Workin on a map set in Wheatley Labs. Any aesthetic tips?

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jordenjames88
47 Posts
Posted Aug 26, 2011
The title says it all.
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Lostprophetpunk
409 Posts
Posted Aug 26, 2011
Replied 4 minutes later
May want to look at this.
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jordenjames88
47 Posts
Posted Aug 26, 2011
Replied 5 minutes later
I should have said, Im doing a destroyed wheatley labs theme, not a clean one. (Not on that list, ive checked). Thanks anyway, i should have phrased it better.
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satchmo
415 Posts
Posted Aug 26, 2011
Replied 3 minutes later
Destroyed Wheatley chamber? I think his chambers are usually in the process of being destroyed.

So have some active script destruction.

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MasterLagger
1,695 Posts
Posted Aug 26, 2011
Replied 1 hour later
Script destruction? I thought they were prop_dynamic's when I looked at the models, or are talking about something else?
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jordenjames88
47 Posts
Posted Aug 26, 2011
Replied 8 minutes later
Not quite sure what script destruction is, but I do have tubes busting through walls using physboxes. And yes i did mean being destroyed, thank you.
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ChickenMobile
2,460 Posts
Posted Aug 27, 2011
Replied 5 hours later
You can create destruction by either using physboxes and 'phys' entities or by using the destruction animated models of panels crumbling etc.

Remember: Wheatley is an 'moron' and he has to find some kind of quick fix that would make the test solveable.

Useful entities for destruction ambience:
func_physbox
env_explosion
phys_ballsocket
keyframe_rope - move_rope
prop_dynamic
phys_hinge
env_shake

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jordenjames88
47 Posts
Posted Aug 27, 2011
Replied 11 hours later
Thank you
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The Irate Pirate
236 Posts
Posted Aug 28, 2011
Replied 19 hours later
Make parts of the walls and floor be broken up and sections replaced with the tile square beams. This way the map is opened up to the large BTS vistas that the Wheatley Labs sections are known for.

Use wall textures that are asymmetrical and broken looking for areas where the panel has been moved to make for way for a tube or puzzle element for example. The general theme should be that of one test chamber smashed into another one with extra test elements thrown in. (Extra points if you actually have this happen ingame)

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jordenjames88
47 Posts
Posted Aug 28, 2011
Replied 3 hours later
Speaking of those giant vistas, does anyone know the name of the props that connct those beams? The giant beams that hold test chambers up, they habe connectors that connect them to beams in other orientations. WHat are the prop names for those beams?
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HMW
806 Posts
Posted Aug 28, 2011
Replied 1 hour later

There's a couple of different ones, for different beam sizes:

models/props_bts/pillar_joint_32x32_01a.mdl
models/props_bts/pillar_joint_64x64_01a.mdl
models/props_bts/pillar_joint_64x64_01b.mdl
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jordenjames88
47 Posts
Posted Aug 28, 2011
Replied 24 minutes later
Thanks, ive been looking for that.
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Rubrica
305 Posts
Posted Aug 28, 2011
Replied 1 minutes later
By the way, the aesthetic guide linked above is mine, and I thought I should let you know that the section you're looking for will be written very soon, bit next month is dedicated entirely to a different project of mine, so it might not happen as soon as you'd think.
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jordenjames88
47 Posts
Posted Aug 28, 2011
Replied 1 hour later
Good to know, thanks for the info.