.:`=-~rANdOm~`-=:. Game Servers

Technology (Read Only) => Mapping => Topic started by: Alkaline on June 02, 2012, 01:21:54 AM

Title: [IDLE] SCP porting to Source Engine [PICS] [7.1.2012]
Post by: Alkaline on June 02, 2012, 01:21:54 AM
Information:

--Background:
*Be aware that some of the sites given contain few instances of gorey/gruesome images (106 for example.) View at your own discretion.*
Recently, an independent group released the alpha version of their game, SCP - Containment Breach (http://scpcb.wordpress.com/). This game is based off of the fictional, creepy-pasta stories at the SCP Foundation Wiki (http://www.scp-wiki.net/). At this fictional research facility, SCP ("Secure. Contain. Protect."), supernatural anomalies are harbored to keep away from the public and/or to analyze their unique attributes. In the alpha version of this game, you play as a Class-D staff member/ test subject, the lowest rank in the Foundation. On an average, shitty Monday morning, you enter SCP-173's room along with your two other blank-faced buddies to clean its feces and blood off the floor. But of all the odds in such a highly-funded government facility, something goes horribly wrong and shit goes down reeeeeal fast!

To admit it, on the first play, it is astounding to see how such bizarre entities and frightening atmosphere were created even with such limited graphics (created in Blitz3D which is about a decade old.) At a part in the game where 106 walks through a corridor, I shit myself and hit escape then I heard 106 make this fucking scary mumbling while staring straight at me (even when the game was paused!) F*ck. Damn. Sh*t. F*ck. Just to have that fucking face etched into my mind is bad enough. (And to have that experience from an objective-less game that you just run around in testing how much "heavy ordinance" you can lay before you really need a new rectum).

Here's one more thing to add to the atmosphere of this thread. (http://tinyurl.com/85okkuj) You've probably already seen this but I thought it was a cool animation.

And LOL. Didn't know about this until I read it on the wikia.
Spoiler (click to show/hide)


--Project:
Anyways, an idea came to mind that the layout for the rooms and the overall theme may provide a good map for Zombie Survival. Yes, the idea sounds kind of naive to have zombies in the facility but gameplay wise it would work well. To prevent the filesize of the map from being unsuitable for download, I will try to incorporate only a few major rooms and the rest be offices/cubicles. If you have any suggestions for what I should add or anything I should fix, feel free to comment. If you are willing to make/port some of the models (other than 106) to Source and provide them, I'd be more than happy to include you in the credits of the map. Maybe if someone provides a good sketch of a two-story layout for the offices and tunnels, I'd put their name on the easter egg I'll hide in the map. Found a plug-in to port .x and .b3d files into 3DS Max. Final layout has been completed on paper.

Screw the Zombie Survival idea. I will try to make this an accurate port.

Yes, I am completely aware that someone already made a mimic of the intro room (http://www.garrysmod.org/downloads/?a=view&id=130149). But I plan on having this map to be near identical to the alpha and retain minor details seen when going through the facility excluding the SCPs (unless a server-side script is made for the entity SCP-173 that's already on gmod.org; would be damn funny to have 173 zipping by occasionally and take a few "blind" klieners).

And yes, I own none of the ideas, textures, models, etc. posted or related to the Foundation and the alpha.
Damn I should start being original... maybe later.

Progress:

Material Ports100%
Brush portion of ALL the rooms     100%
Model Ports/Creation100%
Functioning Door Instances0%
SCP-043 Room and Audio90%
Lighting60%
SCP-173 Entity???
SCP-106 Entity???
SCP: CB Gamemode???

I made a simple base gamemode in gmod 13. But, I would need a team of super lua scripters and someone to possibly host the FTP.
I don't want to turn this into a project just yet. I'd probably want to release this map first then ask for permission from the original creator to go into a Gmod gamemode. This is all his work and his own mental recreation of the SCP Facility.

But I don't want to discern any good lua scripters because this would be a VERY fun project.

Screenshots:

Spoiler (click to show/hide)

Download:
I can resume work on the map and hopefully finish it by the time the regular servers come back up.
To keep things simple, I will upload the .bsp and the files I worked with when I am finished.

I was sort of sloppy when I was porting, so I may have left out some .obj/.dae/.max files.
At the moment, the file size of the models and materials is about 50MB. Sound files may up this 100MB.
Title: Re: [WIP]SCP for Zombie Survival [PICS]
Post by: Pryvisee on June 02, 2012, 01:30:15 AM
Looks actually pretty interesting.. The game looks kinda mediocre and slow though. I guess it's just not my type of game, although I love getting scared at the computer. ;p

Btw, where does it contain gorey images? lol.
Title: Re: [WIP]SCP for Zombie Survival [PICS]
Post by: [Valor]iPounce on June 02, 2012, 01:43:06 AM
The memories, Hotgreen will fucking scream again.
Title: Re: [WIP]SCP for Zombie Survival [PICS]
Post by: ٶȻhriʂ on June 02, 2012, 01:55:35 AM
ahah i just played it.

i was going through dark corridors for like 6 min's with scary faces coming sometimes,

then i had 2 choices(left or right) i took a right and fell to my death with a loud screamer -_-

anyway how did he compress all that in 4mb?
Title: Re: [WIP]SCP for Zombie Survival [PICS]
Post by: Purple on June 02, 2012, 02:01:28 AM
oh my god I love you.
Title: Re: [WIP]SCP for Zombie Survival [PICS]
Post by: Hotgreensoldier on June 02, 2012, 09:54:34 AM
The memories, Hotgreen will fucking scream again.

Fuck you.


ahah i just played it.

i was going through dark corridors for like 6 min's with scary faces coming sometimes,

then i had 2 choices(left or right) i took a right and fell to my death with a loud screamer -_-

anyway how did he compress all that in 4mb?


Loud screamer?...Scary faces?...Right or left?

Are you sure you played it? Because none of those are in the game ._. Except for the coffin camera
Title: Re: [WIP]SCP for Zombie Survival [PICS]
Post by: ٶȻhriʂ on June 02, 2012, 10:59:46 AM
Fuck you.


Loud screamer?...Scary faces?...Right or left?

Are you sure you played it? Because none of those are in the game ._. Except for the coffin camera
oh shit i played the wrong version...im an idiot
Title: Re: [WIP]SCP for Zombie Survival [PICS]
Post by: Tezuni on June 02, 2012, 04:35:49 PM
You always make quality maps, looking forward to this.
Title: Re: [WIP]SCP for Zombie Survival [PICS]
Post by: The Ghost Of Anony Mouse on June 03, 2012, 10:51:16 AM
what about the pokkit dimension
Title: Re: [WIP]SCP for Zombie Survival [PICS]
Post by: Seb on June 03, 2012, 03:25:58 PM
The memories, Hotgreen will fucking scream again.

Like the little girl he is.
Title: Re: [WIP]SCP for Zombie Survival [PICS]
Post by: JIGSAW on June 05, 2012, 06:52:47 PM
Hey if want more idea's for this project you should play "The Nightmare house 2" a mod for half life 2 episode 2 but this is just a suggestion. I recommend trying it if you haven't done so already, again just a suggestion.
Title: Re: [WIP]SCP for Zombie Survival [PICS]
Post by: Hotgreensoldier on June 05, 2012, 06:54:34 PM
Are ou going to make the refining SCP work like it regularl would? If so, that would be cool.


Can't use the letter that comes after X atm.
Title: Re: [WIP]SCP for Zombie Survival [PICS]
Post by: Alkaline on June 05, 2012, 07:12:56 PM
Updated OP

pokkit dimension
Added to the to-do list.
I'll make SCP-106 glide through a few corridors. Anyone who touches it gets teleported to the pocket dimension where they must escape or die if they touch SCP-106 again.

Are you going to make the refining SCP work like it regularly would? If so, that would be cool.
Yes. I am planning on using filter_activator_name's in the refining machine room but it will only work on specific entities found in the map.
Would be pretty useful for mutilating a few players who think it's a teleporter.

Also plan on adding the key which opens a door to the blue misty place and key cards for access to useless areas.
Title: Re: [WIP]SCP porting to Source Engine[PICS]
Post by: Deathstrike on June 08, 2012, 09:57:58 PM
Put SCP-100 in this map. IT will be a perfect easter egg.
Title: Re: [WIP]SCP porting to Source Engine[PICS]
Post by: Cake Faice on June 10, 2012, 05:16:07 PM
SCP-043 will probably make me poop myself.
Title: Re: [WIP]SCP porting to Source Engine [PICS] [6.21.2012]
Post by: Loke on June 21, 2012, 04:53:42 PM
Lets make a gamemode out of this!
Title: Re: [WIP]SCP porting to Source Engine [PICS] [6.21.2012]
Post by: The Ghost Of Anony Mouse on June 21, 2012, 11:00:00 PM
are we going to make class D models better than the original
Title: Re: [WIP]SCP porting to Source Engine [PICS] [6.21.2012]
Post by: Alkaline on June 26, 2012, 12:26:06 PM
Updatez with more pics.

are we going to make class D models better than the original
That would be as easy as reskinning two citizen models with an orange jail-like clothing.

Put SCP-100 in this map. IT will be a perfect easter egg.
I can rip one of the Porta-Johnies from L4D2 but you won't be able to enter it.

SCP-043 will probably make me poop myself.
Coincidentally, I have a turntable that I made a while ago as a custom prop...
Although, I'm not sure how I would animate it. And if I succeed at animating it, would you like to be the "mysterious voice" that answers the music trivia?

I am REALLY stumped on how to light up the map to mimic the original's lighting. I could always manually light the dark ambiance with very low-lighting but anyways, I'm leaving that for last. As you can see in some of the pics below, I finally got the collision models to work with $concave. I also reskinned the office chair as a touch-up to what the original creator might have had in mind. One last thing. Fuck Valve for the shitty fog I have to live with in the ep2 engine unlike the sphere-like fog in L4D2.
Spoiler (click to show/hide)
Title: Re: [WIP]SCP porting to Source Engine [PICS] [6.21.2012]
Post by: Deathie on June 26, 2012, 12:29:12 PM
Updatez with more pics.
That would be as easy as reskinning two citizen models with an orange jail-like clothing.
I can rip one of the Porta-Johnies from L4D2 but you won't be able to enter it.
Coincidentally, I have a turntable that I made a while ago as a custom prop...
Although, I'm not sure how I would animate it. And if I succeed at animating it, would you like to be the "mysterious voice" that answers the music trivia?

I am REALLY stumped on how to light up the map to mimic the original's lighting. I could always manually light the dark ambiance with very low-lighting but anyways, I'm leaving that for last. As you can see in some of the pics below, I finally got the collision models to work with $concave. I also reskinned the office chair as a touch-up to what the original creator might have had in mind. One last thing. Fuck Valve for the shitty fog I have to live with in the ep2 engine unlike the sphere-like fog in L4D2.
Spoiler (click to show/hide)


Try some color correction? A false night effect, where you can only see a few feet in front of you.
Title: Re: [WIP]SCP porting to Source Engine [PICS] [6.21.2012]
Post by: Seb on June 26, 2012, 12:34:56 PM
And if I succeed at animating it, would you like to be the "mysterious voice" that answers the music trivia?

If Cake declines, can I take the offer?
Title: Re: [WIP]SCP porting to Source Engine [PICS] [6.21.2012]
Post by: Alkaline on June 26, 2012, 01:01:29 PM
Try some color correction? A false night effect, where you can only see a few feet in front of you.

Well, that's not exactly the problem I'm having with lighting. In the original game, all of the rooms are models. If you peek inside of the GFX/map folder of the game, you will notice alot of lm (lightmapped) files that overlay the textures in each of the rooms. This produces the effect of ambient occlusion (http://www.sidefx.com/docs/houdini10.0/images/light/ambient_example.jpg), or fake global illumination. (And once you think about it, the original game is in fullbright mode all the time. Its just that ambient occlusion and fog give the feeling of almost total darkness.)

Unlike the source engine, the creator could have easily baked, or fused, these lightmaps with his 3D modeling software. I, on the other hand, have to manually place the lighting because to have to light up props/viewmodels/etc. real-time. Color correction only changes the RGB going from the engine to the monitor, or acts like a shader, and that would be something I would add at the finals stages of the map. If I place a low-brightness light in the middle of a room to try to simulate AO, I would somewhat get that effect but I would also get noticeable shadows.

I've also been fooling around with this technique (https://developer.valvesoftware.com/wiki/Window_lighting), but I first wanted to see if any other mappers are willing to shed light onto the subject. That is, before I tread into interlopers.

If Cake declines, can I take the offer?
You have a sexy voice, too. I don't see why not.
Or maybe there can be an argument between you two in the map.
All you need to do is provide a .wav sound file of you saying anything.
Title: Re: [WIP]SCP porting to Source Engine [PICS] [6.21.2012]
Post by: Deathstrike on June 26, 2012, 01:15:55 PM
Updatez with more pics.
That would be as easy as reskinning two citizen models with an orange jail-like clothing.
I can rip one of the Porta-Johnies from L4D2 but you won't be able to enter it.
Coincidentally, I have a turntable that I made a while ago as a custom prop...
Although, I'm not sure how I would animate it. And if I succeed at animating it, would you like to be the "mysterious voice" that answers the music trivia?

I am REALLY stumped on how to light up the map to mimic the original's lighting. I could always manually light the dark ambiance with very low-lighting but anyways, I'm leaving that for last. As you can see in some of the pics below, I finally got the collision models to work with $concave. I also reskinned the office chair as a touch-up to what the original creator might have had in mind. One last thing. Fuck Valve for the shitty fog I have to live with in the ep2 engine unlike the sphere-like fog in L4D2.
Spoiler (click to show/hide)
you can probaly make it so when you go near the porta potty u hear screaming coming and other noises comingfrom inside it
Edit:the pictures look great almost better
Title: Re: [WIP]SCP porting to Source Engine [PICS] [6.21.2012]
Post by: Cake Faice on June 27, 2012, 03:15:29 PM
Well, that's not exactly the problem I'm having with lighting. In the original game, all of the rooms are models. If you peek inside of the GFX/map folder of the game, you will notice alot of lm (lightmapped) files that overlay the textures in each of the rooms. This produces the effect of ambient occlusion (http://www.sidefx.com/docs/houdini10.0/images/light/ambient_example.jpg), or fake global illumination. (And once you think about it, the original game is in fullbright mode all the time. Its just that ambient occlusion and fog give the feeling of almost total darkness.)

Unlike the source engine, the creator could have easily baked, or fused, these lightmaps with his 3D modeling software. I, on the other hand, have to manually place the lighting because to have to light up props/viewmodels/etc. real-time. Color correction only changes the RGB going from the engine to the monitor, or acts like a shader, and that would be something I would add at the finals stages of the map. If I place a low-brightness light in the middle of a room to try to simulate AO, I would somewhat get that effect but I would also get noticeable shadows.

I've also been fooling around with this technique (https://developer.valvesoftware.com/wiki/Window_lighting), but I first wanted to see if any other mappers are willing to shed light onto the subject. That is, before I tread into interlopers.
You have a sexy voice, too. I don't see why not.
Or maybe there can be an argument between you two in the map.
All you need to do is provide a .wav sound file of you saying anything.
Well I'm definitely up to it, just you need to send me a test script or something of the sort.
FUCKYOUSEBTRYINGTOSTEALMYSWAG
Title: Re: [WIP]SCP porting to Source Engine [PICS] [6.21.2012]
Post by: Seb on June 27, 2012, 05:10:58 PM
Well I'm definitely up to it, just you need to send me a test script or something of the sort.
FUCKYOUSEBTRYINGTOSTEALMYSWAG

Wait!

We can BOTH do it!
Title: Re: [WIP]SCP porting to Source Engine [PICS] [6.21.2012]
Post by: Cake Faice on June 27, 2012, 05:41:05 PM
Wait!

We can BOTH do it!
So we argue back and forth about musical facts?
Title: Re: [WIP]SCP porting to Source Engine [PICS] [6.21.2012]
Post by: Seb on June 27, 2012, 06:00:38 PM
So we argue back and forth about musical facts?

sounds p cool to me
Title: Re: [WIP]SCP porting to Source Engine [PICS] [6.21.2012]
Post by: Cake Faice on June 27, 2012, 06:39:08 PM
sounds p cool to me
I can somewhat pull off a Kieth Richards/George Harrison, you can be Geddy Lee.
Title: Re: [WIP]SCP porting to Source Engine [PICS] [6.21.2012]
Post by: Deacon on June 27, 2012, 06:50:11 PM
you can be Geddy Lee.
NO.
First he must bass.
Then he must hair.
Title: Re: [WIP]SCP porting to Source Engine [PICS] [6.21.2012]
Post by: Seb on June 27, 2012, 06:51:55 PM
NO.
First he must bass.
Then he must hair.

deacon please



How about
the three of us.
Title: Re: [WIP]SCP porting to Source Engine [PICS] [6.21.2012]
Post by: Deacon on June 27, 2012, 06:55:11 PM
deacon please



How about
the three of us.

Seeing as how I don't know what you're talking about, no thanks.
However

do not fail me.








you have been warned.
Title: Re: [WIP]SCP porting to Source Engine [PICS] [6.21.2012]
Post by: Seb on June 27, 2012, 06:56:36 PM
Seeing as how I don't know what you're talking about, no thanks.
However

do not fail me.








you have been warned.

I will begin by listening to some Rush.
Title: Re: [WIP]SCP porting to Source Engine [PICS] [6.21.2012]
Post by: Cake Faice on June 27, 2012, 06:58:41 PM
I will begin by listening to some Rush.
Don't fuck this one up Seb. Deacon will hound after you with lemons and razor blades, and forcefully teach you how to bass.
Title: Re: [WIP]SCP porting to Source Engine [PICS] [6.21.2012]
Post by: Seb on June 27, 2012, 07:04:43 PM
Don't fuck this one up Seb. Deacon will hound after you with lemons and razor blades, and forcefully teach you how to bass.

I have a bass, I just have to wait for my mom's boyfriend to get me an amp because my little sister won't let me use hers.
Title: Re: [WIP]SCP porting to Source Engine [PICS] [6.21.2012]
Post by: The Ghost Of Anony Mouse on June 29, 2012, 01:05:30 AM
That would be as easy as reskinning two citizen models with an orange jail-like clothing.

late reply but how about putting black coloured scout's headphones on their heads
Title: Re: [WIP]SCP porting to Source Engine [PICS] [6.21.2012]
Post by: Oshoto on June 29, 2012, 08:54:23 AM
great job, this looks really cool
cant wait for the download to be released
Title: Re: [WIP]SCP porting to Source Engine [PICS] [6.21.2012]
Post by: Alkaline on June 29, 2012, 06:31:17 PM
late reply but how about putting black coloured scout's headphones on their heads
I do see how that would look cool and all, but these guys are Class Ds. They are pretty much the abomination of mankind, and they really wouldn't need this kind of equipment unless the experiment required it (kind of like the video cameras given to Class Ds who were sent into SCP-087.)

Talking about Class Ds, I figured out the model for the Class Ds are actually a reskin for 106 ;_; . I will never ever port that fucking thing into source, so I would just make a reskin for the citizens from HL2. The guard also looks like low-poly garbage so I would just use a reskinned CT.

Well I'm definitely up to it, just you need to send me a test script or something of the sort.
FUCKYOUSEBTRYINGTOSTEALMYSWAG
Honestly, you guys can say anything. The funnier (and sooner), the better. You guys can even go on to yelling and the room can explode. I have managed to successfully animate the turntable so I am very eager to see what you guys can compose. Here is an image of the turntable:
(I baked the AO into it and all it needs is some good textures, plus that isn't the final texture for the vinyl.)
Spoiler (click to show/hide)


And now I have finally started the last leg of this map: the lighting. I got advice from Kurtis and he said to use a "black light" with a high brightness. This advice really helped and I think I got the lighting spot on.
Here are some pics of the lighting I have going on:

(You can also see the fog/vig overlay from the game.)
(Some of them were different compiles with different levels of darkness, so give your opinion on which ones appeal to the game.)
Spoiler (click to show/hide)

I'd also have to sadly admit that the refining machine will not be functional. Unless someone could lua script the behavior for it, it would be too much of a hassle with hammer entities.
Title: Re: [WIP]SCP porting to Source Engine [PICS] [6.21.2012]
Post by: Seb on June 29, 2012, 06:56:03 PM
Honestly, you guys can say anything. The funnier (and sooner), the better. You guys can even go on to yelling and the room can explode. I have managed to successfully animate the turntable so I am very eager to see what you guys can compose. Here is an image of the turntable:
(I baked the AO into it and all it needs is some good textures, plus that isn't the final texture for the vinyl.)

Would it play any of the songs in the album, or would it just go straight to our conversations?
I'm working on a test script where me and Cake argue over some facts, here's something I've made:

Spoiler (click to show/hide)

I'm thinking we can both do an occasional bass riff while we're talking, maybe to shut the other person up or place emphasis on a statement?
Title: Re: [WIP]SCP porting to Source Engine [PICS] [6.21.2012]
Post by: Cake Faice on June 29, 2012, 07:37:28 PM
Would it play any of the songs in the album, or would it just go straight to our conversations?
I'm working on a test script where me and Cake argue over some facts, here's something I've made:
If the map had room to be more horrifying, we could loop Revolution 9 backwards so instead of Lennon saying "Number 9" it says "Turn me on deadman". But according to the SCP, the record stops at Revolution 9 and faint breathing could be heard. So you could work off of that idea.
Title: Re: [WIP]SCP porting to Source Engine [PICS] [6.21.2012]
Post by: Loke on June 29, 2012, 09:02:17 PM
(You can also see the fog/vig overlay from the game.)
(Some of them were different compiles with different levels of darkness, so give your opinion on which ones appeal to the game.)
Spoiler (click to show/hide)

I like the 3rd one. Looks like how it is in the game.
Title: Re: [WIP]SCP porting to Source Engine [PICS] [7.1.2012]
Post by: Alkaline on July 01, 2012, 08:29:26 AM
scp-043_test.wmv (http://www.youtube.com/watch?v=qeMl7jOhPrA#ws)

Alrighty guys. The room/segment for SCP-043 is complete. I just need dat conversation between you too, that is before I resort to buying a bass guitar off of Amazon, smashing it into a thousand pieces, and ship 500 pieces to Las Vegas and 499 pieces to Miami.


Deathstrike, thanks for recommending that SCP. Turns out it looks like a great addition. I created a room/segment for it and all I may need to do with it is to tweak the layout a bit. I also plan on adding a scene where you can hear a guy yelling and hitting the inside walls until he eventually shits himself to death.
Spoiler (click to show/hide)

If anyone thinks there is another SCP that isn't 106 and may require a unique room, SUGGEST it. Making these rooms are kinda easy because they use the exact same lighting/theme/props/textures. I've also been trying to contact the author about making a gamemode, but he posted zero contact information so I think I am going to continue my work.
Title: Re: [WIP]SCP porting to Source Engine [PICS] [7.1.2012]
Post by: Deathstrike on July 01, 2012, 10:17:35 AM



Deathstrike, thanks for recommending that SCP. Turns out it looks like a great addition. I created a room/segment for it and all I may need to do with it is to tweak the layout a bit. I also plan on adding a scene where you can hear a guy yelling and hitting the inside walls until he eventually shits himself to death.
Spoiler (click to show/hide)

If anyone thinks there is another SCP that isn't 106 and may require a unique room, SUGGEST it. Making these rooms are kinda easy because they use the exact same lighting/theme/props/textures. I've also been trying to contact the author about making a gamemode, but he posted zero contact information so I think I am going to continue my work.
No thank you for adding it it looks great.
Title: Re: [WIP]SCP porting to Source Engine [PICS] [7.1.2012]
Post by: Zevante on July 01, 2012, 07:36:03 PM
I have a bass, I just have to wait for my mom's boyfriend to get me an amp because my little sister won't let me use hers.
Go to guitar center and get yourself a headphone amp for like $30. You can just chill all night and not worry about waking up sleeping relatives.

OT: Looks really nice.
Title: Re: [WIP]SCP porting to Source Engine [PICS] [7.1.2012]
Post by: Cake Faice on July 01, 2012, 08:47:40 PM
Damn Alkaline, that is pretty fucking nice.

But uh, shouldn't SCP-043 play Beatles songs since it's the White Album?
Title: Re: [WIP]SCP porting to Source Engine [PICS] [7.1.2012]
Post by: Seb on July 10, 2012, 08:47:00 PM
Working on scripts now, using some trivia I got off of /mu/.
Title: Re: [IDLE] SCP porting to Source Engine [PICS] [7.1.2012]
Post by: Alkaline on July 14, 2012, 10:46:47 PM
Hey guys. I'm sorry to say this but I have sort of lost interest in this map and I want to put it on hold. I've realized how this summer has slipped by pretty quickly and I want to start (and finish) a different map for ZS before the upcoming school year. I'd also have to admit this project really had no base other than procedurally ripping models from the game and slapping them together. If I did want to mimic the randomly generated maps, this would be near impossible for the capabilities of source.

I also tried contacting Regalis on his forum for his game but I have not received a reply.


If you're interested in picking up where I left off, I'd be glad to give you the files (about 200MB). Just PM me over the forum and I'll give you basically everything if I see you fit.
Title: Re: [IDLE] SCP porting to Source Engine [PICS] [7.1.2012]
Post by: Alkaline on September 01, 2012, 08:13:12 PM
Bump. In case anyone was wondering what I did with this:

http://steamcommunity.com/sharedfiles/filedetails/?id=91551927&requirelogin=true (http://steamcommunity.com/sharedfiles/filedetails/?id=91551927&requirelogin=true)

I gave it to someone else so he could finish it and do whatever he wants with it (without putting a big skybox around it / actually has experience with mapping.) Nothing I'd regret to do because I lost complete interest in this project.