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 The Dude's e3_terminal (and other works)

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What song should I use for e3_terminal?
Eurythmics - Ministry Of Love
11%
 11% [ 2 ]
HL2 Leak Soundtrack - Track 23 (Aka Doomed OC Remix)
83%
 83% [ 15 ]
Moby - The Sky Is Broken
6%
 6% [ 1 ]
Total Votes : 18
 

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TheNewCity

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PostSubject: Re: The Dude's e3_terminal (and other works)   Mon Nov 29, 2010 11:02 am

Absolutely great work, Dude.

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PostSubject: Re: The Dude's e3_terminal (and other works)   Mon Nov 29, 2010 11:41 am

Very nice mate Very good!

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PostSubject: Re: The Dude's e3_terminal (and other works)   Thu Dec 30, 2010 10:37 pm

Back from Xmas vacation, here's something else I've been cooking up.




Yeah yeah, I know: Not much changes. Don't worry, this map will be much more interesting by the time I'm done with it. It's also the closest that's going to be released from my current development position. It's gonna take a bit of doing to get it properly working in Source, however. This is probably the second worst leak map I've ever had to fix, the first being town_03_gameplay (What a mess. Turn on your flashlight and you'll see what I mean). There's alot wrong with it, alot that I'll be able to fix hopefully. Special thanks to Josh for providing most of the necessary ports to make this map authentic to the leak.
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PostSubject: Re: The Dude's e3_terminal (and other works)   Fri Dec 31, 2010 5:23 am

Nice dude, looking good Salute

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PostSubject: Re: The Dude's e3_terminal (and other works)   Sun Jan 16, 2011 10:29 am

It's been a while since my last update. I've basically been working on e3_terminal and e3_town, making some pretty good strides in the latter. So here's the info on e3_town:

-Replaced a texture that was screwing up consistency
-Fixed annoying nodraw textures
-Added more rock structures to block the player out of the map borders and water tower area
-Fixed some broken Zombie Rise sequences
-Added a wake-up sequence, and a few more weapons
-Fixed some poorly constructed model positions
-Added a death sequence for Zombies when some of the planks are broken, and likewise removed the NPC Clips that prevented me from doing so
-Added a Fire Extinguisher
-Added ropes and ball sockets to the crane and hook in the warehouse
-Removed unnecessary Clips

And my personal favorite

-A more destructible environment, meaning some of the planks at the docks can be destroyed, and just about all of the planks in the actual town. (Don't worry, you can still traverse the map with the pipes.)



Special thanks to Josh for the Water Tower, spotlight, and hook models, among others.

There's going to be more to this later.

Environment that's already been destroyed.

More to come later, such as a more destructible environment, getting some of the details from e3_techdemo_6, making the docks better, fixing some env_fire issues, and most importantly:

Finding out how to stop the tram bucket from destroying the wall as soon as you start the map. Enjoy, for now.
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PostSubject: Re: The Dude's e3_terminal (and other works)   Mon Jan 17, 2011 1:59 pm

Well, I've added all the e3_techdemo_6 details, now I just need to add the finishing touches. After much consideration, I've decided that my e3_town fix will be the first of my fixes to be released. It's not going to be the final version either, just for the record. I just need to add a few more details and fix the tram and then the first fix for the map will be finished.
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PostSubject: Re: The Dude's e3_terminal (and other works)   Mon Jan 17, 2011 2:02 pm

Salute

Salutez
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PostSubject: Re: The Dude's e3_terminal (and other works)   Wed Jan 19, 2011 7:00 pm

MEANWHILE AT THE DUDE HQ

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PostSubject: Re: The Dude's e3_terminal (and other works)   Wed Jan 19, 2011 7:20 pm

THE GLITCHYNESS OH GOD IT'S HORRIBLE!
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PostSubject: Re: The Dude's e3_terminal (and other works)   Wed Jan 19, 2011 7:44 pm

I couldn't resist.

Stolen from Love Tub
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PostSubject: Re: The Dude's e3_terminal (and other works)   Thu Jan 20, 2011 6:18 am

you leaked checkboarded hopes 3?

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PostSubject: Re: The Dude's e3_terminal (and other works)   Thu Jan 20, 2011 1:26 pm

If only. Nah, that's just Lost Concepts.
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PostSubject: Re: The Dude's e3_terminal (and other works)   Fri Jan 21, 2011 1:42 pm

nodraw on displacements = fail
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PostSubject: Re: The Dude's e3_terminal (and other works)   Fri Jan 21, 2011 5:02 pm



When I say one of my maps or map fixes has a destructible environment, I don't fuck around, and these aren't your regular "func_physboxes on top of func_breakables", these all have proper outputs to accomodate every possible way they can be broken, and what happens when motion is enabled for one of the physboxes, or if one breaks, etc. They are of course gibbable, so don't worry about having too much debris everywhere.

Fun fact: This is how I expected HL2 to look from the very first time I saw it: Just about everything is breakable. Consider this the work of what was once an improbable theory.
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PostSubject: Re: The Dude's e3_terminal (and other works)   Sat Jan 22, 2011 1:52 am

had similar expectations myself.nice work though.

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PostSubject: Re: The Dude's e3_terminal (and other works)   Sat Jan 22, 2011 10:08 am

I had no expectations because I was in Gamestop one day and went "Oh this orange box thing looks cool." and I have loved retail Half-Life2 ever since. =P
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PostSubject: Re: The Dude's e3_terminal (and other works)   Sat Jan 22, 2011 11:34 pm

Update: Added some fake DMM for the roof so that gibbing looks better (since the metal gibs are so small compared to the rocks and wood pieces).

Will show screenshots later.
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PostSubject: Re: The Dude's e3_terminal (and other works)   Mon Jan 24, 2011 2:16 pm

its amazan

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PostSubject: Re: The Dude's e3_terminal (and other works)   Mon Jan 24, 2011 2:39 pm

Alright, given everything that has been done so far, I think it's safe to say that a release of my 1st e3_town fix is coming. I just need to make a few adjustments with some of the scripted sequences, fix some wall problems, make the Icthyosaur indestructible (Yes it's possible), get some models ported (hopefully that's where Josh comes in), and finally pakrat it and then I'll be finished.

I also forgot to mention: I finally got the tram sequence fixed. Special thanks to LLJIK for that. There are also some death sequences for when you shoot the planks that the zombies stand on. They're dynamic; if you shoot the planks when the zombies are elsewhere, you won't kill them instantly for example.
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PostSubject: Re: The Dude's e3_terminal (and other works)   Mon Jan 24, 2011 3:03 pm

Be careful when PakRatting, It can go bad.
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PostSubject: Re: The Dude's e3_terminal (and other works)   Mon Jan 24, 2011 3:43 pm

It's worked for me so far. Besides, anything that isn't pakrated can simply be another part of the zip/rar.
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PostSubject: Re: The Dude's e3_terminal (and other works)   Mon Jan 24, 2011 4:58 pm

True.
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PostSubject: Re: The Dude's e3_terminal (and other works)   Wed Feb 09, 2011 10:43 pm

Well now, I think it's time for an update. I've been working around with e3_town for a while, and after much additions, fixes, etc, I believe I'm at the tipping point of releasing V1 of my e3_town fix. Just to give you guys an idea of what to expect, here are some screenshots:


Keep in mind that this world of HL2 is polluted, so it only makes sense to have a func_smoke volume. I'm still not completely satisfied with it though, so if you think I should remove it, then by all means, speak.

Just some additions I thought would be nice to add. Those rooms will have something in them eventually, so don't worry.

A little room I added. I'll let the players figure out where it is, although I'm sure one can take a pretty good guess. The arrangement of the room is of my own design, its source is from elsewhere, but the set up is quite different from the source material.

Alright, that being said it's time to add the missing models for this map. I know what you're all thinking: How am I going to connect those 2 separate areas? Quite frankly, I can't answer that myself at the moment. I have a quick solution for this issue, although it's pretty cheesy. I have a better solution underway, but that's not going to see the light of day for a little while.

Also, in case you don't know, I'm planning on recreating and expanding the E3 maps. However, after much consideration, I've decided to leave 3 maps in the dust. There's only one that I'm sad to see go, however.

e3_techdemo: Yes, the one with the barrels and shaders. I shouldn't even have to explain this one. The areas like the mines are still going to be in my fixes, but don't expect any St. Gordon Aquinas any time soon.

e3_ship: There's not a lot to say about this one. Maybe some the layout can be recycled for other Borealis maps, but that's pretty much it. Not only that, but there are plenty of Borealis maps to compensate the loss for this one (Not to mention this is probably the least memorable one, and no, zombie boxing is not unique; you can get a prefab for it on Gamebanana, and it's not even that hard to make to begin with).

e3_bugbait: I'm sorry to say that this map will not make it to my fixes. I like it, I really do, but it's just too short. There's no way to expand the gameplay in such a confined area like that one. The problem is that Valve took the key parts of the Prison, the ones that are most memorable into one small map. While this may sound good on paper, you'd have more fun trying to beat the map in 30 seconds than actually playing through it to the fullest extent. However, that doesn't mean the map is gone for good. I'm definitely going to be using the details in the map for other Prison map fixes in the future. You're still going to see the Combine Soldiers shooting at you in the Prison shower and such, the dead Antlion Guard with the Bugbait, etc. Just don't expect them to all be in the same map. Simply put, think of how d3_borealis looks like. The same idea is going to apply for d2_prison.

Well, that's just about all I have to say. Enjoy.
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PostSubject: Re: The Dude's e3_terminal (and other works)   Thu Feb 10, 2011 10:32 am

Smoke is a good idea, but you'll have to keep tinkering with it, cause atm it doesn't look very good.

Compare the water's reflection of the skybox with how the skybox looks because of the smoke. Also look at those two trees on the waterfront.
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PostSubject: Re: The Dude's e3_terminal (and other works)   Sun Feb 20, 2011 5:51 pm


Let's hope this concept goes somewhere other than the toilet.
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