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CrashDown is an action shooter mod for Half-Life 2 featuring an immersive storyline and planned out gameplay with applied theories of game design to add to the experience.

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fliros
fliros - - 705 comments

now that is what I mean XD.
looks good, only that some brickstones are stick in the air.

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Pelf
Pelf - - 109 comments

That's awesome!
The walls are a little bit too tough though. Also, like TheNewCorner said, some of the bricks are still floating in the air.

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Bezoika
Bezoika - - 384 comments

Looks pretty cool. For Optimization, one thing you might want to do, Once the Bricks Enable Motion, maybe 2-3 seconds later, kill the entity.

For the bricks floating, the only thing i could think of is setting certain bricks to enable motion on other bricks once they have been enabled...

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soccerman
soccerman - - 17 comments

very awesome. it will be cool if you can fit this into the gameplay

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Ultravisitor
Ultravisitor - - 18 comments

Make a scene where you have to blast your way through a wall.
ooh! make a thing that detects if an entity is above the brick in question.If not, it disapears. and mainblz has a point, make them disappear for performance reasons.

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nubblecakes
nubblecakes - - 114 comments

Can you say "MAP_MAX_MODELS?"

Good luck implementing that in large numbers. Too many func_physboxes will surely put you above the brush entity limit.

I tried making something similar, based on the scene from the Matrix where they fight in the tile hallway. I made pillars that had individual tiles you could shoot off. Unfortunately, I couldn't even compile it in the end due to the MAP_MAX_MODELS error. The error made no sense to me at first, because I thought it literally meant I had too many models in my map, however I only had about a total of 30 models. It really means you've hit the brush entity limit. Certain brush entities aren't counted in this I believe (ex: func_detail).

But anyway, I think your best bet would be to learn how to create cinematic physics like Valve did using XSI (by rendering a physics event on a model within an imported map). You could easily simulate the same effect, if not better. I noticed some func_breakables in there that were producing the big concrete chunk gibs, which really looks strange, especially since the chunks are larger than the bricks themselves; not to mention a completely different material. If you learned how to create cinematic physics models, you could definitely achieve this without running into limitations.

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Sionfel
Sionfel - - 1,551 comments

worked rather well, but read nubblecakes' comment, he's telling the truth, it will create an error, it's happened to me trying to recreate the same scene.

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Ultravisitor
Ultravisitor - - 18 comments

make only the center part breakable, the rest should be one textured brush.

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drG
drG - - 74 comments

10/10!

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MrMattWebb
MrMattWebb - - 1,803 comments

VERY Nice demo. Such a shame that this won't work on a full map.

But I cant wait til stuff like PhysX catches on.

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Coconutdoobie
Coconutdoobie - - 1,067 comments

O i see what you did there

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Description

Here it is, the video. Don't worry, the framerate is low because I needed the filesize to be small, my laptop ran this at about 30 fps while filming.