Metal Gear maps

Metal Gear maps

Hammer Mapping — Page [1]
Rockbomb
Dog fucker (but in a good way now)

2009 Nov 13 • 2045
So I got the idea to make a mini series of maps based on the Metal Gear Solid game, and I got to thinking about it and there are a few things that would be really cool to incorporate into them, but I'm not sure if they are possible.
1.)Trapdoors - I could easily make a trapdoor on the floor where when you step on it, it opens and you fall through to your death. But in the game, it waits like half a second before dropping you through (so basically you can run across it without falling through, but if you stand on it you fall). And also, the door would need to close itself after someone falls through.

2.)Laser fields - There is a couple rooms where there are lasers that you'd have to duck under/jump over to get through, but they are invisible unless you light a cigarette, and the smoke shows where the lasers are. If you touch them, you die. I wanted to do the same thing for the maps, but instead of cigarette smoke, you'd use a smoke grenade to reveal them. And instead of them killing you instantly like in the game, I want them to just reduce your health by like 30%.

3.)Sounds - Is there a way to modify the sounds for a certain map? Not just background music, but like the sounds for when you die and stuff. In metal gear whenever you get shot/hurt he makes a kinda grunting noise, I wanted to use that for when you get shot on the map. And there is also a noise I want to play every time you die.

I'm sure I have more questions, but I'm tired and can't remember, and I don't wanna bore everyone with a million questions, so those are the major ones. Thanks in advance for the help
 
 
 
2009 Nov 15 at 21:38 PST
sprinkles

Chrome Whore
2009 Sep 6 • 2547
10 ₧
Before you get into this and anyone posts answers to help you out I want to remind you of copyright infringement. The game is copyrighted, and thusly almost anything in the game [such as maps, custom sounds,characters,cut scenes, etc.] are also copyrighted.

Rockbomb said:
1.)Trapdoors - I could easily make a trapdoor on the floor where when you step on it, it opens and you fall through to your death. But in the game, it waits like half a second before dropping you through (so basically you can run across it without falling through, but if you stand on it you fall). And also, the door would need to close itself after someone falls through.


What are you using as the trigger? I would make a func_door and a trigger_multiple placing the trigger multiple jus' above the trap door and slightly bigger than it. Thus, the door actually gets triggered before the person is over it but do to the time delay it opens roughly when the person is over it. For a quick death make a
func_hurt with 100 in the shaft. As for the door closing set the 'delay before close' to 1 or 2 [default is 4]

Good luck on the rest, because I'm not sure.
 
 
 
2009 Nov 16 at 04:18 PST — Ed. 2009 Nov 16 at 04:18 PST
Rockbomb
Dog fucker (but in a good way now)

2009 Nov 13 • 2045
Hmmmm, I didn't even think about copyrights
I should still be alright to make them as long as I don't publicly release them though right? I'm just lookin' for some practice at map-making, and Metal Gear is my favorite game so I thought it would be to to try and remake some of those maps.

So for the door I'd have something like this, right?....

_________ <---Trigger_auto (I'm not seeing a Trigger_multiple)
_________ <---Func_door_roatating, where it is set to only open on trigger, and the trigger has the delay on it.

I was just looking at the attributes for the Func_door_rotating, and there is one called "Delay before fire". Would that delay it before it opens?
 
 
 
2009 Nov 16 at 08:17 PST
Killer-Duck
Homicidal Anatidae

2008 Mar 5 • 1169
633 ₧
Rockbomb said:
Trigger_auto (I'm not seeing a Trigger_multiple)


trigger_multiple is a brush-entity. You first need to create a brush, cover it completely with the AAATRIGGER-texture, select the brush and in the top-menu choose "Tools" ---> "Tie to entity" (Ctrl+T) and select trigger_multiple in the list.
QUACK! QUACK!
 
 
 
2009 Nov 16 at 12:51 PST
Rockbomb
Dog fucker (but in a good way now)

2009 Nov 13 • 2045
Ah ok, and that basically lets me trigger boths sides of the door at once then? Instead of creating two triggers, one for each side.
 
 
 
2009 Nov 16 at 13:10 PST
sprinkles

Chrome Whore
2009 Sep 6 • 2547
10 ₧
Rockbomb said:
Ah ok, and that basically lets me trigger boths sides of the door at once then? Instead of creating two triggers, one for each side.


No it lets you trigger the door more than once per round.
 
 
 
2009 Nov 16 at 17:06 PST
Rockbomb
Dog fucker (but in a good way now)

2009 Nov 13 • 2045
sprinkles said:
Rockbomb said:
Ah ok, and that basically lets me trigger boths sides of the door at once then? Instead of creating two triggers, one for each side.


No it lets you trigger the door more than once per round.


Oh I see

So anyone know about the lasers?
Or sounds?
 
 
 
2009 Nov 16 at 17:15 PST — Ed. 2009 Nov 16 at 17:15 PST
sprinkles

Chrome Whore
2009 Sep 6 • 2547
10 ₧
Rockbomb said:
sprinkles said:
Rockbomb said:
Ah ok, and that basically lets me trigger boths sides of the door at once then? Instead of creating two triggers, one for each side.


No it lets you trigger the door more than once per round.


Oh I see

So anyone know about the lasers?
Or sounds?


For the sounds I don't think you can change it per map, but you can change it for your counter strike. But I'm not good with it.

For the lasers I would look around [that is what ever search engine you use type Counter Strike 1.6 prefabs] and see if anybody has made one that you can use.
 
 
 
2009 Nov 16 at 17:26 PST — Ed. 2009 Nov 16 at 17:36 PST
the_cloud_system
polly pushy pants

2008 Aug 1 • 3080
-6 ₧
hmmm i got a relley awesome idea

for the Lazare you could put a RELLEY thin line where ever you want it and make its vizabilatey low and then like... trigger hurt on it...blab la you get the point but some one will tell you the know how
I drink to forget but I always remember.
 
 
 
2009 Nov 16 at 18:36 PST
Rockbomb
Dog fucker (but in a good way now)

2009 Nov 13 • 2045
sprinkles said:
Rockbomb said:
sprinkles said:
Rockbomb said:
Ah ok, and that basically lets me trigger boths sides of the door at once then? Instead of creating two triggers, one for each side.


No it lets you trigger the door more than once per round.


Oh I see

So anyone know about the lasers?
Or sounds?


For the sounds I don't think you can change it per map, but you can change it for your counter strike. But I'm not good with it.

For the lasers I would look around [that is what ever search engine you use type Counter Strike 1.6 prefabs] and see if anybody has made one that you can use.


Ah, so I could set it up for my whole server then? That'd actually work even better if I could do that
I'll look for some tutorials on chaning the sound, as well as look up some prefabbed lasers


@Cloud - Yeah thats what I wanted to do, make it so whenever you touch it you get hurt ;) I was just wondering if I could make it only visible while in smoke.

Actually, I just got an idea...
What if I were to make a spotlight, where the radius is reallllllly small, and have it shine from one wall to the other. You'd be able to see where the lasers are by looking closely at the wall, but I suppose thats only fair as if you take any time studying the wall your sure to get shot in the meantime
Then put a small bar going across with the clip texture (or if there is another texture thats opaque, but you can actually move through it, that would be better), and set up a trigger_hurt going to that bar.

Think it would work?
 
 
 
2009 Nov 16 at 18:53 PST
the_cloud_system
polly pushy pants

2008 Aug 1 • 3080
-6 ₧
onley one way to find out
I drink to forget but I always remember.
 
 
 
2009 Nov 16 at 21:03 PST
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