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If you want to see this for yourself in the console type
sv_cheats 1
and
mat_wireframe 3
Also the fountain square area could use a hint brush put over the top of it. because in one half of the wall has bad vis leafs
https://i.gyazo.com/d9beaedd2c2318a167ef6e6b5cf9ad66.jpg
because of this the wall doesnt actually block visibility.
The roof with the crayons isnt func detailed.
the sloped arches should also be func detailed.
on a non optomization note I would reccomend turning down the ambient noises
and maby add a step at the fountain for a boat to get into the fountain easier if a person becomes a boat outside of the fountain.
Also could you give me a link to the tiny tank prop set, its great but i cant find it.
The reason I haven't used areaportals is that, I'm just pretty much entirely unsure how they work. I've read through some optimization tutorials and the dev page on it, and just didn't really want to mess with it on this map.
The roof of the gazebo wasn't a func-detail on purpose, but in hindsight, was probably silly. And I actually thought I did make the arches func_details, so I'll get on that. I wasn't planning on making a second map, but I'm currently about 80% done with it (I took one of the ideas from this map, namely using logic to randomly assign skins and the chess set, and am using it to make rooms choose prop layouts and doors lock and unlock on a semi-random basis. Theoretically, including locks and each room individually picking a layout, there will be over a thousand different setups, but I haven't done all the math. Each room has 3 layouts, and there are 6 door layouts, and they all pickrandom separately). Once I finish it, I'll come back and take a look at your suggestions.
If you could follow up on area portals, that would be super duper helpful.
The tiny tanks are part of sligwolf's model pack: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=147812851&searchtext=sligwolf+prop+pack
I'm not sure if he's uploaded them separately or whatever, but it's in there.
Yeah, for that, basically I'm really lazy and used the prebuilt soundscapes. I didn't want to write my own just to lower the sound and throw a couple random noises in when the prebuilt ones were good enough for my use. Also, I'm not sure how including the script file in the addon with the map affects it, and didn't want to have to test stuff to figure it out.
I agree that it's a little loud, but I'm unlikely to change it :/
https://gyazo.com/7174a92c91525260e8a0587b45d2699e
https://gyazo.com/ebe8c0707b4363a12b850756450b93f5
the water worked in game for me.
https://i.gyazo.com/3fa89f5003c4f04d5c7f07c056f2aa7c.jpg
as for area portals they are pretty simple just make sure that they seal a building.
that includes windows, doors etc.
for windows just create a block that covers the window, give it a area portal texture on every side then make it a func areaportal that is allways open.
https://i.gyazo.com/32ce7f45f87d26a4dee8a6b4e8e93585.png
for doors make sure the prop door covers the entirety of the doorway. I would recomend making a door from a brush/ func_door_rotating to make it fit perfectly (because prop doors often dont. Give the door a unique name, For example door 2.
just create a block that covers the doorframe. give it a area portal texture on every side then make it a func areaportal that is allways open. then put the name of the door that will be linked to the areaportal.
https://i.gyazo.com/abb6346fe3ecb55ab4f3458cbb20861b.png
if u need any more help just ask.
cant wait to see the new procedurally generated rooms. As a precausion (not going to bother to spell that right) keep an eye on the ent data percantage when you compille. I would imagine the amount of logic required to do that would be quite large and take up alot of the maps maximum potential ent data.
The logic actually isn't all that big. A logic_auto that sends pickrandom to a logic_case in each room onmapspawn. The case sends trigger to one of three logic_relays in each room (one for each set). Each relay has about 7 outputs. It depends on the room, because I set up some random stuff in some of the rooms. Some have more output, some have less.
The door locks work in a similar way, but use way less overall logic entities, since I only need one set for all the doors on the map.
Something fun I learned while doing this is you can dynamically apply decals (if an infodecal is named, it isn't placed on the map initially, and must receive activate at some point). Also, you can dynamically remove brushes if they are func_brush. Looking back, that is pretty intuitive, I just didn't realize you could name func_brushes.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=753364133
https://www.youtube.com/watch?v=NpBYdmlTsPk