Source SDK

matrim1985matrim1985 Join Date: 2008-07-05 Member: 64562Members
We at OSRD (Old School Remix Developers) have been working with SDK since Half-Life EP 1 came out. When I saw the concept art for the refinery I got goose bumps and immediately began working on a map. Its coming along rather well actually. We have three people working on it total at the moment, two mappers (my self and Artanis) and a 3D modeler (Acanthis). I have never made a texture before but am working on that front as well. The question I pose however is what system within source will your mod run with?

For those not familiar with SDK or with Source, there are currently two (or three) source map "types". These are Half-Life EP1, Half-Life EP2, and in a way Team Fortress 2 though thats more of a texture issue then how it handles things. EP1 encompasses Half-Life, Half-Life EP1, Counter Strike, DM Source, Day of Defeat Source, and I believe Half-Life Source as well. EP2 (or Orange Box) includes Half-Life EP2, Team Fortress, and Portal.

Most Mods will use the EP1 engine which is fine but does not look nearly as good. Ultimately the system you use to build the map wont mater since you can open an un-rendered map file using any of them but the main reason I ask what your using is so then when we send you the alpha map (which should be within a week or two the rate we are working on it) I want to be sure it looks like it will in your game.

One more quick note I have. I want to make maps that have multiple levels to them, are you working on a way to move about the level that way as well as the commander?

Comments

  • J!J! NS2 Artist Join Date: 2004-11-14 Member: 32788Members, Retired Developer, NS1 Playtester
    <!--quoteo(post=1682565:date=Jul 5 2008, 07:49 PM:name=matrim1985)--><div class='quotetop'>QUOTE(matrim1985 @ Jul 5 2008, 07:49 PM) <a href="index.php?act=findpost&pid=1682565"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->We at OSRD (Old School Remix Developers) have been working with SDK since Half-Life EP 1 came out. When I saw the concept art for the refinery I got goose bumps and immediately began working on a map. Its coming along rather well actually. We have three people working on it total at the moment, two mappers (my self and Artanis) and a 3D modeler (Acanthis). I have never made a texture before but am working on that front as well.<!--QuoteEnd--></div><!--QuoteEEnd-->
    If you plan on having your map included in NS2 in any official form you should wait until the 2TR until you start mapping. Also, for official maps, we won't allow mappers to create their own art assets.

    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->For those not familiar with SDK or with Source, there are currently two (or three) source map "types". These are Half-Life EP1, Half-Life EP2, and in a way Team Fortress 2 though thats more of a texture issue then how it handles things. EP1 encompasses Half-Life, Half-Life EP1, Counter Strike, DM Source, Day of Defeat Source, and I believe Half-Life Source as well. EP2 (or Orange Box) includes Half-Life EP2, Team Fortress, and Portal.

    Most Mods will use the EP1 engine which is fine but does not look nearly as good. Ultimately the system you use to build the map wont mater since you can open an un-rendered map file using any of them but the main reason I ask what your using is so then when we send you the alpha map (which should be within a week or two the rate we are working on it) I want to be sure it looks like it will in your game.<!--QuoteEnd--></div><!--QuoteEEnd-->
    We have been using the orange box tools but I strongly suggest, especially if you want to know what your level looks like in our game, you should just wait until we release the 2TR.

    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->One more quick note I have. I want to make maps that have multiple levels to them, are you working on a way to move about the level that way as well as the commander?<!--QuoteEnd--></div><!--QuoteEEnd-->
    At this point we have no plans to have level-over-level gameplay.
  • matrim1985matrim1985 Join Date: 2008-07-05 Member: 64562Members
    The nice thing about SDK is that you can make the map and then throw it into what ever system your using. Making the map now is a good idea over all and I would recommend that developers start now so that final maps can be delivered shortly after the 2TR is released. As for custom textures and such the main one I was working on was the sky from the <a href="http://www.unknownworlds.com/images/ns2/screenshots/NS2_Refinery_Hallway.jpg" target="_blank">concept art</a>. If you would like I could send you the one I'm working on when its done. It would be neat to finish our map before the 2TR and maybe even have it included in that.

    Anyways, I'm really exited to get this map finished and sent to you guys as soon as possible. I'm going to be uploading a map I made for a mod called Zombie Master later today so I'll throw the link to that up or if you prefer (which I entirely understand if you do) just send it in a private msg to one of you guys. That reminds me, I would take a look at Zombie Master if you haven't already, they have an interesting control system set up for it. Half-Life2: Wars is another mod that has a top down view though the coding can be a bit glichy at times. Anyways, just shoot my an email or pm and ill send you that map so you know what I can do.
  • matrim1985matrim1985 Join Date: 2008-07-05 Member: 64562Members
    Well, it the news of the new system, what will be the editor for NS2 and will it work with SDK at all or even have a converter so that maps build in SDK could be brought over easily?
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