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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.
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.
now that is what I mean XD.
looks good, only that some brickstones are stick in the air.
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.
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...
very awesome. it will be cool if you can fit this into the gameplay
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.
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.
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.
make only the center part breakable, the rest should be one textured brush.
10/10!
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.
O i see what you did there