So this is the first time I've seen this map in a few weeks.
What the fuck is with the tunnels? How could they possibly be of use for building (the entire purpose of construct)?
So this is the first time I've seen this map in a few weeks.
What the fuck is with the tunnels? How could they possibly be of use for building (the entire purpose of construct)?
Again, I can't stress enough how you're not using light_spots. Using light entity gives that extra lighting above the prop which is unrealistic.
You can clearly see the light_spot gives a more realistic appeal, and it looks perfect for an underground environment. With a bit of tweaking from the default settings, you can make it look really good.
Yeah, this is true. I love how the map has some places to hide in.
And I hate the way people don't see that!
If I'm not mistaken, the tunnels were Garry's idea.
I'm just loving where this map is going, you guys are doing a great job![]()
I agree 100%. The holes in the floors were nice in the building, it made everything a lot more accessible and it just made a lot more sense to me. I especially agree with the notion of making everything accessible without noclip. As someone said earlier in the thread, I think it's important for every area to at least be mostly accessible without noclip, if there is an area that's difficult to get to without noclip, that's fine, but no area except the credits room and skybox (or some other things or whatever, I dunno) should be impossible to reach without noclip, in my opinion.
I think I get what you mean here. I think this project is great in the first place and does fit the game and the feel of original construct very well. If a "professional" mapper was doing the remake I think there would be too many superfluous things added like all of the construct-flatgrass combo maps all over the place (which aren't bad, per-se, but they wouldn't fit as the new default construct if you ask me) if I remember correctly, weren't the original construct maps (3 through to 9 or so) made by garry personally so that he could mess around easier in the earlier versions of GMod? I like the idea of keeping it a small project, but I also like the idea of expanding to newer/more mappers in the community by having the chance to edit some vmf's for potential modified areas, if you know what I mean.
Yeah I think optimization can be mostly saved until the end, but I'm not sure it matters when it's done, as long as it's done pretty well..
Garry said to remove the holes.
That doesn't mean we have to keep it like that if the majority of people think it should be the other way, I'm sure garry would understand.
(that doesn't mean I think the majority of people DO want it the other way, we should have a vote on it or something to find out)
Could also simulate light bounce with a light entity at a very low brightness. if used right, it looks good.
We are tidying up the lights a little, making them not flicker anymore, and such, but I cannot stress it enough that we would like the community to stop reporting bugs and issues with the map for now, we are very near publishing the Community Contest VMFs to the internet for everyone to get started with. That is our primary focus right now, not fixing parts of the map that might be replaced with something better from the community contest. (The tunnels, possibly).
HighVoltage will inform everyone of when the VMF's are available.
so you're setting up the map as just a series of func_instances?
no there isolating areas of the map into separate .vmf's for the community to work on.
func_instance is an entity that recreates sections from other VMFs as if the part of the VMF already existed in the map in the first place. effectively by setting sections of the map up as func_instances, one could easily "swap" between different VMF entries instead of having to delete and replace brushwork in the main VMF manually
Edited:
of course you might have to set up a few temporary nodraws and some other essential entities to make the "mini-VMFs" compilable and testable, but that's really nothing
I have finished sectioning off and uploading the .vmfs of various parts of the map for anyone to modify and improve on.
This is going to be like a small contest, starting right now and ending at 11:59 PM on April 10th, people will be able to submit their modified .vmf(s). Then a series of voting will take place in this thread. All entries for each section will have their own post and voting will be done through the rating system and will last 48 hours to ensure as many votes as possible.
The community will then get to choose their favourites (whether it be any of the new ones or how it was orginally) and if the votes are too close then a compromise will be made (combining top choices, or something similar).
I will then merge the winners to the actual map and post it so everyone can see how it turned out. If a section is greatly disliked then a re-vote may be considered.
So,
Here are sections that you can modify along with some rules/limits:
These rules aren't final and will probably change over the next few days
Regarding the "elevator holes" that were removed from the building interiour, in my experience with the current map it's easy to make a decent elevator system using the balconies that already there, and my opinion is that the removal of the holes makes the floor plan more consistent and makes each floor feel more "private", which I like.
Strange, I cannot confirm this.
make a keyvalue gmod_allowphysgun and set it to 0
Thanks for the VMFs! Gonna work on the skybox!
Edited:
Done the skybox, gonna see what it looks like in-game
Here's a link of JUST the skybox.
[OLD LINK REMOVED]
Edited:
Latest version of my Skybox:
VMF: http://www.mediafire.com/?4l2z4zon8t3p7ue
BSP: http://www.mediafire.com/?9chkqtd91noswc9
Could you just post a screenshot/image of the skybox?
Will do, but the lighting isn't the same as in the map, I think HV changed it so people can't see the values they use!
http://i.imgur.com/4SxdU.jpg
Not fully finished, got some cutting to do and fixing of the displacement! (Update coming soon)
Edited:
UPDATE:
BSP: http://www.mediafire.com/?c3ucmyacusn4hkm
Not much different, just fixed disappearing buildings displacements and camera!
( ALL OF THESE ARE COMPILED ON FAST!!!! I WILL NOT CHANGE THIS BECAUSE IT TAKES 2 MILLION YEARS ON NORMAL!!!!!! )
I didn't change any of the lighting settings, they are exactly the same as the actual map.
I already did that, which is why its strange.
Maybe Dr.Cola is just not using sandbox?
The map looks like it's getting along wonderfully, however
I think you should add some sort of door (or tunnel even, would be cooler) to get from the what appears to be a boat building section to the main lake on the map.
-snip wrong topic-
There might be scripts bypassing it
I am on sandbox, but it's on multiplayer too if that could make any difference.
Yeah this happens on a lot of servers with movable doors and elevators some how the map brakes and everything is movable and nobody ever nows what causes this
I think maybe some script is bypassing it either by accident or on purpose.
Is this also a bug in gmod 12? I vaguely remember being able to mess up some stuff before, but I figured it was the mapper's problem, not a bug in gmod.
Probably prop protection script like FPP or SPP. If your owner or admin it will probably let you move everything.
Yeah this is most likely exactly why, all prop protection addons allow owners to pick up anything unless it's toggled off.
After messing around in the map for a bit it seemed like if you load the map a bunch of times you gain the ability to move objects with the gmod_allowphysgun keyvalue set to zero. And even after changing the map to gm_Blackmesa_Sigma I noticed that I could move the lifts and doors there too, when you couldn't before. So I think it might be a bug in Garrys Mod itself.
I can confirm that Physgunning the doors, walls and mirror is possible, but only in Multiplayer. The fact that you can also physgun other players in Multiplayer tells me that it's Garry's fault, not yours.
Report this to Garry please :)
I kind of thought up this idea for the submarine room. I fail at mapping but someone should take this idea and make it HOT.
When pressing the button it lifts a big platform out of the water. Since we can't move the water... we can move the ground :)
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Post #1077
I have been thinking about what i want to do for this project, and im wondering, would remaking Red Faction's glass house be okay?
My idea for it is it would looks the same and/or similar, and the main idea for it is to show what source can do as well as provide something fun for people to goof around with with their weapons.
It would either feature fake DMM glass and wood, fake DMM wood and func_breakable_surf glass, or completely indestructible wood with func_breakable_surf glass.
I'm not sure what room this would be in, haven't looked at the vmfs yet (currently making a TF2 map), but if its possible and/or liked i will work on it, even if im relatively new to mapping.
I also have ideas to make the bunker room an "aquarium room" and to make the room by the dark room stairs the old color room, but im not sure.
of course there wouldn't be destructible ground, if your wondering. :P
Not understanding what the disagrees mean...
Can you try doing it with ASSMod disabled?
I'll ask my buddy Mr Blue next time he plays.
Im helping High Voltage remake the inner halls, ive come up with a design that i think is good, (im mapping it out at the moment) ill post a pic in a bit to see if you guys like it.