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Author Topic: Slope / Smash Map Discussion  (Read 8958 times)

Pridit

« January 31, 2012, 12:07:59 PM » #571
If nobody else is or is to busy to I would love to map for either Smash or Slope as long as tutorials were provided on how the props fell/blocks fly. I've been itching to get back into Hammer.

« Last Edit: February 04, 2012, 03:12:43 PM by nonSENSE »

nonSENSE

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« January 31, 2012, 12:20:10 PM » #572
I can provide you with a .vmf file of a Smash map if you want.

Pridit

« January 31, 2012, 01:04:37 PM » #573
I just found this thread with an attachment to a VMF which I will use as a guideline, I'll try to do something similar in the example screenshot as the grid seems interesting.

But yeah a VMF of Smash would also be good.

nonSENSE

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« January 31, 2012, 01:32:30 PM » #574
Yeah the attached .vmf is for slope_grassy which is a pretty good map. Feel free to experiment with additional obstacles as mentioned in the thread. Really excited to see what you can come up with!

Pridit

« January 31, 2012, 05:06:21 PM » #575
I'd like to post some progress images if that's allowed, ideally I'd like to get feedback all the way through seeing as I'm only just getting back into hammer after probably around a year.

I've been working on the beginning area, the next step now will be lights. I've decided to go with floor lights as I think they look very stylish and will fit with the interior. I'm always open to constructive criticism though.


« Last Edit: January 31, 2012, 05:17:34 PM by Pridit »

nonSENSE

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« January 31, 2012, 05:30:26 PM » #576
Looking great so far!

nonSENSE

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« January 31, 2012, 06:09:36 PM » #578
Here is the link to the Smash map btw.

Pridit

« January 31, 2012, 06:15:25 PM » #579
I don't fully understand spawning props, is that handled server side because going from the example slope of grassy the only entity I can see that spawns props is something called slope_prop_spawner which doesn't exist.

nonSENSE

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« January 31, 2012, 06:22:40 PM » #580
Props are spawned through Lua. I'll tell Stebbzor to have a look in this thread; he will probably be able to answer your questions better than I can.

Stebbzor

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« January 31, 2012, 06:26:51 PM » #581
If you got the slope_grassy vmf you can see that it has slope_prop_spawner entities, slope_prop_remover brush and a win map brush. Just make these like it's done on the slope_grassy map. The slope_prop_spawner is made through Lua, so are the other ones, you'll just have to put them in the map :).

nonSENSE

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« January 31, 2012, 06:29:09 PM » #582
Put the slope_prop_remover brush at the bottom of the hill; it removes props that are spawned (obviously) but it also activates the timer for each player when they pass through. The win map brush will end the round and stop the timer for that player.

Pridit

« January 31, 2012, 06:31:50 PM » #583
So aren't those functions controlled by the server? How am I supposed to debug to make sure everything works accordingly?

nonSENSE

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« January 31, 2012, 06:51:42 PM » #584
They are; usually there shouldn't be a lot to debug. If the brush exists, the props will spawn, etc.

I can also code a skeleton gamemode that will mimic the basic slope functionality, if necessary.

Pridit

« January 31, 2012, 06:55:32 PM » #585
I'll just try and slightly mimic the original grassy seeing as that system works, I'd like to have tried to experiment with different methods and complete new paths but I'll just keep it fairly basic whilst still try to add new things that aren't already in the other maps.

nonSENSE

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« January 31, 2012, 07:19:22 PM » #587
Here we go.

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