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[Alien Swarm Mapping] So you've always wanted to learn how to map
so basically I figured out that the game just assumes all entrances and exits are at the same level, so if you have a tile that exits at a different height it won't automatically match up with other exits
also none of the original maps were made with the tile generator in mind. They just happen to have 256 length exits
Paladin on
Marty: The future, it's where you're going? Doc: That's right, twenty five years into the future. I've always dreamed on seeing the future, looking beyond my years, seeing the progress of mankind. I'll also be able to see who wins the next twenty-five world series.
so basically I figured out that the game just assumes all entrances and exits are at the same level, so if you have a tile that exits at a different height it won't automatically match up with other exits
also none of the original maps were made with the tile generator in mind. They just happen to have 256 length exits
Yes, this is explained on the Valve dev wiki. All tiles have to be lined up with their floors at zero on the Z axis.
so basically I figured out that the game just assumes all entrances and exits are at the same level, so if you have a tile that exits at a different height it won't automatically match up with other exits
also none of the original maps were made with the tile generator in mind. They just happen to have 256 length exits
Yes, this is explained on the Valve dev wiki. All tiles have to be lined up with their floors at zero on the Z axis.
Theoretically all you need is for at least one exit to exist at (multiple of 256, multiple of 256, 0) to mark an exit on your map. I believe it is still possible to have premade, no exit tiles that can be placed at the bottom of a theoretical cargo bay tile; you just need to build the map at a Z displacement and remember where the exits are supposed to be. However, there would be no way the map could be randomly generated.
Paladin on
Marty: The future, it's where you're going? Doc: That's right, twenty five years into the future. I've always dreamed on seeing the future, looking beyond my years, seeing the progress of mankind. I'll also be able to see who wins the next twenty-five world series.
Marty: The future, it's where you're going? Doc: That's right, twenty five years into the future. I've always dreamed on seeing the future, looking beyond my years, seeing the progress of mankind. I'll also be able to see who wins the next twenty-five world series.
Dudes, I'm gonna make a level where one or two guys has to go first person mode and take the tunnels under the map!
Guys on top will provide situational awareness to guys on bottom! Guys below can detect movement in front of guys on top!
I put 3 tiles into the unfinished folder, so if you want, you can add more tile types of the same theme
Dudes, I'm gonna make a level where one or two guys has to go first person mode and take the tunnels under the map!
Guys on top will provide situational awareness to guys on bottom! Guys below can detect movement in front of guys on top!
I put 3 tiles into the unfinished folder, so if you want, you can add more tile types of the same theme
I don't think that's such a good idea. It's quite a pain to get first person mode working as it is, require sv_cheats and often won't work with other people in the server.
Dudes, I'm gonna make a level where one or two guys has to go first person mode and take the tunnels under the map!
Guys on top will provide situational awareness to guys on bottom! Guys below can detect movement in front of guys on top!
I put 3 tiles into the unfinished folder, so if you want, you can add more tile types of the same theme
I don't think that's such a good idea. It's quite a pain to get first person mode working as it is, require sv_cheats and often won't work with other people in the server.
Ok, I'll just make sure the view to the lower deck is not too obscured; good thing Endaro was here.
Maybe I'll make it extra confined with a path lit by glowsticks?
Marty: The future, it's where you're going? Doc: That's right, twenty five years into the future. I've always dreamed on seeing the future, looking beyond my years, seeing the progress of mankind. I'll also be able to see who wins the next twenty-five world series.
Wow I totally missed that! Looks awesome!
One of the tutorials in the link Paladin posted was a guide on how to make infinitly respawning supplies http://www.youtube.com/watch?v=RMt0R0_rSzU
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also none of the original maps were made with the tile generator in mind. They just happen to have 256 length exits
Doc: That's right, twenty five years into the future. I've always dreamed on seeing the future, looking beyond my years, seeing the progress of mankind. I'll also be able to see who wins the next twenty-five world series.
Yes, this is explained on the Valve dev wiki. All tiles have to be lined up with their floors at zero on the Z axis.
EDIT: http://developer.valvesoftware.com/wiki/Swarm_TileGen_Building_Room_Templates_and_Themes
Tofu wrote: Here be Littleboots, destroyer of threads and master of drunkposting.
Theoretically all you need is for at least one exit to exist at (multiple of 256, multiple of 256, 0) to mark an exit on your map. I believe it is still possible to have premade, no exit tiles that can be placed at the bottom of a theoretical cargo bay tile; you just need to build the map at a Z displacement and remember where the exits are supposed to be. However, there would be no way the map could be randomly generated.
Doc: That's right, twenty five years into the future. I've always dreamed on seeing the future, looking beyond my years, seeing the progress of mankind. I'll also be able to see who wins the next twenty-five world series.
Doc: That's right, twenty five years into the future. I've always dreamed on seeing the future, looking beyond my years, seeing the progress of mankind. I'll also be able to see who wins the next twenty-five world series.
Guys on top will provide situational awareness to guys on bottom! Guys below can detect movement in front of guys on top!
I put 3 tiles into the unfinished folder, so if you want, you can add more tile types of the same theme
I don't think that's such a good idea. It's quite a pain to get first person mode working as it is, require sv_cheats and often won't work with other people in the server.
Does tilegen allow you to do things like clearing out biomass/eggs and having a survival event at the end?
Yep, just stick the appropriate entity from this list into the map someplace
http://developer.valvesoftware.com/wiki/Swarm_Objectives
So apparently you can attach infinite ammo sentry guns to yourself
http://forums.steampowered.com/forums/showthread.php?t=964995
PS looks like SE is the real labor force here
Doc: That's right, twenty five years into the future. I've always dreamed on seeing the future, looking beyond my years, seeing the progress of mankind. I'll also be able to see who wins the next twenty-five world series.
hey great find! in OP now.
meh, was worth a shot
A little holdout map I've been working on. Nothing super special, just figured this thread needed some love.
Projected textures, weeeeeeeeeeeee!
Aliens burrow out of, what are supposed to look like sewer drains, in the water.
Only "land" based entrance to the fortified platform, though drones have no problem jumping up there
Tofu wrote: Here be Littleboots, destroyer of threads and master of drunkposting.
One of the tutorials in the link Paladin posted was a guide on how to make infinitly respawning supplies
http://www.youtube.com/watch?v=RMt0R0_rSzU