PAC editor?
PAC editor?
Maybe so you can't noclip around and see inside places or something.
http://hasylum.weebly.com/
Decoded the numbers found in the lab and by the statue in the altar room.
Did it for the 3D skybox too. Was the only way around the whole problem I had about the map not rendering due to too much stuff being drawn at once. See the old Ghosthunt thread for more details.
What's the thing with the oulja board ?
Hmm. That's odd, cuz I wouldn't say this is the biggest map I've ever seen but it is the only one with this problem.
If too much stuff is being rendered at once then you have some real optimisation issues, did you use any areaportals for example? Enclosing the whole map inside another container is one of the biggest faux pas in mapping and I'm struggling to see how that could result in less stuff being rendered in comparison to when the map wasn't inside big container.
Don't take that the wrong way, it's not intended as an attack on your mapping, there's just no way you could be rendering too many entities in scenes such as these unless there were a few problems with optimising. I don't intend to sound condescending by saying this but if you want to add me on steam I'd be more than happy to give you a hand with any questions or can throw you a few examples of how the optimisation could be improved.
Pretty cool
I think in the last thread he said something about trying area portals, but it caused lots of errors and the map to not work in Ep2.
Really good map. Great job breadman
when used correctly they aren't going to cause errors and they will work in ep2 because very little if anything was changed between old/new engines in regards to areaportals. sounds more like a case of using them incorrectly rather than the areaportals causing errors.
I wrapped the world in a skybox because the 3D skybox had to be present throughout the entire map. It's all in the old thread, but basicly theres an issue with env_fog_controller reguarding not drawing at a certain distance. With a normal or no skybox it would just render the skybox texture, so you'd be walking down mines with a bright sky at the end of each tunnel. So then I started looking for black skybox textures, go figure there weren't any. After about 2 weeks of trying (And failing) to make my own I decided to wrap the map and give it a black 3D skybox which seems to have worked fine. This decision was made at the end of the development. The community was gagging for the map and rightly deserved to see its release sooner rather than later. It may be abit of an unorthadox way to doing it, but it works.
I respect your comments though Jimbomcb and thank you. I may take you up on your offer about Area portals in future. Once again thank you all for your excellent feedback.
EDIT - 24/06/11 - If you're lucky things may start happening tonight (Reguarding Hartley.)
can anyone sum up the arg thing going on right now?
Edited:
Alright, I've been trying to play both for these past few days (at night with all lights off and the volume turned up etc) and it'll be pretty spooky with a nice atmosphere for a while, but then all of a sudden all the tension and panic that you've built up goes away immediately when out of nowhere I die. I've been playing in Episode 2, so every time something kills me (it's happened 4 or 5 times now between both maps) I get to restart the whole thing. That really ruins it for me at least, I can't explore without getting killed every fifth room I go into and that ends up with me not exploring at all and just sticking to the big empty rooms.
I'll try playing them with other people tonight though, maybe it'll be completely different.
Put on Buddha.
I have and it's still a pain when I get to those traps that lock you in a room and push you against a wall until you're dead.
Edited:
Where the fuck are the altars? Can't find them after about an hour of searching.
I'm sorry, I like the map, but it's just not scary to me. I appreciate the effort you put into it, the detail is very nice, and it was fun to go through, but it didn't produce any scares for me.
Speaking of that room, check it for a gear.
You do not have to all like sorry because it was not scary
But its more of the quality of the map itself
Never thought I'd so eagerly await a response to my application to an insane asylum. :ohdear:
If you go to the site you can see who got accepted, i did :D
lol!!
the minute i saw that kieth fletcher (friend i put through) on the list i fell to the floor laughing!
then i saw my name on it and now i cant breathe properly!
Wooh! I am selected
But is this a map or a full mod?
well it said it was a mod for EP2
Ah, did not saw that
I wonder what he is gonna call the mod or if its already on ModDB or something.
Im sadly not selected........... :(
i also just noticed the side notes...
does this mean a human could still be alive on the island?
also could it mean that the human could have turnt...bad?
lastly the way my name was written is exactly like i write it :ohdear:
Glad to see that my discription was persuasive enough to allow me to be selected!
I got accepted but my computers graphics card is broken at the moment. :smithicide:
Well at least it will be fixed by next week.
the map was amusing but once you found all spoilers it becomes boring :(
i replied to your comment funny then it said "thanks dickhead" :smith:
Uh, how can i make the walking slower and remove the weapons? Can't find any on garrysmod.org![]()
I know WAC has a module for that, although WAC also adds a shitload of other cool stuff as well.
http://www.facepunch.com/showthread.php?981054-Wac
you just need the base if that's all you want to do
for the weapons thing you just use sbox_allweapons 0 iirc
there's some command for it
We played it through, awesome. Tomorrow it's the first one.
Ide rather have atmospheric scary instead of "IM IN YOUR FACE, DEAL WITH IT" scary.
Well this was actually a pretty cool map but there was a lot more potential :)
First thing is that nothing should just fucking pop out of the ground and kill you then leave a mark to tell you that it pops out of there. It shouldn't be that easy to be killed. I do like how you can be killed though but please make it not like you have no chance of escaping it gets very irritating.
If you really want to make people scared you need to find tricks to make the player's brain use it's imagination. Such an example is that a large creature walks in the distance where you can't really make it out. If you haven't played Penumbra or Amnesia please do so that will give you tons of new ideas to get people scared :D
Overall the map was fun just hope if you make another it will be more improved, can't wait :)
Damn I'm too late to sign up on the Hartley Asylum, was it just to beta test or do they need help. One thing I can definitely contribute is ways to scare people, and possibly make them go insane while they play. hehe
Heh... Thanks Breadman, with the amount of attention that the ghosthunt maps have gotten I actually wasn't expecting Sarah to actually appear on the list.
She was one of my most favored characters, so this means a great deal to me. Thank you. =)
ugh not really excited what lies ahead in GH3, i couldn't even play GH2 by my self because of atmosphere.
I hope the mod will be MP CoOp and SP
I made a gamemode for Ghosthunt and other "horror survival maps"
It is called Ghorror and if you wish i can release it
wow really, when will this be out or is this personal?