HDN_scrapyard_work in development
As some of you know I spend quite a few hours on source SDK, so i think is time to show you the work in progress of the hidden map that i am creating
HDN_scrapyard
http://i27.tinypic.com/2zsw6rl.jpg
http://i25.tinypic.com/w037t.jpg
http://i25.tinypic.com/ok4xm1.jpg
(thanks vox :p)
So say what you think, you can play test it by DLing it from the downloads section and follow the readme. Then you can PM me or talk to me via steam on suggestions,comments or abuse :D
Re: HDN_scrapyard_work in development
Oh awesome. Plus, you should make a secret trap or something only ATK members know about :P Like maybe a switch that you can press to drop a car from a crane? That would be pretty awesome.
Would also be SAFE. (XD)
Re: HDN_scrapyard_work in development
Thanks. :D
I could do something like that, how about a secret button that allows a thunder strike to magically appear under a painting once its destroyed or something like that.
Also I will add a change log to this thread showing the major updates to the map as I go along.
*Change log*
-added rain + sounds to entire map
-added thunder + sounds on a random timer
-added more physics props
Re: HDN_scrapyard_work in development
It's too dark i can't see anything :)
Re: HDN_scrapyard_work in development
Quote:
Originally Posted by
Phantom
It's too dark i can't see anything :)
Adds to the atmosphere :p
Anyway these thunder strikes are made of a single light entity with brightness over 100000000 (normal is 255) and these srtike for 0.3 seconds every 5 -35 seconds = plenty of light :D
Re: HDN_scrapyard_work in development
Quote:
Originally Posted by
Darkpidgeon
Adds to the atmosphere :p
Anyway these thunder strikes are made of a single light entity with brightness over 100000000 (normal is 255) and these srtike for 0.3 seconds every 5 -35 seconds = plenty of light :D
Man, that could be shit scary, when u catch a glimpse of the hunter in a flash then u cant see him again until another flash....
Re: HDN_scrapyard_work in development
it's also a fair point that the hidden is invisible. You ain't seeing him unless you're stationary and you know what to look for... arena just makes it that little bit more trickey
Re: HDN_scrapyard_work in development
Should also be an inside area, perhaps a shack or something, with good lighting, having a completely dark map makes it almost impossible for the IRIS team, needs to be an area that is hard to camp, but easy to spot the hidden in.
Maybe 2 doors on opposite sides of the room, in a sort of Z fashion, and a broken wall perhaps, gives atmosphere and functionality.
Sorry if it seems as though I'm pressing ideas on you >.<'
Re: HDN_scrapyard_work in development
Quote:
Originally Posted by
Vicious Horizon
Should also be an inside area, perhaps a shack or something, with good lighting, having a completely dark map makes it almost impossible for the IRIS team, needs to be an area that is hard to camp, but easy to spot the hidden in.
Maybe 2 doors on opposite sides of the room, in a sort of Z fashion, and a broken wall perhaps, gives atmosphere and functionality.
Sorry if it seems as though I'm pressing ideas on you >.<'
VH is suggesting this......
as such i propose the inside area THAT THERE ALREADY IS should be completely pitch lblack and have lots of beams etc for the hidden o grab onto and be very confined :D
Re: HDN_scrapyard_work in development
I'm looking at it from a psychology aspect, a safe area, which isn't as safe as first thought, adds distress to the player, and forces them into quick decisions, which generally aren't the brightest ones.
Mitch also unwittingly gave me an idea, perhaps a generator near the building, with a switch to turn lights on or off, IRIS turn them on and go inside, then Hidden turns the lights off, and everyone cacks themselves x3
Re: HDN_scrapyard_work in development
well atm ive got an inside with vents and multiple entrances ( the smoke in the second pic must come from somewhere :p ) but it has a garbage compactor like thingie that spawns boxes onto a conveyor belt into a pit of fire.
but it comes with a lot of bugs like the conveyor only moving you, or the boxes or only halfway
for example
http://img122.imageshack.us/img122/5...awnerworks.jpg
so a better idea would be welcome :D
EDIT: for the scary aspect I am looking towards the lighting and sound effects. for example green light = good. red = bad. red+spinning+siren = flee. I'm using this instead of, OMG!!!!!!!!111 SWINGING ZOMBIE CORPSE, around every corner. (not saying that there isn't one :P )
Re: HDN_scrapyard_work in development
Lighting doesn't really make a difference if you have the night vision thing.
Re: HDN_scrapyard_work in development
Night vision is only 1 of the things you can get, most players for-go it for a LAM device.
Re: HDN_scrapyard_work in development
Quote:
Originally Posted by
Vicious Horizon
Night vision is only 1 of the things you can get, most players for-go it for a LAM device.
adreaneline ftw tbh. Very good for escaping once youve been slightly slashed :P
Re: HDN_scrapyard_work in development
Re: HDN_scrapyard_work in development
Flashlight V-Lags me, and has a negligible effect compared to the LAU
Re: HDN_scrapyard_work in development
LAM, and stationary. I can frag a slow moving hidden teh easy with a little aiming dot :D
Re: HDN_scrapyard_work in development
DarkPigeon, you are required to finish this map. AT ONCE! POST HASTE!
Re: HDN_scrapyard_work in development
The laser sight just lets the hidden know where you're looking.
Re: HDN_scrapyard_work in development
So turn it off until you know he's nearby! (Though that could be too late sometimes)
Re: HDN_scrapyard_work in development
Bwargh
well its all fine just needs some fine tuning to the out side but the building still needs a lot of work done.
At the moment its just an empty space with vents so ideas welcome
Re: HDN_scrapyard_work in development
Maybe some random clutter? Tin cans, garbage piles etc. That trick worked for Valve and Bethesda.
Re: HDN_scrapyard_work in development