GTA CITY 17
Procedurally Generated Maps in HL2 mod WIP 6 - Overhaul
Accurate HL2 Gordon Freeman Model
I'm trying to make an identical version of Gordon to the one on the covers of the game
More Combine stuffs
Lost and Damned were the friends we made along the way
I finally did it! The fully-functional procedural dungeon generation in Source Engine. The rooms and hallways are procedurally generated based on seed. Currently there are lots of "randomised" elements like enemy/ammo placement, lighting, even player's start position. Of course, there are tons of improvements to be made. I slapped the chaotic generation of enemies/ammo and props for demonstration purposes. Made with lots of VScript on MapBase (might even write a detailed blog on my moddb profi…
finally finished the generation of corridors
Second part of this devlog about trying to do Procedurally Generated Dungeons in Source Engine. The scripts can generate "any" amount of rooms in a fixed area. Rooms are made sure to spawn not too far from each other and that they're not overlapping other rooms. Each room has its own ID and they're spawned pretty close to make sure the hallway-connection system works more correctly. The most interesting part here are the green lines which indicate where the hallways will spawn in future, to co…
Yo, here's a video review of a Resident Evil-style Half-Life 2 mod called Lost And Damned. Let me know what you guys think of the video and the mod.