Hidden October 24, 2008
Posted by metritutus in : Uncategorized , 1 comment so farOr, to be more precise, The Hidden.
It’s an excellent mod for the Source engine, which I had a cracking time playing with friends last night.
The paranoia was probably the best part, both invoking it as the Hidden, and watching your whole team shoot at nothingness, or blasting away at boxes as IRIS (the soldiers trying to kill the Hidden) because ‘it looked like the Hidden’, who, as the name suggests, is ‘hidden’, ie invisible.
I hope to play this again soon, it was awesome.
Using the Hammer October 7, 2008
Posted by metritutus in : Uncategorized , add a commentI can’t exactly say I’m very good with Hammer.
This makes me feel proud that I actually got a payload cart working!
I followed the instructions on how to do one off the Valve Developer wiki, but I made mine simple with only one point rather than two. The result is thus:
It looks so simple, but you can check out the dev page:
http://developer.valvesoftware.com/wiki/TF2/Creating_a_Payload_Map
I found that quite hard to pull off, but at least I understand it.
To begin with there were a few bugs, namely the cart moved backwards, and floated, and every time the cart started moving the end capture point made a sound. Oh, and I forgot the skybox the first time I compiled.
Still, all these were corrected, and it worked! For the first, the cart has to be facing a certain way when you compile (not straight forward, it must be facing to the right of where it will be going). I lowered the path_track entities to stop the cart floating. I also disabled the sounds for the final point, instead setting the sound for it to make when it gets captured by blue only. And of course, I added the skybox. ![]()