As soon as we have ironed out bugs and applied tweaks, it'll be finished. Finally!
You can also expect to see Ghoshunt 1 & 2 re-released with Synergy. I will be making some minor changes in these maps to freshen them up.
Happy days!
Yesterday night, a testing interation of Ghoshunt 3 was sent to the Synergy team.
As soon as we have ironed out bugs and applied tweaks, it'll be finished. Finally! You can also expect to see Ghoshunt 1 & 2 re-released with Synergy. I will be making some minor changes in these maps to freshen them up. Happy days!
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Over the last few weeks and last week in particular, I've been receiving messages and comments galore about how goddamn broken the Ghosthunt maps are when loaded in Garry's Mod.
For those of you that are just joining us or have been redirected from the maps on Steam, let me clarify the situation. I know that the maps and textures don't work. They haven't worked for ages. It's pointless to load them in Garry's Mod right now. No I can't fix it - Sorry. I spent months trying and in the process of that I significantly delayed my own development on Ghosthunt 3. It was a mistake on my part to pursue the task of attempting to repair the maps where the issues lie with Garry's Mod and they way it's been re-written for Source. I don't have anything against Garry's Mod. At the time of Ghosthunt's creation Garry's Mod proved to be the perfect medium for the map. It provided me with a familiar, free platform for me to release it on. So whats going to happen? When I'm done working on Ghosthunt 3, the trilogy of maps are going to be put into Synergy. I've been thinking about releasing the core content of GH1 and 2 in the meantime so you can still play the maps through Episode 2. No multiplayer support through Episode 2 though so you'll have to play it solo. Thanks for all the support so far. I am an exceptionally busy Englishman and all of my followers are being very patient! Have a great New Year. I've been super busy recently with the approaching winter/Christmas. Update:
Forgot to mention the new section of my site. Check it out. ------ How do you deal with change? If you don't deal with it very well you're gonna have to suck it up because things are about to get different. And better. Ghosthunt 1 2 & 3 are going to be released for Synergy. I'll elaborate more when the time comes but you're going to have to hold onto your butts a little longer. In other news, here are a couple of shots from my new project: I've been extensively testing and fixing things with GH3 since the weekend. My frustrations with issues made by Garry's Mod are beginning to get the better of the project. It works flawlessly in Episode 2 and in that respect I am very close to having a finished product.
But Ghosthunt is supposed to be a co-operative experience, therefore I'm going to be spending more time on this. In other news I'm working on a new section of this site. You'll see it soon. Lots of testing has been happening. I've added more events and have been tweaking various things.
As I mentioned a while back I'm moving house this weekend so there will be some considerable downtime on production for the next few days. Rest assured though that the cogs of GH3's development are still very much in motion. As I was staring into Ghosthunt 3's soul the other night (The map's soul. It's all wireframed and shit.) I began thinking back to when Ghosthunt was just some crazy-ass idea that came to me one day at work. You know, since I made the first Ghosthunt I've gotten a degree, I've moved three times, gotten married and had a baby.
During my time developing these maps I've always felt like I wanted to expand the idea into some sort of a MOD. That's where the Idea for Hartley came from. My friend and I had big plans, we put a bunch of maps together and it was really going well - but we began to realize that soon both of us wouldn't have much time to work on it at all because, you know life and shit. I've never really fully commented on what happened with Hartley so here it is. We spent around 6 months mapping together, drawing up plans and writing a pretty neat little story. We had a good prototype going and it was pretty creepy. Whilst we were doing this I couldn't help myself but go off on tangents and create other things. I'm rather impulsive and I kept taking time out to work on these other things. Doing the same thing over and over again is dull, right? There are only so many events that I could think up in Source. Building the Asylum went from being fun and interesting to being extremely samey and annoying. Then somewhere along the way I got married and holy shit I'm a grown man now. So Hartley is gone. God rest it's soul - but I learned a lot along the way. This news may disappoint you. Don't worry. I know that it's for the best. Something better will take it's place. It's a bit like the post I wrote the other day. Sometimes when I'm mapping I will spend hours on a particular section, play it, hate it and then delete it and put something better in it's place. Every single time I've done this, I can confidently say that it has turned out for the better. Ghosthunt 3 will probably be the last 'Ghosthunt' themed map I will release. I've got better ideas, and I'm tired of bending the resources of the SDK to something extremely remote from the franchises the material comes from. I'm tired of not seeing any Half-Life anymore, so whatever my next project turns out to be, it will be in some way or form related to the Half-Life universe. On a lighter note, Ghosthunt 3 is nearly finished. FIND OUT WHO GIVES A SHIT ABOUT BIGFOOT. UPDATE! I'm working my tits off on Ghosthunt 3 right now. I've been given the chance to sit down for the last week or so to do some intensive work on the map and I've gotten more done than I thought I would, so here's a big fat list of inclusions, things I've added and things to look out for: - Dynamic heating system. - Dynamic ghosts ( They are NPC's and they chase you - it's awesome - trust the Breadman.) - Largest Ghosthunt yet. - Random events/happenings are still in. - New sounds. - You can now respawn the ghost detector. I'm still working on various events and adding polish but we should be done soon. Here are some more pictures, but only a few. I don't want to spoil too much at this point. (Click to enlarge) Will it be out by Halloween? That's like asking if there's life after death. We will all just have to wait until we get there to see what happens.
-Bread Sometimes I'll spend days on a particular area in my maps. And then I'll delete it all and do something new with that space. It doesn't bother me much but it frustrates the living shit out of my wife. Why delete something I've worked so hard on? Let me tell you.
Sometimes as much as something may seem to fit in for the narrative of an environment, it may not be so good for the actual gameplay. Ghosthunt 3 had this huge section before this evening - a big flooded pump room. It looked rad, but walking around that shit was a pain in the ass. So I deleted the living crap right out of that section and rebuilt it completely. Now I've got this shipping area with trucks and containers. I think it's so badass that If I owned a Occulas Rift, I'd sit my ass down in it and eat my fucking sandwiches. In all seriousness though I do this a lot. I spent the last few weeks modifying the layout of GH3 and it's so much smoother now. I've rebuilt several areas to make them more player friendly. Here's a great big image of Ghosthunt 3, top-down in Hammer. It's probably not going to get any bigger. If you're worried about it not being big enough - don't. The only reason GH2 looked bigger in hammer (Assuming you saw those pics) is because it had lots of long corridors. This map is much more condensed and there are cubbyholes aplenty. |
AuthorBeen mapping since Goldsource. If you don't know what that means you're too young to be here. Archives
November 2016
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