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Author Topic: Half-Life 2: Exquisite Vortigaunt  (Read 6391 times)

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Royal☭

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Re: Half-Life 2: Exquisite Vortigaunt
« Reply #40 on: December 15, 2009, 10:44:22 AM »

Let's do this!

Instructions if you want in:

You have until January 31st to create your map.  It can be anything you want but it must have an elevator on both sides, one an entrance the other an exit.  It's going to be basically a series of self-standing challenges for Dr. Freeman to go through.

If this works out, we'll try an organize another one that'll be more connected.

Detonator

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Re: Half-Life 2: Exquisite Vortigaunt
« Reply #41 on: December 15, 2009, 11:53:02 AM »

ITT: people don't realize why EK was successful.

I've dicked with hammer before, And it's just awful unless you are really careful and talented.  Making 3D levels is nothing like a 2D platformer where it's simple to set up challenges and make it look good.

Not trying to rain on the parade here, but don't expect this to be a fun romp.
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"Imagine punching somebody so hard that they turned into a door. Then you found out that's where ALL doors come from, and you got initiated into a murder club that makes doors. The stronger you punch, the better the door. So there are like super strong murderers who punch people into Venetian doors and shit"

Frocto

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Re: Half-Life 2: Exquisite Vortigaunt
« Reply #42 on: December 15, 2009, 12:13:41 PM »

SUCH a negative nancy
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Detonator

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Re: Half-Life 2: Exquisite Vortigaunt
« Reply #43 on: December 15, 2009, 01:16:01 PM »

I would love to watch an LP of someone using Hammer for the first time.

So I'm not totally against this.
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"Imagine punching somebody so hard that they turned into a door. Then you found out that's where ALL doors come from, and you got initiated into a murder club that makes doors. The stronger you punch, the better the door. So there are like super strong murderers who punch people into Venetian doors and shit"

Kayin

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Re: Half-Life 2: Exquisite Vortigaunt
« Reply #44 on: December 15, 2009, 01:18:48 PM »

I've worked with 3d level editors and I still want to go anotherwhere near this. It just does not have the ease and appeal of Knytt Stories.
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Royal☭

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Re: Half-Life 2: Exquisite Vortigaunt
« Reply #45 on: December 15, 2009, 04:25:24 PM »

BITCH
:advice:
IT HELPS
(IT REALLY DOES)

Kazz

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Re: Half-Life 2: Exquisite Vortigaunt
« Reply #46 on: December 15, 2009, 04:29:09 PM »

slanty spawn
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Catloaf

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Re: Half-Life 2: Exquisite Vortigaunt
« Reply #47 on: December 15, 2009, 05:20:56 PM »

Well, If everyone's so pessimistic, I suggest we lengthen the time limit.
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Royal☭

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Re: Half-Life 2: Exquisite Vortigaunt
« Reply #48 on: December 15, 2009, 05:49:37 PM »

Month and a half not enough?  I think that's plenty.  I'm not looking for top-notch quality, just fun.

Detonator

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Re: Half-Life 2: Exquisite Vortigaunt
« Reply #49 on: December 15, 2009, 06:24:20 PM »

One of you should try making a simple, working level.  From that you can better estimate how long each part should take.
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"Imagine punching somebody so hard that they turned into a door. Then you found out that's where ALL doors come from, and you got initiated into a murder club that makes doors. The stronger you punch, the better the door. So there are like super strong murderers who punch people into Venetian doors and shit"

Brentai

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Re: Half-Life 2: Exquisite Vortigaunt
« Reply #50 on: December 15, 2009, 08:09:26 PM »

The requirement here is literally nothing more than "make a level before Jan. 31st".

It's at least worth opening up the editor and seeing if you can figure it out within 45 days.  For what it's worth, that's a sum total of like 45 minutes of spare time for me these days, but I'm still going to give it a shot as much as I can.
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Zaratustra

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Re: Half-Life 2: Exquisite Vortigaunt
« Reply #51 on: December 16, 2009, 11:00:34 AM »

hey const could you make like an example level with just the two elevators and a corridor between them

jsnlxndrlv

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Re: Half-Life 2: Exquisite Vortigaunt
« Reply #52 on: December 16, 2009, 10:13:38 PM »

Day 1 Progress: created a tiny, temporary skybox for the view from my first major room. I've created the floor and two of the walls, along with holes in the geometry that are too small for the player to get through, through which the skybox is visible. I've created three more "outer" walls that will provide the major landmark for this level, but I'm going to have to significantly widen my skybox to make subsequent rooms. I also painted all the non-visible surfaces with the "don't bother rendering this"texture, and I'm almost 1/3 of the way done with the first set of displacements for this area. I also put in a temporary level starting point and lighting so that I can compile and run the game, but I haven't yet created the actual starting area.

Next steps: make two more walls, the transition from this area to the next one, and finish the landmark that's going to make my area navigable and memorable. Then do the rest of the rooms, after which I can move to detail work and actual entity placement.

This is going to be so awesome.
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jsnlxndrlv

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Re: Half-Life 2: Exquisite Vortigaunt
« Reply #53 on: December 17, 2009, 06:05:13 PM »

PROBABLY RELEVANT: Does it matter what version of the editor/game configuration we use? Because I just realized I've never actually picked up Episode 2, and I've been developing with Hammer configured for Episode 1. Is that going to break things?
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Royal☭

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Re: Half-Life 2: Exquisite Vortigaunt
« Reply #54 on: December 17, 2009, 06:13:00 PM »

Shouldn't matter, just means nobody had best use the Episode 2 features.  It's mostly stuff having to do with shaders and a few other tricks which I doubt any of us will use.  But it would be compatible with any version of HL after episode 1.

Brentai

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Re: Half-Life 2: Exquisite Vortigaunt
« Reply #55 on: December 17, 2009, 07:01:35 PM »

I think Ep1/2 has a lot of specific assets including "improved"* textures/models and enemies.  They should all be in their own folders though, so general rule is probably just "don't open those folders".

* I actually hate the way the Episodes look.  It all comes out as a little cartoony somehow.
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jsnlxndrlv

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Re: Half-Life 2: Exquisite Vortigaunt
« Reply #56 on: January 13, 2010, 10:09:39 PM »

17 days left.
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