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Great Half life 2 mod idea | Locked | |
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Sep 27 2012 Anchor | ||
Hello there!! -Mathiew |
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Sep 28 2012 Anchor | ||
I think you should go back to the drawing board. |
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Sep 28 2012 Anchor | |
Day Z with the source engine. Man you are just on fire today! |
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Sep 28 2012 Anchor | ||
There was another topic made a few days ago that was somewhat the same idea. A 10km map, I don't think is at all possible in Source, think it just reaches just half of that or a bit. Just reading back over it again, I'm not too sure if this is actually serious :p |
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Oct 1 2012 Anchor | ||
keep dreaming closest you can get is nmrih |
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Oct 2 2012 Anchor | |
^All of the above, -- Are you in or out? |
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Oct 4 2012 Anchor | |
Perhaps you should play a few more games, watch some episodes of Extra Credits, and try to learn from other game designers before jumping into the field. That way you've got a better chance of coming up with something that doesn't need zombies, or if it does, at least it won't be an idea with zombies that's already done. Also: Mathiew -- you're its not Matthew? Just asking because I've never seen it spelled that way. |
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Oct 5 2012 Anchor | ||
I dont mean DayZ with source engine I i mean a game like DayZ.Like nmrih but in bigger and you dosent have to do mission Oh and Reqieumthefallen if i spelled it like that its because im french and i dont speak very well english as you can see x) But do you think Cry engine could do this mod |
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Jan 2 2013 Anchor | ||
{BREAKING NEWS} Also, I think this would be nice for a source F2P game Edited by: alex.sarosi341 |
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Jan 2 2013 Anchor | ||
If you want empty house models on a displacement map with random trees, actually you can do it with source ... |
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Jan 3 2013 Anchor | ||
Jan 3 2013 Anchor | ||
There was a mod called Proyect-Z, basically - it was great. I think it is dead now though. |
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Jan 7 2013 Anchor | |
All I'll say is that if you really are planning on doing that in a single source map, in multiplayer... It'll be a bitch to optimize. -- "On the internet nobody knows that you're a creative cat." "Oh, wait..." |
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Jan 7 2013 Anchor | ||
As someone with 8+ years experience with Source, I would advise you to avoid it for this. Source Engine can handle small detailed spaces easily, but it will fall apart in large open areas, especially those on the scale that matches the likes of DayZ. Optimisation of a Source map is an art unto itself, and is one of the most convoluted of processes I can think of. If you don't optimise it properly then you will end up with horrible framerates due to everything being rendered at once. If you want to try something like this, use UDK. It is far more accessible for the customisation you will need to do, and it's rendering engine is far better than Source. To put it one way; say you've made a 3km (roughly one mile) square map in Source and want to playtest it. First you'll need to compile it, and that might take anywhere in the region of 15mins to 15 hours depending on the level of optimisation you've done. If this compiling process goes well, then you'll can go straight into the map and play it. If it doesn't, then you're in for a world of hurt; recompiling, reoptimising, retesting. This is typical for any game level, as there will always be things you won't expect, and the process holds together for small levels, but large cityscapes just aren't feasible. Compare this to UDK, where you can preview instantly and identify bugs quickly. This is only dealing with the troubles you'll encounter with mapping, there are countless others when it comes to coding too. Please, if you're going to attempt this, do it in UDK. TL;DR: |
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