Okay i finally got around to checking out the VMFs. I totally forgot i was working on a map for radbox.
The yellow science bunker is basically complete as well.
[IMG]http://i1026.photobucket.com/albums/y322/CptNuke/frr4.png[/IMG]
[IMG]http://i1026.photobucket.com/albums/y322/CptNuke/hhjju.png[/IMG]
[IMG]http://i1026.photobucket.com/albums/y322/CptNuke/hyhhfh.png[/IMG]
[IMG]http://i1026.photobucket.com/albums/y322/CptNuke/Untitled-39.png[/IMG]
They use props from CS:S and EP1 and EP2 so you need to make a custom config for hammer (that's why you see errors in the pics).
These unfinished buildings are free for anyone to use provided you credit me.
A func_radiation that can be tied to a brush, making it invisible and produce radiation within its volume?
Also, a keyvalue to change the primitive used (box, cylinder, etc. Cylinder needs more keyvalues to define it's different dimensions, radius and height).
I could make a radiation brush entity if you want.
[QUOTE=MerzBro;28119419]Okay i finally got around to checking out the VMFs. I totally forgot i was working on a map for radbox.
The yellow science bunker is basically complete as well.
[img_thumb]http://i1026.photobucket.com/albums/y322/CptNuke/hhjju.png[/img_thumb]
These unfinished buildings are free for anyone to use provided you credit me.[/QUOTE]
'sup brah:
[img]http://dl.dropbox.com/u/10565588/Maps/stalker0017.jpg[/img]
Looks cool, does it have a bigger interior? Also looks like it could use an antenna somewhere.
[QUOTE=MerzBro;28188035]Looks cool, does it have a bigger interior? Also looks like it could use an antenna somewhere.[/QUOTE]
This is an old screenshot of the inside I took.
[media]http://dl.dropbox.com/u/10565588/Maps/bunk0001.jpg[/media]
You should add a ladder that brings you down to a little storage room under the bunker or something.
no
[QUOTE=Surma;28185997]A func_radiation that can be tied to a brush, making it invisible and produce radiation within its volume?
Also, a keyvalue to change the primitive used (box, cylinder, etc. Cylinder needs more keyvalues to define it's different dimensions, radius and height).[/QUOTE]
Okay i just finished coding the brush entity but there's one catch: your radiation brush ents need to be more or less square (or cylindrical). If you make a really long rectangle then the geiger sounds won't work properly.
[QUOTE=MerzBro;28188338]Okay i just finished coding the brush entity but there's one catch: your radiation brush ents need to be more or less square (or cylindrical). If you make a really long rectangle then the geiger sounds won't work properly.[/QUOTE]
wouldnt a "point_hurt" with a damage type of radiation do the trick?
Nah, my gamemode uses custom radiation that does more cool stuff.
If you want to make cool ratiation then use point_radiation or func_radiation.
[QUOTE=MerzBro;28188338]Okay i just finished coding the brush entity but there's one catch: your radiation brush ents need to be more or less square (or cylindrical). If you make a really long rectangle then the geiger sounds won't work properly.[/QUOTE]
Can't you use collision to make it work perfect?
[editline]21st February 2011[/editline]
func_radiation for brush ents then?
Yes. Just try to make them more square and there won't be a problem.
Try to just use point_radiation more, it's a lot simpler.
[QUOTE=MerzBro;28189996]Yes. Just try to make them more square and there won't be a problem.
Try to just use point_radiation more, it's a lot simpler.[/QUOTE]
'kay then, lets see if this turns out any good eventually...
[img_thumb]http://dl.dropbox.com/u/19588185/sdk3.jpg[/img_thumb]
Started what might become a map for this gamemode :unsmith:
Cool, looks promising. Feel free to use the buildings from the VMFs posted, i know i'll never finish my map.
Are flashlights enabled? I'm hoping to make the map at night just for a creepy ambiance.
[QUOTE=Stupideye;28236109]Are flashlights enabled? I'm hoping to make the map at night just for a creepy ambiance.[/QUOTE]
Yep.
[editline]23rd February 2011[/editline]
Just so you know, the map rp_apocalypse works [u]perfectly[/u] for this gamemode. Use it as a source for inspiration (and play it a bit too :smile:). And lots of cover would be nice.
Yeah I checked it out a bit, I'm trying to make something sort of like it, having old unused buildings everywhere and things like that. I'll post some updates when I have something worthwhile.
[QUOTE=Stupideye;28242704]Yeah I checked it out a bit, I'm trying to make something sort of like it, having old unused buildings everywhere and things like that. I'll post some updates when I have something worthwhile.[/QUOTE]
Also, try to keep the radiation and npc's away from spawn.
And maybe you should keep the stash count low around the spawns, so that you can't just camp the stashes like a douche (i mean c'mon, where's the logic in having all the loot AT spawn? Shouldn't you have to explore to find treasures?)
There are some unfinished building VMFs posted near the top of this page, i encourage someone to make use of them! I'm sure you could find a way to integrate them into your map. They're quite detailed although they use materials from EP1, EP2 and CS:S.
[editline]24th February 2011[/editline]
[QUOTE=Stupideye;28242704]Yeah I checked it out a bit, I'm trying to make something sort of like it, having old unused buildings everywhere and things like that. I'll post some updates when I have something worthwhile.[/QUOTE]
There's a built in day-night cycle in the gamemode, so you could use a daytime skybox without fog if you want nighttime to happen.
[img_thumb]http://dl.dropbox.com/u/19588185/sdk4.jpg[/img_thumb]
[img_thumb]http://dl.dropbox.com/u/19588185/sdk8.jpg[/img_thumb]
[img_thumb]http://dl.dropbox.com/u/19588185/sdk7.jpg[/img_thumb]
[img_thumb]http://dl.dropbox.com/u/19588185/sdk6.jpg[/img_thumb]
[img_thumb]http://dl.dropbox.com/u/19588185/sdk5.jpg[/img_thumb]
[img_thumb]http://dl.dropbox.com/u/19588185/sdk9.jpg[/img_thumb]
Some random screens, not sure if I should stick with a night or day setting. More worried about getting the buildings all done before adding nature stuff (trees, grass, shrubs, etc.).
I liked the sky color in the first screenshot the most.
Your map looks cool, but please use day/night cycle it would be good.
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