• Gm_ghosthunt 3
    484 replies, posted
Evening Hoes. Work on GH3 progresses well. Many of you are now following me via Facebook which is totally awesome. I've been working on a new kind of event today. Whilst working on said event I've come to realize that you'll probably be wanting some kind of motion detection going on so, I'm working to implement that. I've got to try and figure out a way for the actual ghost detector and the motion detector to go hand in hand. ANYWAY! I was going to save this but I'm way too excited - no promises yet or anything though. My co-tester and I would like to do a live-stream session one evening sometime next month. I'd like to explain how I created certain events, go in depth with the ghost detector, give you a look at Ghosthunt 3 and then finally preview Hartley Asylum (Without trying to give too much away.) We're also talking about some kind of a competition. Call me a showman. It's all up in the air at the moment because we are busy men with busy lives - I will keep you informed though. Peace
If I may offer an idea/suggestion, just an idea I had. What if, rather than players getting killed by the ghosts, when they DO get attacked, they get teleported somewhere else on the map? I feel like when that would happen, the tension of trying to figure out where the hell you wound up and where your mates are would be an intense and terrifying experience.
[QUOTE=cpl bradley;39363045]If I may offer an idea/suggestion, just an idea I had. What if, rather than players getting killed by the ghosts, when they DO get attacked, they get teleported somewhere else on the map? I feel like when that would happen, the tension of trying to figure out where the hell you wound up and where your mates are would be an intense and terrifying experience.[/QUOTE] What if, in one section, that when a ghost attacks you, you're teleported to a totally different version of the same room for a few seconds - like 30 years in the past, or where all of the spirits are visible and floating around looking at you. You could just place it outside of the main map, and lock the entrances/exits to other areas.
[QUOTE=Breadman;37938388]Ladies and nerds. I would like to announce Gm_ghosthunt 3. I have spent months mapping. Literally. Working on Hartley and this... christ. I am finally beginning to feel comfortable with this project. I've been through three iterations. Three different scenarios and environments. Thats THREE FUCKING WHOLE MAPS. Months and months of work and finally I can feel confident enough to say that yes, this will indeed be Ghosthunt 3. It's perfect in every way. Plenty of room for your mates to come with you too. This time I have widened corridors to ensure we can all fit. No more pesky rubble to get your skulls stuck in (Spike 'n Barley I really do apologise for that injustice.) and a ton of other improvements. Before I show you, you need to know a few things. It aint finished. And it won't be done by halloween. I've got a baby on the way and shits busier than ever. Feast your eyes on these TEASERS. THESE ARE TEASERS. DON'T SHIT YOUR PANTS. DO NOT PRAISE ME. IT IS STILL A WIP. I AM OPEN TO CRITISISM. [url=http://postimage.org/image/xhrgv50yd/][img]http://s18.postimage.org/xhrgv50yd/gm_ghosthunt30005.jpg[/img][/url] [url=http://postimage.org/image/43vqfjy8l/][img]http://s18.postimage.org/43vqfjy8l/gm_ghosthunt30004.jpg[/img][/url] [url=http://postimage.org/image/81j04yl1x/][img]http://s18.postimage.org/81j04yl1x/gm_ghosthunt30003.jpg[/img][/url] [url=http://postimage.org/image/x8tw57o5x/][img]http://s18.postimage.org/x8tw57o5x/gm_ghosthunt30002.jpg[/img][/url] [url=http://postimage.org/image/alemz28lx/][img]http://s18.postimage.org/alemz28lx/gm_ghosthunt30001.jpg[/img][/url] [url=http://postimage.org/image/9kee9xrmd/][img]http://s18.postimage.org/9kee9xrmd/gm_ghosthunt30000.jpg[/img][/url] You'l get a camera and ghost detector again. Loads of events all random as usual. It's pretty big, lots of long corridors. I kinda got the inspiration from that shit awful film Hostel. A random eastern-european place wherein people get tortured to death and then 'disposed' of. Threw in some ouijja and some 666 too for bad juju. I apologise for not being able to center the images and make them look nice, I did try but I am mildly drunk and have no time to mess around with this forum tonfoolery. I wish you all the very best and will continue to update you. -Bread[/QUOTE]
[QUOTE=TurtleeyFP;39363243]What if, in one section, that when a ghost attacks you, you're teleported to a totally different version of the same room for a few seconds - like 30 years in the past, or where all of the spirits are visible and floating around looking at you. You could just place it outside of the main map, and lock the entrances/exits to other areas.[/QUOTE] I was thinking about doing something like this actually. All the lights go out. When they come back on, one of you is missing - teleported to a similar looking area full of nasty surprises. It could be implemented.
[QUOTE=Breadman;39364163]I was thinking about doing something like this actually. All the lights go out. When they come back on, one of you is missing - teleported to a similar looking area full of nasty surprises. It could be implemented.[/QUOTE] Using multiple people against each other is fun, separating them can be scarier than them being alone in the first place.
Does anybody here know how an AI_Goal_Follow reacts in a multiplayer environment? My assumptions are either : A) It picks the nearest player and keeps following them B) It gives up and doesn't follow anybody.
[QUOTE=Breadman;39366436]Does anybody here know how an AI_Goal_Follow reacts in a multiplayer environment? My assumptions are either : A) It picks the nearest player and keeps following them B) It gives up and doesn't follow anybody.[/QUOTE] Well because it accepts a keyvalue of " !player " I would assume it would take the closest one and follow them since there are multiple " !player "s.
[QUOTE=Breadman;39366436]Does anybody here know how an AI_Goal_Follow reacts in a multiplayer environment? My assumptions are either : A) It picks the nearest player and keeps following them B) It gives up and doesn't follow anybody.[/QUOTE] use !pvsplayer but test it online before release
[QUOTE=Breadman;39364163]I was thinking about doing something like this actually. All the lights go out. When they come back on, one of you is missing - teleported to a similar looking area full of nasty surprises. It could be implemented.[/QUOTE] Oh god can't wait
This is looking KICK ASS! I love the blue-ish tint that the map seems to have going for it! And 2 levels of that?! Amazing. But if you want criticism, I guess one thing I could say is that it feels like there should be more of a reward for 'completing' the map. When I placed all the skulls in GH2, I was ready for something BIG, don't get me wrong, the way it altered the events was kinda cool, but just walking up to that metal door, and finding out that I couldn't open it was just so disappointing. Keep up the good work, you really inspire me, man. ~Nightscout
Im really looking forward to this map! I hope you finish it soon! Keep up the excellent work!
[QUOTE=Nightscout;39478983]This is looking KICK ASS! I love the blue-ish tint that the map seems to have going for it! And 2 levels of that?! Amazing. But if you want criticism, I guess one thing I could say is that it feels like there should be more of a reward for 'completing' the map. When I placed all the skulls in GH2, I was ready for something BIG, don't get me wrong, the way it altered the events was kinda cool, but just walking up to that metal door, and finding out that I couldn't open it was just so disappointing. Keep up the good work, you really inspire me, man. ~Nightscout[/QUOTE] I kind of agree here. I like that you go for a kind of sandbox feel with stuff you can see while walking around the map, but it'd be kind of nice to know there's an ending that you can save for when you're done with everything else, rather than just kind of stopping the map.
OOOO. Really intresting! I loved Ghosthunt 1 and 2. I will surely enjoy this!
[QUOTE=Breadman;39364163]I was thinking about doing something like this actually. All the lights go out. When they come back on, one of you is missing - teleported to a similar looking area full of nasty surprises. It could be implemented.[/QUOTE] OOOOH! I've been trying to figure out a good way to do that FOREVER! mapper to mapper, could you tell me the method you use?
You'd need to be able to teleport the player without changing their angles, which, as far as I'm aware, isn't possible due to bugs in the teleporter entities. You can code it in, though, if you have access to Lua.
[QUOTE=Mozartkugeln;39515707]You'd need to be able to teleport the player without changing their angles, which, as far as I'm aware, isn't possible due to bugs in the teleporter entities. You can code it in, though, if you have access to Lua.[/QUOTE] But, see the actual problem is making sure that the teleport takes only 1 of them away, and is not too small for them to miss it, and it not get any of them :P
I loved the other 2, they were awesome. Keep up da geewd werk.
[QUOTE=Nightscout;39523946]But, see the actual problem is making sure that the teleport takes only 1 of them away, and is not too small for them to miss it, and it not get any of them :P[/QUOTE] Have a doorway with a trigger which changes the entity name of the first player to enter (for example it changes their entity name to 'victim'), which then disables itself. This player will be the one who is teleported away. Have the teleporter brush fill the whole room, but run through a filter_name with the entity name 'victim'. Presto!
[QUOTE=Bloodprime;39561637]Have a doorway with a trigger which changes the entity name of the first player to enter (for example it changes their entity name to 'victim'), which then disables itself. This player will be the one who is teleported away. Have the teleporter brush fill the whole room, but run through a filter_name with the entity name 'victim'. Presto![/QUOTE] I wish, but as far as I know, players don't get entity names. Do you know a way to name the player? :D
[QUOTE=Nightscout;39565586]I wish, but as far as I know, players don't get entity names. Do you know a way to name the player? :D[/QUOTE] OnStartTouch → !activator → AddOutput → targetname [I]namegoeshere[/I]
Was in class so I couldn't mess around with Hammer haha! Yeah, Mozart got it :)
[QUOTE=Mozartkugeln;39566089]OnStartTouch → !activator → AddOutput → targetname [I]namegoeshere[/I][/QUOTE] Well, holy shit, that will be useful! MANY THANKS!
Livestream today/tonight! (Will be up around sorta 10ish GMT) It will include: ME! =D and my main tester/co-developer Dominic. We will answer questions, show you GH3 and I'll give you a preview of Hartley. I will also be showing off something else I've been working on. Grab a beer and join in! [editline]15th February 2013[/editline] Now LIVE > [url]http://www.ustream.tv/channel/breadman-s-breadcam#utm_campaign=www.facebook.com&utm_source=13378436&utm_medium=social[/url]
[QUOTE=Breadman;39601248]Livestream today/tonight! (Will be up around sorta 10ish GMT) It will include: ME! =D and my main tester/co-developer Dominic. We will answer questions, show you GH3 and I'll give you a preview of Hartley. I will also be showing off something else I've been working on. Grab a beer and join in! [editline]15th February 2013[/editline] Now LIVE > [url]http://www.ustream.tv/channel/breadman-s-breadcam#utm_campaign=www.facebook.com&utm_source=13378436&utm_medium=social[/url][/QUOTE] Ooooo, sweet, joining stream now.
fuck yes
Aww, I missed it? Is it recorded somewhere?
[QUOTE=Spacewolf;39604707]Aww, I missed it? Is it recorded somewhere?[/QUOTE] Oh dude, that sucks! I asked him during the stream, he said he wasn't recording it :( I wanted to record it, but Fraps didn't work on the video window.
Hey Breadman, stream was a lot of fun, maps are looking mighty fine. You never fail to impress. I did want to throw out a suggestion I'm not sure was addressed when you were streaming. You mentioned that you were still [sp]implementing the heater function[/sp], and I would like to suggest that [sp]in addition to the cold causing more events, that the cold could also have nonlethal effects on the player, such as disabling sprinting or slowing the player, shivering, etc.[/sp] If you did get back to me on that, I apologize, but I didn't hear, either on account of the horrible coughing that sometimes happens thanks to the sickness I've contracted, or because I'm a terrible listener. :v: [sp]Also, Jesus wieners those shadows make the most horrifying sound God damn.[/sp]
I think you should make the appearances of the ghost guy (steve?) a lot more rare. It was scary as all holy fuck at first, but after that I really came to expect it, and it just kinda became funny to watch him run at the camera with an axe. Not only that, but you had godmode turned on, and if someone didn't, that would mean this ghost guy would kill the player every few minutes without any warning. That could really get annoying if someone's trying to explore, or something like that. You should probably make Steve his actual name, if it isn't already. That way he'd be Crazy Steve.
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