHjdQnv3H[/media][/QUOTE] Really enjoyed watching you fellas play this through :)
It makes me sad that i didnt play the map in Synergy the first time because everything works just fine there the ghosts were following me. The textures on the baby/kid ghosts were working too. muh immersion
looks bigger than the previous 2. hopefully means it will last longer :D
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