[WIP] [WIP] Teaser for Project Zero
Quote from Fracture on January 29, 2013, 5:31 pmplease delete
File Name: thebeastV3.rar
File Size: 1.01 MiB
Click here to download removed
please delete
File Name: thebeastV3.rar
File Size: 1.01 MiB
Click here to download removed
Quote from zivi7 on January 29, 2013, 6:43 pmHaha, awesome! Is this going to be the boss or a more common enemy?
It was a little buggy though: it caught me close to a wall and didn't kill me right away, so I was stuck a good while between her and the wall, spamming movement keys and moving the mouse before she finally got me.
Haha, awesome! Is this going to be the boss or a more common enemy?
It was a little buggy though: it caught me close to a wall and didn't kill me right away, so I was stuck a good while between her and the wall, spamming movement keys and moving the mouse before she finally got me.
Quote from Fracture on January 30, 2013, 12:28 amWell i don't really know where i am going with this little piece in the grand scheme of things, just yet. I literally slapped this thing together in a day after watching the Matrix on tv.
I may create several pathtracks, targets, and triggers to make this thing flail around while you attempt to fend it off in the dark. Or I may just give it some lasers, or claws. The big problem is collisions. It will ghost through a brush, but it will get caught when a physics object gets in it's way.
Any thoughts on the matter would be welcome
Well i don't really know where i am going with this little piece in the grand scheme of things, just yet. I literally slapped this thing together in a day after watching the Matrix on tv.
I may create several pathtracks, targets, and triggers to make this thing flail around while you attempt to fend it off in the dark. Or I may just give it some lasers, or claws. The big problem is collisions. It will ghost through a brush, but it will get caught when a physics object gets in it's way.
Any thoughts on the matter would be welcome

Quote from josepezdj on January 30, 2013, 11:31 amFracture... sincerely.. IMPRESSIVE!! Lol, I coulnd't stop playing with it yesterday! I even took a ride onto it! (by portalling on the ceiling and jumping on it)... Really good work, dude!
Really creative, and I liked that you used mostlly stock props... If you find a modeller that monster would be awesome!
Btw, you're right, it's TOTALLY like those chasing "mini" robots in Matrix that ate your ship if they notice it! I loved its arms movement.
I'll even rate this
(5/5)
Cheer up! Looking forward to test that mappack of yours!
Fracture... sincerely.. IMPRESSIVE!! Lol, I coulnd't stop playing with it yesterday! I even took a ride onto it! (by portalling on the ceiling and jumping on it)... Really good work, dude! Really creative, and I liked that you used mostlly stock props... If you find a modeller that monster would be awesome!
Btw, you're right, it's TOTALLY like those chasing "mini" robots in Matrix that ate your ship if they notice it! I loved its arms movement.
I'll even rate this (5/5)
Cheer up! Looking forward to test that mappack of yours!
Quote from Fracture on January 30, 2013, 3:24 pmI just updated the file with a new version that have an attempt at an attack pattern.
I am wondering how they map enemies in official games?
EDIT: to add to any jokes you might be coming up with, this tentacle monster is comprised of exactley 69 func_tanks
I just updated the file with a new version that have an attempt at an attack pattern.
I am wondering how they map enemies in official games?
EDIT: to add to any jokes you might be coming up with, this tentacle monster is comprised of exactley 69 func_tanks
Quote from FelixGriffin on January 30, 2013, 5:12 pmSource has awesome AI capabilities, but they cut most of them out of Portal 2.
Source has awesome AI capabilities, but they cut most of them out of Portal 2.
Quote from Fracture on January 30, 2013, 11:43 pmaw, lame. Well I am thinking about just having this thing fly around using track_paths, and reroute them in correspondence to the players location in the room, and so will only attack when it is in range, I will attach a trigger to the player that sets off the necessary relays.
aw, lame. Well I am thinking about just having this thing fly around using track_paths, and reroute them in correspondence to the players location in the room, and so will only attack when it is in range, I will attach a trigger to the player that sets off the necessary relays.
Quote from Fracture on August 27, 2013, 1:12 pmThis whole thing can be remove. The mappack INTO THE MULTIVERSE is currently in the WIP
This whole thing can be remove. The mappack INTO THE MULTIVERSE is currently in the WIP