User:Hurricaaane
Half-Life map-making
I'm a Goldsource and Source map-maker, focused in technical mapping, and entities manipulation. I began map-making in 2002. I'm fond of Sven Co-op, Half-Life SP and Half-Life² SP.
Abilities
I have a trend on Singleplayer and Co-Op entities manipulation. I'm not talented on making maps for mods like Counter-Strike, HL²:CTF, and other teamplay-based mod. I can easily make use of Vertex tool. I never use Carve, or hollow. I learned how to make textures, on Goldsource and Source engines. Their quality varies from great to bad. I'm not talented enough to make a good-looking map. Map-makers often tell me I can't handle well light atmosphere (poor light, not scarying enough, too bright...) and that there are not enough details (signs, objects, furniture, electrical installations, and other). I can confirm that sometimes, I really think that rooms are... empty and doesn't even have a logical use on the facilities I make.
Projects
I have and I've had projects about mapping. Almost all of them are technical projects.
Projects done
- Antitelefrag teleporter for Sven Co-op v3.0 (when hard-coded antitelefrag feature wasn't included)
- Flashbang-like trigger in the map Crazymaze made by DarthRod on Sven Co-op
- vdz_hurry : A little house for a map that involves a lot of mappers that submit their houses. Mine is a prop spawner which spawn and throw in the air props that can be used as projectiles with the physics gun, with a defined limit of props at the same time. 8 parts of the house also rise up randomly around the prop spawner.
- dm_sdzns_pashteck_aLPHA : A map where watermelons spawn massively with a defined limit of melons at the same time. Walls stops the watermelons without breaking them if not too fast with a trigger_vphysics_motion.
Projects done but undelivered
- Chain-reaction Easter Egg for the map Crazymaze² by DarthRod planned for Sven Co-op
- Special teleporter that activates only after pushing 5 invisible buttons in the correct order at different places at the right rythm on Goldsource engine (Made for Sven Co-op)
- Volumetric light smoke on Sven Co-op as a visual effect, used near outdoor lights at night
- Mobile camera scripted-sequence
- Scanner that alerts only if a photo is taken while the player is visible
Projects going
- Studying HL² entities to be ready to map on Sven Co-Op²
Uncompleted projects
- Three-floor elevator with doors on Half-Life²
- Map: sc_hurricaaane on Sven Co-op
- Full high-resolution lab textures for Half-Life²
Notepad
- I've put this link as a shortcut when I don't remember some editing functionnalities.
- Nice Output table
- If you hate images of I/O triggers where you can't copy values simply by clicking at it, you can use this table I've made:
Object outputs: speaker - env_microphone My Output Target Entity Target Input Parameter Delay Only Once SoundLevel spvol SetValueCompare <none> 0.00 No
{| |+Object outputs: speaker - env_microphone ! || My Output || Target Entity || Target Input || Parameter || Delay || Only Once |- | [[Image:Io11.png]] || SoundLevel || spvol || SetValueCompare || <none> || 0.00 || No |}
{| |+Object outputs: multiple objects ! || My Output || Target Entity || Target Input || Parameter || Delay || Only Once |- | [[Image:Io11.png]] || OnPressed || train_cameratarget || Stop || <none> || 0.00 || No |- | [[Image:Io21.png]] || OnPressed || train_cameratarget || StartForward || <none> || 2.00 || No |- | [[Image:Io22.png]] || OnPressed || train_cameratarget || '''StartBackwards''' || <none> || 3.00 || No |- | [[Image:Io11.png]] || OnPressed || ambient_intruderalarm || PlaySound || <none> || 5.00 || Yes |- | [[Image:Io12.png]] || OnPressed || branch_amipressed || '''SetSpeed''' || 200 || 0.00 || No |}
- With these 2 tables, you may be capable to do your own.
- There are some help:
- If you have multiple selected objects, put |+Object outputs: multiple objects instead of |+Object outputs: entitytargetname - entityclassname
- If you have only one entity selected but without name, replace entitytargetname - entityclassname to entityclassname
- [[Image:Io11.png]]
- First digit is 1 if the output is common to all selected entities, and 2 if not. If fact if you have one selected entity, you have to put the first digit to 1. If not, you have to see yourself.
- Second digit is 1 if the output works at all, and 2 if it doesn't work.
- When there is a parameter, don't put the < >.
- If there is an error, turn your incorrect values bold. Remember that '''Bold text''' allows you to turn bold.
- P.S.: Sorry, I should have done something like booleans with "common" and "works", It would've been logical but now its too late cause people already use my tables.
- Object Properties table (this is still experimental, do not use)
Object properties Keyvalue Value env_microphone Name speaker Maximum hearing range 512 radius 512 Spawnflags Start on Allow physics objects Allow soundscapes
{| |+Object properties !Keyvalue || Value |- | colspan=2 align=center | [[env_microphone]] |- | Name || speaker |- | Maximum hearing range || 512 |- | style="background-color:black; color:white;" | radius || style="background-color: #FFFFA3" | 512 |- | rowspan=3 valign="top" | Spawnflags | style="background-color: #A3FFA3" | Start on |- | style="background-color: #FFA3A3" | Allow physics objects |- | style="background-color: #FFA3A3" | Allow soundscapes |}
- If someone have the will to do a template for this, he can, but I wouldn't recommand you to use these tables directly as it for some reason (but why not, its just because of vacant styles, there should be a template so if we need to change the style all will be changed). Anyway, there's the way I've made their conception so you can use it to make a template or well, things:
- env_microphone should be a link and so be surrounded by link brackets.
- Until Spawnflags, thare's some info about how it works:
- Left column is the keyvalue.
- If the text is black in white, that means it uses Smart Edit.
- If the text is white in black, that means it uses Advanced Mode (Smart Edit unchecked).
- Right column is the value.
- Improvement: There should be a background color (light gold for example) that indicates the reader should focus attention to this value (like modifying default values or veryfying that the value is right the one written, values that have an huge influence to the entity comportment on the tutorial). (done)
- Spawnflags text on the left column has a rowspan: That means the rows will be fusionned into one. The number of lines be fusionned is the number of spawnflags to verify on the entity.
- On the left column for Spawnflags is the flags the reader should verify.
- If the background is red, that means it shouldn't be checked.
- If the background is green, that means it should be checked.
- Improvement: The colors should be changed to better looking ones keeping the text readable. I think about a really light red and a really light green. (done)
Subpages: Projects