Haha, this is amazing. Just a few days ago I was wondering about the exact thing you see in the episode. Linking cos spoiler, obviously: https://i.imgur.com/6fPKheA.jpg
I got them from the Enhancement Mod thread when development officially ceased. So some or all of them might actually be yours, but I can't remember who I got them from. I never got them to scale right, so they've just been sitting for awhile. With MMod being so pretty, I wanted to try getting them working again.
https://youtu.be/DdNnl_tbkR0
https://files.facepunch.com/forum/upload/224422/d7ec973e-7b50-4164-8399-d3a764feaaf6/tf2 heavy when it's just right.png
I really do love the little edits to the maps he's doing, almost makes me wish they were in the base game as an alternative to the puzzles.
I hope he will release them as a map pack after finishing the series
If he's using the leaked .vmfs I wouldn't count on it, sadly.
I don't think he touched on where the maps come from, but he doesn't do them himself. He said in one of his vlog/podcast (not sure which to call it) that he has a mapper friend who he shoots requests to and gets the map back the next day with the requested changes.
I remember there was a mapping contest where people took original maps and added previously unseen areas to them. What was the name of it?
Doorville?
DoorVille | RTSL
doorsville
don't forget https://www.runthinkshootlive.com/posts/blackmesadoorville/
some good maps there too
Really cool idea too. I would love for a couple of mapmakers to "link" their maps together, creating an alternative path through Black Mesa!
sounds good but doesn't work.
every mapper has their own ways to work, optimize and sort/name things. it's just a big clusterfuck
If you specify a tooltexture the same size as the original, it will scale to the original iirc.
ep1_citadel_01 from a different view. holy shit
https://i.imgur.com/phtirnm.png
Can someone explain what we are looking at here?
probably all the entities used for what comes down to 10 minutes of NPCs talking and 1 minute of walk.
I/O graph, shows all the entities and their relationships and Inputs and Outputs.
exactly what it is lol. you walk for a minute or 2 and grab a rollermine for Alyx. I wanted to see how it works because we are working on EP1 campaign in gmod and they really made this map so complicated.
oh that's funny. I was sure 01 was the intro map. that we can compare all of those maps with eachother is troublesome.
geez episode 1 was such fun. Sacrified all the arcade shooting for ~feelings~.
How do you use it? I must be blind but I can't seem to find it in hammer.
I'd like to take a look at just how much of a fustercluck my more I/O heavy maps are.
I/O stands for Inputs / Outputs, and it can be found on most entities. But it's a web of strict and predetermined rules, consisting of 4 bars that allow you to set an entity relevant trigger, the target entity, the action taken, an additional target / action input if needed; as well as a delay and a checkbox for whether or not it can be repeated, if relevant.
A simple example script for a Combine Soldier (let's call him combine_s) would be:
OnHalfHealth
combine_s
ThrowGrenadeAtTarget
!player
When the NPC is down to half of his health or less, he will throw a grenade at the player, even if the player is not the one that has hurt him.
Going through the ruined citadel with Alyx was easily one of my favorite part of HL2. Really felt like a collaboration between equals (although with different skillsets).
You have to use VIDE to edit the hammer sub-windows to enable it.
It's disabled for a reason though, it doesn't really work (it'd be nice ASF if it did).
You can also use the GMod hammer and it will show up in the view slection dropdown.
Thank you!
I think I made hammer have a stroke with all this logic in my map:
https://files.facepunch.com/forum/upload/236994/e2774def-a4ea-47ac-bad5-e0d5b58fb354/logic.png
my condolences, truly, that such a drag was your peak fun with HL games.
It was pretty exciting the first time at least. I am well aware that the storyline chapters aren´t really the most fun parts of a replay.
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