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Subface Normal
22nd April 2007, 21:13
Well guys, Balimaur's entered playtesting now and I'm starting to gather some ides for interactivity within the level. I've got the propane tank in the map and I've set up some pretty cool scripting on the catwalk. The catwalk is now a trap (but it varies a little from boxy's style of traps). It has a couple of phys_ballsocket constraints on the end so it can be caused to spin and drop players off of it before the hidden slashes it off the ends making it fall on the players. Just as well it can be slashed at one side and used as a ramp to get up to the other side. Hopefully, this should make a pretty neat trick (not to mention that every once and a [rare] while it will collapse straight down just by the weight of players standing on it)

Anyway, with this said, I'd like to hear from the forums as to ideas for neat tricks and traps that can be used in Balimaur, along with the little details that you'd like to see go along with them. So start thinking and post 'em here, you never know what might be fun.

sharpshark28
23rd April 2007, 01:37
Looks like an awesome map so far. The catwalk scripting sounds awesome! Simple to understand, you can assume everything that will happen and use it to your advantage. That's great.

The window shadows look top notch and bring out the environment in a unique way.

Hmm trap ideas trap ideas..
How about a scare tactic "trap". Any hanging lamps can be hit down from rope point to ceiling or by slashing the lamp itself. Doubt it'd cause damage due to it being hard to use accurately. But the noise and light spazing of it moving would be a great distraction.

That's all I can think of. Good luck!

Hyp-R
23rd April 2007, 16:27
maybe add like a collapsing roof, or somthing.

Where you would slash a board, and then 5 or so seconds later,
it collapses, or somthing falls.

You can hit it early and try to drag iris under it

Subface Normal
24th April 2007, 01:24
This is when i wish the lighty_dynamic looked as good as they do in crysis or something... That falling light would do some cool stuff if hit right. I want to make one that hits the ground and lands glass around, but I'll see if I can model something up that would do some cool stuff :)

Anything else that would be cool? :D


I got a cool idea though. What about putting a breakable trap over that hole in the boiler room (The one in the fourth pic of my sig) and when it's slashed down it breaks the top level of the catwalk down? That'd be a cool scare tactic...

Paegus
24th April 2007, 09:54
is the propane tank going to run out ever? can you ignite the stream? can you turn it off again?

though i haven't found it yet myself but i gather there's an un-useable Ravenholm saw-blade floating around the map. might be fun to rig it so it gets held physgun style and reacts vaguely like the saw-blade from hl2 does when thrown.

as is the layout feels a bit too confined. are you planning on adding anything to it? in the playtest boxy mentioned that it has all those tight areas to that one wide open bit but there was very little in-between.

the 2 steam towers are also a little buggy. if you pounce vertically up and then in toward them you can stand on seemingly nothing. they're very hard to cling to if you don't come at it from ~90º. if you pounce up their angle you warp around like a late night star-trek marathon. could they be displacement-erized perhaps?

Daedalus
24th April 2007, 12:40
though i haven't found it yet myself but i gather there's an un-useable Ravenholm saw-blade floating around the map. might be fun to rig it so it gets held physgun style and reacts vaguely like the saw-blade from hl2 does when thrown.

as is the layout feels a bit too confined. are you planning on adding anything to it? in the playtest boxy mentioned that it has all those tight areas to that one wide open bit but there was very little in-between.

Yeah, I got really dissapointed when I found out I couldn't even pick up the sawblade. :(

Those catwalks are confined, so that phystrap idea sounds very good to me.

Subface Normal
25th April 2007, 00:14
Actually, the sawblade issue was fixed. I halved the mass scale and now the hidden can pick it up (and it does a hell of a lot of damage. Hitting the right way can do like 50 damage by just staring at someone and throwing)

Paegus
25th April 2007, 00:45
gotta love how the engine lets you adjust the mass but doesn't actually adjust the mass... similar thing happens with the exploding barrel i believe. the compiled health and mass is the effective one regardless of any alterations mass-scale or override parameters.

Subface Normal
26th April 2007, 01:10
lol. yeah... basically. It just adjusts the mass to let you know who can pick it up, but the override parameters only work with the client who picks up the object... after that it's all server and compiled variables

Subface Normal
26th April 2007, 22:54
Well guys, I got the roof trap built in and it works great! When you break the supports (as hidden only) you release some debris that falls down onto the catwalk below and causes it to break into pieces. The debris there of will block parts of the catwalk and the lowest floor level, making it a little more difficult for the hidden and IRIS to walk by without making some noise/getting stuck.


In regard to the steam towers, I dont exactly know which one's you mean. The three smoke stacks in the middle of the room are made from detail brushwork, no displacements there. The models on the other side of the map in the boiler room have clip brushes in front of them though so I'm not sure if this is what you're getting stuck on, but I'll try to take a look at what you were doing to get this effect. Regarding the smokestacks, it's quite hard to cling to them, but that's because of the angle at the bottom being like 5 degrees too sharp for the hidden to stick to. Above the first 1/4th of the smokestack it's very simple to cling to though, but you may appear to be standing on nothing if you leap straight at them (you auto cling when you pounce almost directly at a wall) I'll see what I cant debug from all of this and I'll get back to you on those issues.

In other news, I'm adding a small section of map below IRIS spawn where IRIS/Hidden can get to (But must go elsewhere in the map to get to it) The grating at spawn has been changed a little bit so that the hidden can Pipe Bomb/Break the grating to get in if IRIS is camping down below. I may also add an entity of some sort that allows the hidden to raise the water level in case he would like to drown any camping IRIS hanging out down below. Please do give thoughts/feedback as to this idea. As of now it's only basic geometry and not much detail, so if a majority says nay on the idea I can scrap it early... (Speak now or forever get stuck with over-detailed crap sewers)

Paegus
27th April 2007, 00:37
The three smoke stacks in the middle of the room are made from detail brushwork, no displacements there.

that's probably why they're causing problems. they're extraordinarily hard to cling to, if you pounce up their slight angle you warp and jitter about and if you do it just right you can pounce up and stand on nothing just above the catwalks without clinging. i was saying that perhaps they should be displacements instead. though that should be a barrel of fun to shape.

starstriker1
27th April 2007, 00:46
Why not just put a solid, cylindrically shaped, collision only brush overtop of the original brushwork? I'm not sure how useful that is, since I've never used Hammer and my Worldcraft experience is limited and dated, but there you go.

Subface Normal
27th April 2007, 01:56
Why not just put a solid, cylindrically shaped, collision only brush overtop of the original brushwork? I'm not sure how useful that is, since I've never used Hammer and my Worldcraft experience is limited and dated, but there you go.

That's the equivilant of a Noclip brush (the hidden cant cling to noclip) and using a nodraw brush (invisible, but the hidden can cling to it) will cast a solid shadow over the smokestacks.... Method 2 completely ruins the principle of the lighting in the first place, which is what the map was really designed for. Besides, if you really spend some time practicing in this map, you get used to using the outer walls for the first 20 feet (one leap) then you can leap towards the smoke stacks all you want and cling to it (as long as you cling at just the right time that is. The shape of it being round makes it more difficult to cling to simply because you never really know exactly how close to the wall you really are)

Subface Normal
27th April 2007, 03:31
Well boys. Here's some of the new additions to drool at. I've added a 3d skybox (still using dev textures for some of it though... and yes, I know... Giant weeds attacking the city. I need to change the texture up a little bit) and I've added a few more traps. The next thing to do: Turn the front into the new IRIS spawn and connect it to the rest of the map... I feel like it should give the map a new "open space" to let IRIS and Hidden duke it out. The rest of the map feels too confined without a second open space... (and yes... you CAN pick up that sawblade now)


http://img261.imageshack.us/img261/7718/hdnbalimaurbuild30002gd8.th.jpg (http://img261.imageshack.us/my.php?image=hdnbalimaurbuild30002gd8.jpg)http://img180.imageshack.us/img180/5561/hdnbalimaurbuild30001so5.th.jpg (http://img180.imageshack.us/my.php?image=hdnbalimaurbuild30001so5.jpg)http://img243.imageshack.us/img243/9933/hdnbalimaurbuild30003wo0.th.jpg (http://img243.imageshack.us/my.php?image=hdnbalimaurbuild30003wo0.jpg)http://img254.imageshack.us/img254/3794/hdnbalimaurbuild20002ii7.th.jpg (http://img254.imageshack.us/my.php?image=hdnbalimaurbuild20002ii7.jpg)

Paegus
27th April 2007, 11:24
looks nice...


smoke stacks: what about the standing on thin air bit? that can't be intentional.

Subface Normal
27th April 2007, 15:43
I still dont exactly know what you mean... I havent been able to replicate this myself, you'll have to give a screenshot showing where exactly so I can take a look at it myself...

Paegus
27th April 2007, 22:07
http://img406.imageshack.us/img406/6191/hdnbalimaur0000ub5.th.jpg (http://img406.imageshack.us/my.php?image=hdnbalimaur0000ub5.jpg) http://img406.imageshack.us/img406/7978/hdnbalimaur0001eb8.th.jpg (http://img406.imageshack.us/my.php?image=hdnbalimaur0001eb8.jpg) http://img406.imageshack.us/img406/8585/hdnbalimaur0002wo6.th.jpg (http://img406.imageshack.us/my.php?image=hdnbalimaur0002wo6.jpg)

Zabiela
27th April 2007, 22:16
That's without cling?

butterқnife
27th April 2007, 22:17
Looking good Fluffy! Still wish I were able to play test with ya. That saw blade is going to wreak some havoc :D

Paegus
27th April 2007, 22:57
That's without cling?

stamina bar says: that's a definite "maybe".

Subface Normal
28th April 2007, 08:01
I know the issue. I had done the bottom part of the smokestack where it widens by clipping the brushes in half and widening by vertex manipulation. It wasnt so successful seeing as how the brushes auto realigned themselves to the "best fit" and it caused a slight mishapening of the polygons. It probably left a little ledge that's like .000001 units wide and that's probably just enough for the hidden to stick to. I'll try to do a quick noclip fix or something... Something just enough to cover that spot wihtout any major issues...

<Beatlemania>
28th April 2007, 17:39
your map looks sweeeet

Cheesey
31st May 2007, 17:41
I curious, may a take a walk on it?