471 Results
https://www.flickr.com/photos/playstationblog/25753561898/ testing
slayer20 {{Meta}} Reply
As the title says, a feature I would like to see used with coins is the ability to spend them on cosmetics in future Facepunch games. I feel like this would increase activity (for better or for worse) for the forums overall in the future. I should point out that I am not sugge...
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Using coins to "purchase" in-game cosmetics for future games.
slayer20 {{Meta}} Thread
Would be kinda neat if you got a few coins for your birthday.
slayer20 {{Meta}} Reply
I wouldn't think so if you're immediately seeing a number of most recent posts and/or replies. If a thread is popular enough, it'll stay on top just like any other forum, leaving the less popular ones to move their way down the forum. And new posts would obviously be put on ...
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actually it only says about 20 words
slayer20 {{Meta}} Reply
I really like this idea. You could also make it look like Steam's community page.
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Deleted.
slayer20 Meta Reply
slayer20 Meta Reply
Something I'd like to see in my user profile is a collection of images and videos I've uploaded directly to the site for easy access.
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sent you a pm with the solution plz lock the thread so no one will get the answer
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You don't have permission to view this result. It's probably in a forum that your account has no access to.
Well isn't this just fancy.
slayer20 Meta Reply
posting
slayer20 General Discussion Reply
[QUOTE=Merijnwitje;49210556]Decided to try and pick up my abandoned apartment scene again. [T]http://i.imgur.com/RnVIfig.jpg[/T][T]http://i.imgur.com/CSacyJc.jpg[/T] [T]http://i.imgur.com/ACM1O8T.jpg[/T][T]http://i.imgur.com/dKCFuxI.jpg[/T] I'm not really satisfied with t...
slayer20 Level Design Reply
[QUOTE=adnzzzzZ;48564988]Anyone familiar with reactive programming (specifically RX [URL]http://reactivex.io/[/URL]) and the low level implementation of a system like this for a game? There's an obvious jump to apply this to your game loop but I haven't found discussion about ...
slayer20 Programming Reply
[QUOTE=ben1066;46132806]What have you got so far?[/QUOTE] The way mine currently works is like this: -Create linear projectile with a fixed distance -Projectile applies debuff to targets hit -Check entire map for enemies with debuff (my code isn't working here, as it co...
slayer20 Programming Reply
Anyone here do any Lua coding for Dota 2? I'm currently working on a custom hero and I'm trying to create an ability that works similar to Earthshaker's ultimate, but works in a line rather than a circle if that makes sense.
slayer20 Programming Reply
[QUOTE=_Lizard_;44127189]Yeah. Back then i didn't know PS so i needed to do this in Paint.Net LOL:rolleyes:[/QUOTE] You should tone down the brightness on everything. It seems super bright.
slayer20 Level Design Reply
[QUOTE=cardboardtheory;44085522]Wait, is that in CSGO or Portal? Are there any special lighting techniques you used? (because that looks amazing).[/QUOTE] It's just Episode 2. [editline]1st March 2014[/editline] [QUOTE=WitheredGryphon;44085806]Lighting looks normal to me? ...
slayer20 Level Design Reply
[QUOTE=someguyihate;44077537]Looks very nice, my only criticism is that the dust motes seem really out of place[/QUOTE] I had some volumetric light there, but the models are really big and ugly.
slayer20 Level Design Reply
[t]http://cloud-2.steampowered.com/ugc/433774300777319953/C8098CB69E776FD8B22B3BCD3E5E359032F2BEB1/[/t]
slayer20 Level Design Reply
func_tracktrain seems to be the best solution. But don't use a logic_timer to spawn each entity. What I did was, I set up the second path track to tell the point_template to spawn the belt. I placed the first path_track right on the initial belt's origin and gave it an outp...
slayer20 Level Design Reply
[QUOTE=Arctiq;43939595]I just want feedback on how it looks so far.[/QUOTE] Not there's not really anything to look at here.
slayer20 Level Design Reply
There used to be tons of sites dedicated to prefabs for Half-Life. I'm kind of surprised there aren't any for Half-Life 2 prefabs.
slayer20 Level Design Reply
As Parapup said, work on your lighting. I would also remove that skybox fog completely and add a regular env_fog_controller into your map. You have a ton of work done there, and a ton of room for improvement.
slayer20 Level Design Reply
So it starts locked, then you trigger it to lock again, and then you unlock it?
slayer20 Level Design Reply
Instead of wanting to do "level design", try looking into "environment art".
slayer20 Level Design Reply
I guess I'll just ask this here, not trying to hijack OP's thread. I'm super interested in getting a job in game testing, but after doing some Google searching on some job sites, the only things that come up seem to be like 3rd party companies. Is this normal? Or should I b...
slayer20 Level Design Reply
I don't see the point of extending my epenis. It's not like I can stick it in anything. I don't think I've ever seen someone say that their map is better than someone else's in the mapping section.
slayer20 Level Design Reply
[QUOTE=Echo 199;42717733]Probably windows/doors of some sort (fake or not), maybe an electrical box. Hell, maybe just a single door would look good. A blank wall would normally be fine for a warehouse in the open, but in this case it needs to address the building behind it ...
slayer20 Level Design Reply
What might I do to spruce up this wall here? [t]http://cloud-2.steampowered.com/ugc/468666425937185917/807FC66D3BF889532767B8C3B5129557B26E39BD/[/t] Also, an inside shot of the building: [t]http://cloud-4.steampowered.com/ugc/468666425937189584/BA4390D6ACA36CF47391482B872...
slayer20 Level Design Reply
Source SDK just got updated for me. Anyone know what changed? [editline]18th October 2013[/editline] Nevermind, found the notes: [quote] Great news everyone! The SDK is updated on the beta and is now a release candidate with Steam Workshop support. Currently, this applie...
slayer20 Level Design Reply
Doubtful. Why would someone go through all that effort of making a map like that, only to show off the models?
slayer20 Level Design Reply
Can we see it in action?
slayer20 Level Design Reply
That's weird. Could you maybe post some hammer screenshots of that area? [editline]25th July 2013[/editline] I'm going to feel really stupid if someone comes in and gives you an easy fix because I'm asking all this stuff :v:
slayer20 Level Design Reply
[QUOTE=gk99;41586055]Anything above that specific water brush has the broken effect. I'm going to try remaking it and seeing if that fixes it. [editline]24th July 2013[/editline] Didn't work.[/QUOTE] Is all your water on the same level? what happens if you just mak...
slayer20 Level Design Reply
What about a scrolling bump map? [editline]25th July 2013[/editline] [QUOTE=gk99;41585954]Now the tunnel is broken when I look up.[/QUOTE] Just the tunnel?
slayer20 Level Design Reply
[QUOTE=samuel2213;41585682]Tried that, looks like ass.[/QUOTE] Maybe have a scrolling texture with some extreme parallax mapping?
slayer20 Level Design Reply
What happens if you lower/raise the height of the water brush by 1 unit? And I've had weird issues when I don't use a cubemap with water. Just place a cubemap a few units above the center of the map and edit its properties so it points to the water brush.
slayer20 Level Design Reply
Is there a tunnel there? If so, is the surface of the water touching the ceiling of the tunnel directly? Do you have a cubemap pointed at the center of that water brush? Have you tried a different water texture?
slayer20 Level Design Reply
[QUOTE=paulisdead18;41559508]Might it be a game called "Stairs"?[/QUOTE] That would be it! Such an intense moment.
slayer20 Level Design Reply
This is the fourth time I've tried posting this... Spike & Barley played a small horror game where at the end the only thing they had to make light with was the camera flash. I can't remember the name of it but I would check it out because it's super cool.
slayer20 Level Design Reply
[QUOTE=samuel2213;41549376][IMG]http://cloud-2.steampowered.com/ugc/612771997530871773/8242D5DD26532BFE4E9D6D692BB4C23C7D1EDAAF/[/IMG] How would I fix this black spot? It is in several other places as well. I have no leaks and I have tried compiling in -final.[/QUOTE] Wh...
slayer20 Level Design Reply
What does your compile log look like? You might also check to make sure you're not using a texture meant for a model, although I don't think that texture is used on any models.
slayer20 Level Design Reply
[QUOTE=Giraffen93;41551177]People get terrible framerates if i set the farz too high, too many props, and it's outdoors :v:[/QUOTE] Then set your fogend lower and your farz a little higher than your fogend.
slayer20 Level Design Reply
[QUOTE=Giraffen93;41551057]somewhere between 10 and 20 on all three -500 2000 something[/QUOTE] Set your fogstart somewhere between 0 and 200, and your fogend between 3000 and 5000. Fogmaxdensity should be 1 and your FarZ should be higher than your fogend value.
slayer20 Level Design Reply
It doesn't seem like prop_hallucination does anything in CS:GO. I've tried messing with all sorts of settings and it doesn't do anything.
slayer20 Level Design Reply
[QUOTE=Giraffen93;41547266][t]http://i.imgur.com/MLqlqko.jpg[/t] new lighting + fog looks good on my monitor atleast[/QUOTE] What are your fog settings right now? Specifically the start and ending distance.
slayer20 Level Design Reply
[QUOTE=Burnout6010;41550682]To add to your tutorial, you can also use some smoke stacks with fog : [IMG]http://img812.imageshack.us/img812/5279/sf83.jpg[/IMG] I don't know how it would look like in Source, but in Amnesia the effect is perfect.[/QUOTE] Unfortunately some ...
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[B]Part 2: "If I can't see it. It can't scare me."[/B] [t]http://www.fanhow.com/images/1/10/Green_Storm_Fill_Black_Color.jpg[/t] This is mostly a rant about lighting, and can really be applied to [I]any[/I] level out there. This mostly assumes that the player does NOT ha...
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[t]http://cloud-2.steampowered.com/ugc/578995543295944784/F78DAA275822C6032B824F3735F5898CBD7FBC34/[/t] [t]http://cloud-2.steampowered.com/ugc/578995543295949454/7BCB0D7D68E4C7B2F265797981684DD841D3A227/[/t] [t]http://cloud-2.steampowered.com/ugc/578995543295952728/3F01FC0D33B...
slayer20 Level Design Reply
[QUOTE=WitheredGryphon;41542822]I never said Amnesia didn't have safe havens? I said they provided them as [B]rewards to players for overcoming their fears and getting through the game[/B].[/quote] Rewarding them with a safe haven after scaring them a few times is essential...
slayer20 Level Design Reply
[QUOTE=WitheredGryphon;41538635] First of all, with a safe haven you are providing a guaranteed sense of safety regardless of positioning. Sure you could scare them but it's extremely obvious to distinguish between a fake safe haven most of the time. Take Silent Hill's The...
slayer20 Level Design Reply
Atmosphere is a pretty big thing to cover, since it alone can make or break a good level. [editline]21st July 2013[/editline] Another thing I want to note is that I want to avoid making these a "tutorial" and just keeping them informative and sort of giving people a push in ...
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Horror Level Design Theory
slayer20 Level Design Thread
[B]Part One: Safe Havens[/B] [t]http://images3.wikia.nocookie.net/__cb20081220150807/left4dead/images/4/4c/Saferoom_door.jpg[/t] The purpose of this thread is that I wanted to share my own opinions and thoughts on what makes a horror-themed level "scary". I originally wanted...
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Since Valve switched over to that steam pipe thing or whatever, I'm no longer able to map for Ep2. It says that I'm missing the gameinfo.txt. I checked my folder and sure enough, it's gone. The only things I have in my ep2 folder is, well folders. There's stuff inside those fo...
slayer20 Level Design Reply
I've always wanted to make a video on the horror design theory or something. I think I'll get started on it tonight.
slayer20 Level Design Reply
[t]http://filesmelt.com/dl/2013-06-20_00002.jpg[/t] Sorry for the split-screen picture. Decided to go back to this old map and I'm going to try to convert it into a singleplayer map, and merge it with an old singleplayer map of mine. I'm thinking I might just have to start f...
slayer20 Level Design Reply
Try setting up a logic_auto with OnMapStart to turn the blades on that way.
slayer20 Level Design Reply
You should make your rooms not-black. Give them that very dark color. Dark enough to where they can only make out figures and outlines of things, and then remove the flashlight. Other than it being not very detailed, I don't think I can say much more without actually pla...
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[QUOTE=Meniketti21;40440780]Anyone got some good ideas for some roomplanning of my Inn-thing? [IMG]http://i281.photobucket.com/albums/kk219/Masterbest/hoterwip0006.jpg[/IMG][/QUOTE] hot tubs and sexy bikini girls everywhere But seriously, if it's an Inn, you might ad...
slayer20 Level Design Reply
Some of the textures have grass sprites that stick out of the ground. Couldn't tell you which ones exactly though...
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[QUOTE=HGrunt;40103683]Certain props are stylistically clashing. For example that archway on the right doesn't look very fitting in a moderately industrial area. Tunnel arches in de_train are an example of simple and fitting ones. Also the doorway on the left is arabic-styled,...
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[t]http://cloud-2.steampowered.com/ugc/540704533092253573/26BDF127F3B94BB37E0E0D69ADCC0EEC1C3B1E67/[/t] [t]http://cloud-2.steampowered.com/ugc/540704533092246750/C61B9892B21A6058AFC42327228953C8D930CFFB/[/t] [t]http://cloud.steampowered.com/ugc/540704533092240088/AE81CCC94A0...
slayer20 Level Design Reply
I know I'm more than capable of making a great map, it's just that usually once I've worked on a map for some length of time, I run out of ideas on how to expand the map. I tend to end up with a couple rooms and a hallway, or nothing at all really. One of these days, I'll o...
slayer20 Level Design Reply
Make sure you have env_cubemaps in your map, and you type buildcubemaps in console after you're done with everything.
slayer20 Level Design Reply
Yeah, you could use the script_intro in a super hackish way to get something interesting. I don't think I've actually seen anyone use it for anything "scary", or at all really. The only other thing I could think of is using the env_projectedtexture, but that would take some...
slayer20 Level Design Reply
What do you mean "projections"?
slayer20 Level Design Reply
Ask them if they improved the Real Time lighting preview in Hammer.
slayer20 Level Design Reply
I would love to hear what advancements they've made with Hammer.
slayer20 Level Design Reply
[QUOTE=l33tkill;40017258]I've attempted to try to match the fog with the skybox at least 10 times now. It's so aggravating! It's the main reason why I want to scrap it completely. [t]http://i.imgur.com/NcRtAjk.jpg[/t][/QUOTE] Looks like it'd be a really dark blue. Li...
slayer20 Level Design Reply
Made a shelf model thing for my store. I'm going to create various shelf types so you can mix and match the models together. [t] http://filesmelt.com/dl/shelf11.jpg[/t]
slayer20 Level Design Reply
Did you change the lightmaps at all? And are you running with HDR?
slayer20 Level Design Reply
[QUOTE=vladnag;39956271]Why can't i get my lighting to work in my L4D map? I have a Light_Enviroment that i've set to a very dark blue as the map is set at night and a Light to test the lighting Neither are appearing, any help?[/QUOTE] I'm assuming you have a skybox ...
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Now I can't think of what I want to make V:v:V
slayer20 Level Design Reply
It's been forever since I've released anything proper (ok I lied I never released anything proper). I guess I'll enter this and see what I can come up with.
slayer20 Level Design Reply
You're doing something horribly wrong. Ok well I don't know about horribly wrong, but there's a better way. This was the only image I could really find that shows a good way of doing it [img]http://imageshack.us/scaled/landing/267/arch1.png[/img] [editline]16th March 2013[/...
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Edit: Do what Kwaq said :v: I'm not super familiar with console commands (although I guess I should be), but I did think of an alternative if you don't want to go down the point_clientcommand route.
slayer20 Level Design Reply
I'm almost POSITIVE there is a setting on the ambient_generic that lets you choose where the sound originates from. If there is, I'd probably have to do some trickery to get it work correctly. [editline]15th March 2013[/editline] Ok so I've messed around with it, and it d...
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[QUOTE=UntouchedShadow;39882899]If I may make a suggestion regarding scares: A persons worst fear is his own imagination in a way. Why have something pop up behind a person when you can scare him into thinking there's ALWAYS something behind him, or having a person shiver in f...
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[QUOTE=SammySung;39872776]Why do my doors do this? [url]http://puu.sh/2fJ8n[/url][/QUOTE] Because they're afraid of the light. You could probably try disabling receiving shadows on them.
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Anytime babe ;)
slayer20 Level Design Reply
Following [url=http://www.kathekonta.com/rlguide/index.html]this[/url] easy tutorial, I am making my first game ever. [img]http://filesmelt.com/dl/aroguelike1.jpg[/img] It's a roguelike. This is super fun!
slayer20 Programming Reply
Forkprong, download this: [url]http://filesmelt.com/dl/sdk_automatic_doors.rar[/url] I made a small test level showing off an automatic func_brush sliding door, and an automatic func_door_rotating that rotates away from the player. Each entity has some Comments on them, ...
slayer20 Level Design Reply
OnTouching, door, open OnEndTouch, door, close
slayer20 Level Design Reply
[QUOTE=9Clockwork;39701985][img]http://i.imgur.com/DmX17Ka.jpg[/img] How do I fix the darkness?[/QUOTE] In your light_environment, change that last value (which I think is 200 by default) in Brightness to something like 2000.
slayer20 Level Design Reply
[QUOTE=MrBunneh;39606633]okay, I'm still having water troubles. I've put the entire map into a new vmf, and now vvis actually runs, but the water still doesn't show. the water is actually there mind you, you can swim in it etc and shoot it and it shows the water impact effect,...
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[QUOTE=Gmod4ever;39502606] Figured out your math. It's the cosine of the angle. For future reference, should anyone else find themselves with this question / problem, this is what you do. Note that all angles are in [B]degrees[/B]! If you use Wolfram Alpha, you must explicit...
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It's photoshopped.
slayer20 Level Design Reply
:c I'll just sit in my corner...
slayer20 Level Design Reply
UDK, CryEngine, Source, Unity are probably the more popular ones. And yes, I'm 80% positive you can create a mod from scratch in Source. Most engines will come with some assets for you to use, you can simply just delete them if you wanted.
slayer20 Level Design Reply
Making a mod is pretty easy really. Just open up Source SDK, click Create a Mod and fill out the boxes and stuff. There's really no "scripting" involved, except if you want to change some of the gameinfo.txt stuff around, which is pretty easy. If you ARE looking at creating ...
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[QUOTE=brickyross;39447419]Thank you very much, youre a champion![/QUOTE] Yeah I know. :v:
slayer20 Level Design Reply
Custom textures is what you're looking for. It's actually really easy. First, you'll need this: [url]https://developer.valvesoftware.com/wiki/VTFEdit[/url] I'll assume you're mapping for Episode 2, so you'd want to locate your Half-life 2 Episode 2 folder, and inside ...
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Jesus what monster have you unleashed Please just put it out of it's misery
slayer20 Level Design Reply
Can we see an image of the other side? Like, facing out of that window's building?
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If you want to fix NAV errors, you would have to fix them in-game.
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