Coding, Level Design

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x6herbius
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Coding, Level Design

Post by x6herbius » 4 years ago

Hey,

I came across this site today and I think a Nightfire remake on the Source engine is a great idea - NF was the first shooter I ever played and for years I've wishfully entertained a pipe dream that it might at some point be remade on a more modern engine, so to see it actually happening is definitely something I'd love to be a part of.

I've had much experience with the Source engine (roughly 5 years now) and began my forays with Hammer and HL2 after I first learned to use Gearcraft for the original NF. I'd say level design is the area I have the most experience in, and TF2 is my most played/developed-for game, but I have also delved into server plugins using SourceMod and more recently experiments with physical Source engine mods themselves. One of the Source mods I created to mess around with the code of I did actually call NightfireSource (obviously before I knew of this mod), as it gave me an excuse to explore how to convert the textures for the maps to work and how to think about implementing some of the features (such as grapple) from the original game.

A couple of examples of the stuff I've done/am still doing:
(Images changed to links as the forum was cropping them)

VSH Rockslide (http://tf2.gamebanana.com/maps/161292) - An arena-style map for the Vs. Saxton Hale custom game mode for Team Fortress 2.
http://i306.photobucket.com/albums/nn24 ... _00001.jpg

CP Snowbound (http://forums.tf2maps.net/showthread.php?t=20328) - A 3-stage CP map, still in development, for Team Fortress 2.
https://pbs.twimg.com/media/BMB5pfVCMAEF82d.jpg:large

A full list of my current TF2 map repository: https://github.com/x6herbius/tf2maps

Crowbar (https://github.com/x6herbius/crowbar) (http://forums.tf2maps.net/showthread.php?t=21178) - An extensible level design tool for the Source engine in development using the Qt framework, C++.

Nightfire Assassination (https://forums.alliedmods.net/showthread.php?p=1531506) - A gameplay plugin for Team Fortress 2 that emulates the Assassination mode from the console version of Nightfire.

Deathmatch Spawn Plugin (https://forums.alliedmods.net/showthread.php?p=1535887) - A plugin for Team Fortress 2 allowing team-based deathmatch-style spawns as opposed to static spawn rooms.

Lambda (http://www.l4dmaps.com/details.php?file=3431) - A Half-Life 2 conversion for Left 4 Dead. (Old work)

If there's anything I could be useful for in the development of this mod I would love to help out.

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Kenny.tw
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Re: Coding, Level Design

Post by Kenny.tw » 4 years ago

Looks really sweet man :d
I think we can offer you a nice place in our small community...

Herbius.. that name sounds familiar :o

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x6herbius
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Re: Coding, Level Design

Post by x6herbius » 4 years ago

The name goes way back (I was certainly using it around the time I played NF), so there's a possibility you could have seen it. :P

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Kenny.tw
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Re: Coding, Level Design

Post by Kenny.tw » 4 years ago

herbius, herbus, hercules... I can't remember... Did you use this avatar on the old NFBSP forums?
Image

Anyway, the maps looks legit and good. I think that Bullets will agree with me and he could give you access to Nightfire Source and he could explain you how to update Nightfire Source.

Did you had plans, for making custom maps? Or maybe you can help Bullets with a specific job. Or you could just texture & bump map :p
Don't worry about school, work, friends we don't work with deadlines. Every little help is welcome now.


Brickinator
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Re: Coding, Level Design

Post by Brickinator » 4 years ago

Hey there!

Nightfire was my favourite game when I was younger and, as someone who primarily plays Source games, I always thought there should be a Source remake. My heart jumped into my mouth when I found this site on a whim. :P

Anyway, do you guys need additional mappers? I should warn you that I played the PS2 version of Nightfire. Although the plot, characters and sounds are all identical, the maps are drastically different. The multiplayer maps are a completely different selection to the PC version's, I think.

The maps were Skyrail, Fort Knox, Sub Pen, Ravine, Atlantis, Phoenix Base, Missile Silo and Snow Blind.
I'm an experienced Source mapper. I could knock out a few remakes of the PS2 maps if you want.

Do you guys plan to recreate the story mode too? I doubt it, seeing as it's such a huge task, but it would be cool.

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x6herbius
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Re: Coding, Level Design

Post by x6herbius » 4 years ago

I did indeed use that avatar. (No idea where the forums went, 009 seems to have died).

I'm not on my computer right now (stuck using a secondary until I can collect all my stuff from uni this weekend) but I can probably have a look at converting some maps when I get it back. Are there any currently in progress that are a priority? Apart from that, I guess once I've been able to have a play around with the actual mod I'd be able to see more clearly whether there were things that could do with tweaking on that end.

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Kenny.tw
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Re: Coding, Level Design

Post by Kenny.tw » 4 years ago

Brickinator wrote:Hey there!

Nightfire was my favourite game when I was younger and, as someone who primarily plays Source games, I always thought there should be a Source remake. My heart jumped into my mouth when I found this site on a whim. :P

Anyway, do you guys need additional mappers? I should warn you that I played the PS2 version of Nightfire. Although the plot, characters and sounds are all identical, the maps are drastically different. The multiplayer maps are a completely different selection to the PC version's, I think.

The maps were Skyrail, Fort Knox, Sub Pen, Ravine, Atlantis, Phoenix Base, Missile Silo and Snow Blind.
I'm an experienced Source mapper. I could knock out a few remakes of the PS2 maps if you want.

Do you guys plan to recreate the story mode too? I doubt it, seeing as it's such a huge task, but it would be cool.
Yes, the maps and models are totally different from Nightfire on PC and Nightfire on console. Not that strange, the console version used the Quake III engine and the PC version used the GldSrc engine. We are now remaking the game on the Source engine for PC only. We have convert some existing maps to Nightfire Source, but new maps are welcome. If you want to help, you should make a new topic with some work you have done, just like x6herbius did in this topic.

There are no plans for a single player yet. But maybe there will be enough potential for a single player, then there is a change for Nightfire Source single player.

btw, yeah the 009 sites are offline with the old community / leaque. Good that leaff created a new community http://www.jbnightfire.com/

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x6herbius
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Re: Coding, Level Design

Post by x6herbius » 4 years ago

I have my main computer back now so can actually work on things. Is there any way I could get a download of the mod to check it out?

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click4dylan
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Re: Coding, Level Design

Post by click4dylan » 4 years ago

anyone who wants access to the dev assets needs to add me to skype: click4dylan

mapping is easy, im at a standstill right now trying to get game modes other than TDM implemented and everything I try ends up breaking the game


UltimateSniper
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Re: Coding, Level Design

Post by UltimateSniper » 4 years ago

SUP HERBY :D :D :D
I may have the answer to your question, but will you ever know the answer if you don't ask?
(Online Nightfire Server List)
See some of my work on the Valve Developer Wiki
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