Reverting back to the old intro animation, but I will use the new music track. Most viewers didn't like the new animation so I'll come up with something better.
@Exfinity_Sockman Жыл бұрын
Epic
@ndhart3213 Жыл бұрын
Good luck on your hammer mapping journey!
@averagehl2betafan148 Жыл бұрын
epic
@bluium7603 Жыл бұрын
I liked the new animation :(
@James-oj6ru Жыл бұрын
Your new intro… is alright actually, _but it’s missing some stuff,_ like the excessive after image, the eerily twitchy movement, the extremely contrasting lightings or his back hair… _shinning like it’s a metal surface?_ If you fix all of those, you can definitely use it Though… the valve is at the right eye so… it would be hard to incorpate that part into the intro but _I have faith you can do it_
@uprank Жыл бұрын
1:10 Remember to not re-use door textures/models that were previously used as locked ones, this could confuse the player and make them think they missed a button or are going the wrong way. Also perhaps having a warning before they the player is ambushed in that room could be nice, a little combine radio sound and the npcs in there waiting a second or two before beginning to attack.
@ethanbear360 Жыл бұрын
Yeah, A good example is Black mesa's door textures having two versions indicating whether they're locked or not.
@WildRage_ Жыл бұрын
If enemies don’t take cover as much as you want them to, you can try and put ai_goal_standoff in the map and activate it so enemies (and allies) will take cover more frequently and attack more tactically
@bshap495 Жыл бұрын
You did the button correctly. Props can't function as buttons themselves, so you need to create an invisible one on top of it. Though I would suggest you set the button to also play the prop's animation, so it looks like it's being pressed. And also add a small light glow with env_sprite to indicate to the player that it's a pressable button. You should also make your doors thinner than the wall, so you don't have that z-fighting going on. Also use the 'lip' keyvalue to subtract from how far it moves, so it partly sticks out of the wall when open. And finally, it's important to distinguish locked doors from usable doors. The main game usually does this with fake doors that lack a handle. But since these are futuristic sliding doors, try adding an indicator light above it. Like I suggested with the button, add an env_sprite with a glow texture. Usable doors should have a green glow, locked doors that can be opened should use red, and fake doors that don't open at all have no glow.
@cbar124 Жыл бұрын
i want to thank you for re-igniting my random 2 week source mapping obsession
@ElmeriThePig Жыл бұрын
-You should put "env_sprite" entity to buttons, so you would know to press it. That's what Half-Life 2 does. -If you decide to put complex shapes, like cylinders, rounded edges or overhangs for example to your map, it's a good idea to make the "func_detail". I'm not gonna explain why, because it takes a long time, but it's due to optimization stuff. Keep in mind that func_detail entities don't seal the map, just like any other brush entity won't. -I also make Gmod maps, but I test my maps in HL2: EP2, because it loads the maps faster than in Gmod. Obviously you can do your own thing, but I just do that. -If you want to learn exactly from official Valve maps, you can download a map decompiler and decompile HL2 maps for example. Decompilers never decompile the maps perfectly, but they do pretty good job at it.
@RadiationHazardYT Жыл бұрын
Thanks Elmeri!
@m.c.squawk708 Жыл бұрын
I just got into mapping myself, and it's awesome to see you, one of my favorite youtubers making maps and sharing your experiences. It's a lot of fun, and I enjoy your relaxed vibes and insightful commentary. Thanks for your content, it's some of my favorite on the platform.
@MEVAR448 Жыл бұрын
I love watching dev logs especially for source engine and this just came up on my recommended and I feel like I struck a goldmine, keep it up!
@M0jiML Жыл бұрын
what other dev logs do you recommend?
@MEVAR448 Жыл бұрын
@@M0jiML I haven't seen that many recently, but I kinda have one aswell where I post updates of my map
@Alffraido Жыл бұрын
music choices are fire! (Your music is great) Hammer is so difficult to use, i wish i could map things with blender.. and they would automatically have collisions.. imagine that.
@Redbr34 Жыл бұрын
The fact that sometimes some soldiers don't crouch on the cover is because they just don't want to lol. Combine Soldier: Eeeh I don't feel like using this cover. [On another Run] Combine Soldier: Ooooh Cover!
@the_only_ag1 Жыл бұрын
Hey the map is looking really good, also something that I would recommend is to change the texture on the wall behind the soldiers at 3:50 because it could be hard for the player to see them, I really like those videos and I can't wait to see what you will do next with the water.
@mothinn Жыл бұрын
good luck on your mapping journey, ill be watching with great interest
@fefor Жыл бұрын
It's nice to see some mapping related content on the channel again. I don't map for source but I do for goldsrc and the info_nodes can sometimes be unpredictable with NPCs, but when they do work as intended it is a true joy to see it in action for the first time and then noticing how gameplay can be different each time you load the map.
@matynosburitos Жыл бұрын
Once again i have to say i love these hammer editor mapping videos! Also when i saw the slidding doors i noticed that they’re clipping into the walls they move into, if you make sliding doors its better to either make the door thinner and carve a hole into the wall they slide into anyways have a good one Rad!
@Darkness_8163 Жыл бұрын
Or just use the "lip" setting on the door to make it not fully go into the wall and sticking out just a little. 2/4 units are good for that
@matynosburitos Жыл бұрын
@@Darkness_8163 thats also very good
@fantastikboom1094 Жыл бұрын
Honestly there's no point of carving a hole. Player can't see it anyway. But for texture overlapping, you can set "lip" setting of the door, so the door will stick out of the wall a bit.
@ZaccoOfficial Жыл бұрын
2:07 that is EXACTLY how you do buttons. The only thing you'd need to do is set the prop to a prop_dynamic and make it animate when you press the func_button. You can see the different animations a model has by clicking on the model tab.
@DekoderMapping Жыл бұрын
This looks great so far, keep up the good work, cant wait for more dev logs like this. 👍
@Rando_Pants_01 Жыл бұрын
I'm so happy when your videos come out
@dreamymaccready2287 Жыл бұрын
now I am become noder, the improver of maps
@krystevplayz9070 Жыл бұрын
A thing I would recommend for this map is adding health and armor stations. Possibly even crates that give you the amm that you need. Yes, the HL2 ammo crates are able to decide themselves what ammo to give you, sometimes they give health kits or batteries too. That's what I remember.
@Burning_Pit Жыл бұрын
You can try "Assault" basically where npc tactically advanced along pre-determined route (A to B), which is nice for when you open the door and see the combine marching in instead of standing there, you can read more from valve developer wiki about Assault (they have example maps there too) and put info_node between point A and B since they won't know where to go (even though the path is totally empty). For the button, you can use small block with nodraw texture overlapping the button prop and make the block func_button, and since the button prop is prop_dynamic, you can set the animation when the button pressed, e.g in output properties for the func_button OnPressed > button prop name > SetAnimation > Press (or you can check the animation name from the sequence in model properties). To make it not move, in flags properties, tick the "Don't Move" box The door, like other comment say, need indicator so player know if it's locked or not, simple way is to use env_lightglow, use color red if its locked and green if its unlocked (or any color of your choice) and you can change the color by pressing a button. Hopefully this help.
@ATI_Radeon_HD_4890 Жыл бұрын
Maybe get Hammer++? It shows lighting in realtime without the need to run the map every time.
@melondemon Жыл бұрын
omg interloper reference
@nolanlemmon8180 Жыл бұрын
Radiation Hazard's intro music didn't change, Freeman! You're just being paranoid!
@luccifrfr2145 Жыл бұрын
cool to see you making youre own maps cant wait to see how far you go in the future
@Agartha_Inhabitant Жыл бұрын
Hey man, the map is coming along nicely! But one thing to improve on is verticality of the map. Right now everything seems to be on the same height which can be a bit monotonous. Maybe add a section where you are forced to go up/down (With stairs, elevator, ladder). This could also used be in combat, where you have sections where you are above/below enemies or maybe even a section similar to that warehouse fight in the later parts of HL2. These changes could really change up things and make your map over all more interesting.
@RadiationHazardYT Жыл бұрын
Thanks! This map did miss on that point. I'll be sure to include it in my next one.
@matijajovic8125 Жыл бұрын
As a noob this is very interesting to me. Also, I didn't want to say anything, but the old intro is much better than the new one, glad you brought it back.
@sanek_342 Жыл бұрын
There is useful entity called point_template, it forces objects to spawn where point_tempalte is located in editor if player walked through trigger, pressed a button etc. Example: Player pressed func_button -> Point Template spawned a npc_zombie. It's very easy to use, all you must to do is - create an object or an npc, give it a name and give your point_template a name too, after that, open point_template properties and in property "Template 1" select you're npc or other entity you want to spawn. For Trigger - Add a new Output - OnTrigger - *Name of your Point_Template* - ForceSpawn - and you can add a delay if you want. Same goes for button, instead On Trigger you select OnPressed
@allieanarchy2833 Жыл бұрын
I appreciate these videos, there's not many showcased viewpoints of people learning this stuff for the first time. There are many good tips in these comments. My addition to them would be to just use more ground/hint nodes. Not every inch of walkable level should be covered by them, but a lot of the hint nodes currently make for very static positions. More nodes will just give the AI more to work with. This will be much more apparent in open environments, of course. Take the encounter in the hallway or the three combine who rush into the room after the button. As it stands, they'll hang out near where they begin and should only punish a player hiding in cover with grenades. If they had nodes near the player, they could rush. Then, if the player lives, when they next pop out of cover the remaining enemy positions might change or be in flux, since whatever enemy just pushed also freed up a node for its comrades to consider. This would be most observable with shotgun combine, who are more aggressive. General caveats apply; YMMV, AI isn't always as clever as we think it is, gmod/etc. might have different 'tools' for the AI to navigate and fight by that I don't understand, etc. However, the HL2 AI is deceptively dynamic so more dynamic gameplay will result from giving them a larger bed of choices.
@m.blaster05 Жыл бұрын
I like the map so far! You're doing good!!
@boomdonuts9996 Жыл бұрын
Nice man. I like these kind of videos, keep up the good work!
@RadiationHazardYT Жыл бұрын
Thanks!
@monahikosliekos Жыл бұрын
info_node_hint's act like regular ground nodes, just additionally with a hint, so you don't need to place info_node_hint's with info_node's.
@ethanbear360 Жыл бұрын
If you want to do water, it's very simple. -Create a block of geometry where you want your water -Texture every face with nodraw. -Change the texture of the top face to a water material. There you go! Water! (Note that the type of material changes the visuals of the water such as the waves and surface opacity.)
@nazbol1141 Жыл бұрын
nice, gl on future map projects 👍
@Ragsimier Жыл бұрын
Hey, not bad for first time! Ive been mapping for about 2 years and id say this is so much better than my first projects Anyways id like to explain some stuff You said you dont know why NPCs dont take cover sometimes... And thats perfectly fine, Sometimes NPCs just ignore them and there isnt really a work around You should also decrease the size of your doors so they dont clip into the wall Also adding on, you dont need to place regular nodes under Hint nodes Also if you want to see how NPCs will walk around your map you can use the commands "ai_nodes" and "ai_show_connect"
@gstandsforgorgeous Жыл бұрын
How bout you node some dark and gritties (Good work 👍)
@tones3dferret Жыл бұрын
I suggest using the Lip flag on func_door entities, by setting it to 1 or 2 (default is 0), it protrudes out of the wall so that it doesn't z-fight. also you should make the func_doors smaller in width than the threshhold to get rid of the rest of the z-fighting
@RomulaaniYT Жыл бұрын
that map looks so cool! keep it up!
@stefanebunik Жыл бұрын
btw have you considered moving the pillars inwards like inside the walls,that would give hella alot more depth
@RadiationHazardYT Жыл бұрын
Yeah that's a good idea
@stefanebunik Жыл бұрын
@@RadiationHazardYT and my idea of how to add water in your map would be to make a glass floor with the visible water underneath since it also gives some depth : )
@qbob3530 Жыл бұрын
To make your map not so claustrophobic you can try to make unplayable areas such as rooms behind the glass, unreachable catwalks, holes and windows, similar to tf2 maps
@trabant14 Жыл бұрын
Ah man this takes me back
@stefanebunik Жыл бұрын
radioactive hazard is learning the powers of mapping!!!
@chips_lol9537 Жыл бұрын
Imagine rad doing a mod review, for his own mod
@qbob3530 Жыл бұрын
It's called "developer commentaries"
@Real_Gordon_Freeman Жыл бұрын
Hey radhaz shepherd told me something that would he be noticed on the event on August 13th.
@speemus6223 Жыл бұрын
just saw how little beta maps there is billions must make dark and gritty maps
@ultimatesupersisiipad9927 Жыл бұрын
This map should have the citadel textures that can be cool with the citadel background sound effects and maybe a tower style map
@TomatoRadio Жыл бұрын
I noticed in that the doors will z fight(that glitchy spazzing) with the wall when fully opened. I'm a pretty novice mapper myself but I've usually solved this by having the func_door extend a little bit in the wall it will move to. Idk why it works but it does for me.
@tehcooler Жыл бұрын
This tutorial is missing the classical 2011 music and quality
@RadiationHazardYT Жыл бұрын
It's not a tutorial ;(
@tehcooler Жыл бұрын
@@RadiationHazardYT plz add the 1 year bc music it's the biggest banger I've heard in my entire 1 month life 🙏🙏🙏🙏🙏
@KingOfComedyXD Жыл бұрын
Dark n gritty
@BlackMesaEmployee Жыл бұрын
hitting the griddy for Ukraine
@RMJ1984 Жыл бұрын
Half-Life 3 is coming along nicely. Careful not to make Gabe jelly!
@gloveman0 Жыл бұрын
Learning mapping is always interesting
@OtaconNachos Жыл бұрын
Can't wait for this map to be part of the RadHaz ARG universe.
@Ian_Paneque Жыл бұрын
*Interloper intensifies*
@patroller1592 Жыл бұрын
The Mapping Hazard. KZbin channel? Anyway, I'll say that your definitely going somewhere with this! Maybe you might just make your own Beta half life 2 mod! Maybe.
@RadRoach44227 ай бұрын
Hint nodes double as movement nodes. You don't have to place a yellow node over a hint at all. All the hint does is tell specific NPCs that they're supposed to use one of their functions on it.
@elwetritsch3654 Жыл бұрын
Im also making a map. Good work rad keep it up.
@denifnaf5874 Жыл бұрын
Do some nodes still work on ichtchyosaur?
@RadiationHazardYT Жыл бұрын
Not sure, I didn't try
@TheUplinkExperiment Жыл бұрын
I'm pretty sure the AI for the Ichtchyosaur was removed in retail but the model wasn't, I saw info about it somewhere but I think the part with it in the teleport sequence (The one at Kleiner's Lab) is manually animated for that one part only. Cant say for sure if it is tho since I don't remember the source of that info.
@denifnaf5874 Жыл бұрын
@@TheUplinkExperiment what if it's ai is somewhat intact? It can bite if you are righr infront of it...
@Dr_Doctor_Lee Жыл бұрын
ye architecture especially a proper industrial one can be tricky. tho i say its one of the more easy options to choose from (its also all i know and do) you noticed the surface cliping by the door? 2 rules: the wall in which the door disappears, should be thicker than the door, and second, the door should not fully ..how to say.. go into the wall. let it stick out a bit. looks more realistic lovely design with the glass panes behind the control pannels. will actually take that for my own uwu
@Yourlocalwordrobe Жыл бұрын
radhaz: posts a sad video as a message to valve also radhaz: hey guys heres my map
@chilling5858 Жыл бұрын
Are you using the normal hammer or hammer++? Great videos btw
@ethanbear360 Жыл бұрын
Hammer++
@rubinolas6998 Жыл бұрын
Hint Nodes?!? IS that an Interloper refenrtence???!
@RegenerationOfficial Жыл бұрын
This reminds me of FEAR or now Trepang 2 gridy and dark levels. maybe windows and vaulting would help. a favourite of mine is slow motion and unnecessary particle effects
@nfwrambo Жыл бұрын
Dude you could totally make a mod, you already know how to make music and are learning how to make levels, that’s like half of what a mod is!
@tripakastayw6872 Жыл бұрын
really nice gameplay for a short map
@hydrolus3460 Жыл бұрын
Make a video about detailing the level (props etc.)
@arsenii_yavorskyi Жыл бұрын
isn't there like a million tutorials for Source mapping?
@walter___ Жыл бұрын
Very nice.
@daonebest3001 Жыл бұрын
Hopefully one day we will have a mod made or partly made by Radhaz
@_smerte42 Жыл бұрын
the hammer editor scares me
@Callsign_Kuru Жыл бұрын
New intro music slaps
@Rift_cz_sk Жыл бұрын
He has spent less time in hammer then I've have, and he's already better at it
@fekirat Жыл бұрын
rad, i love you my brother.
@mokeyjoe8357 Жыл бұрын
Hey rad, out of curiousity, do you know how to code in C++?
@RadiationHazardYT Жыл бұрын
Not really. I can edit code, maybe script a little but can't full-on code.
@Bunerd Жыл бұрын
Its still a shame that TheHszardousMemer isnt a Benefactor anymore
@Annex_canada Жыл бұрын
My undo buttons in hammer disappeared
@Scoopy2.0 Жыл бұрын
honestly i would love to see not a mod maybe like a map pack from you honestly. even if its basic
@sbl_officialchannel Жыл бұрын
I recommend a scripted scene where breen cowards in fear when you enter the room should be easy just need to watch a scripted scenes tutorial if you don't know how also the map looks really good so far (・∀・)
@deepsnow4994 Жыл бұрын
The script from d1_trainstation_05, where he says "What's the meaning of this! Who are you!" when Gordon teleports into citadel for a few moments.
@NoVIcE_Source Жыл бұрын
that intro musicc xddd
@iancampbell3960 Жыл бұрын
i am literally one of the first poeple to see this
@Creovus Жыл бұрын
Can you play Minerva metastasis sometime
@BozoN638 Жыл бұрын
I suggest you asign the NPCs to squads so they act smarter and coordinate. And it would be interesting fighting a squad in a arena for the squad. I say a good squad is 3 SMG soldiers, 1 AR2 soldier, and 2 shotgun soldiers.
@HotWario4Life Жыл бұрын
Weapon Mods: Both Tac-45 and Five-Seven are from [TFA][AT] CoD Black Ops II SWEPs Reupload HK21 is from [TFA][AT] CoD Black Ops SWEPs Pack Reupload
@GyddySand13376 ай бұрын
nice map for gmod :) (or other)
@Spike58725 Жыл бұрын
can you try to make a Map in s&box use Source 2
@RadiationHazardYT Жыл бұрын
Might try it yeah
@Stickman_Productions4 ай бұрын
2:21 there are arrows
@CatsT.M Жыл бұрын
Doctor Breen again?
@mungyodance3 Жыл бұрын
very rad looking map epic
@fredbob5 Жыл бұрын
Good to know a meme of a face counts as a face for the algorithm lol
@GlebOver Жыл бұрын
👍
@Nozal Жыл бұрын
been trying to add my own costum textures in hammer editor but every time its just missing textures, i checked the directory and everything and it still doesn’t work, if anyone is a hammer editor geek i would appreciate some help
@Soot-vy7kz Жыл бұрын
upload this to the workshop or something
@GuyFromNextDoor Жыл бұрын
Hint nodes? Is that an Interloper reference?!?!? (For legal purposes, this is a joke)
@G1bberz Жыл бұрын
Alr Mapiation Hazzard!
@AdrensphrdGaming Жыл бұрын
Use hammer++ it's a life savoir
@RadiationHazardYT Жыл бұрын
Yup I use Hammer++ It's awesome.
@ninjacat230 Жыл бұрын
SO MANY people don't bother putting nodes in their maps. I'm glad you aren't one of them
@bof8850 Жыл бұрын
Interlopr!!@@@
@bipolit Жыл бұрын
Gonna need radhaz hammer tutorials I wanna make half life 2 mods