How did you do this! I need to know!Working on some sound editing and importing/packing workflow. This is the first time I've ever had a Hammer idea and executed it without fucking up at least once somehow. Music recorded, edited, imported into Source, Hammer'd, and compiled in one satisfying go.
room2016_oxygen.bsp
If you find some bugs, or other issues, please send me PM.
ps: Also, I'm recommend play this with headphones to better feel the atmosphere of the level.
I think the green glows over the points are from Half-Life 2.Where?
room2016_oxygen.bsp
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ps: Also, I'm recommend play this with headphones to better feel atmosphere of the level.
Not really a big deal considering the Nucleus particles are from Portal.I think the green glows over the points are from Half-Life 2.
How did you do this! I need to know!
1:13 (in video) when you move away it echos is that just a hammer thing?The logic in Hammer or the actual sound editing?
1:13 (in video) when you move away it echos is that just a hammer thing?
Yeah I've noticed echoes for some times now, but I find it annoying that sometimes I get echoes from an ambient_generic that plays everywhere at the same volume.Source's audio system is often overlooked. It can do stuff like what's shown in the video, like actual echoes in open spaces with high walls around. It doesn't do Doppler effect as far as I know. That would be cool though.
because sometimes flat is a bit easier on the eyes than the gridsWhy do people choose to use the flat dev texture instead of the gridded one for every texture?
Are you going for style points?
How do the missiles get in there?