Little Update

22Nov09

Left 4 Dead 2 being out isn’t helping :( . Though we thought we’d do a small update on whats going on.

Tutorials! Well not so much that, but design related stuff. We’ll be doing that sometime tonight we just wanted to get some of it in order so it be totally not boring.

City17 updates! Coming this month, after thanksgiving is what we’re aiming for. We plan on really doing a demo for the mod. Out of the 8 maps we have planned 5 are done. 1 more, (being the 6th) is in progress. We have some media map updates, and maybe some weapon stuff. If all goes well though it will just be a major demo release.

And our code release! Yeah thats gonna happen, like mentioned before we will release our version of the source engine. But not maybe in the way you think. We’re saving that for something later though. Something special.

Thats it! Till later tonight.


Over time we plan to convert what this blog is into a real website for Gear. Until then we’re still going to roll out media updates, and some other non-City17 related stuff; Portal, TF2, Left 4 Dead etc.

A devblog is something we had wanted to do for some time now, but we just really never had the time to do it (we procrastinate). But now, the Procrastination stops! Oh but don’t worry, the procrastination only affected our websites and not our work. The devblog will entail everything we do behind c17, and even some of our other projects. However not to just concentrate on ourselves, we would also like to freely make all of our work into a tutorial format for others out there modding too use!

We’ve gained a lot of comments over our media updates asking us about our engine improvements, and whether we plan to actually make that available. The short answer is yes. The long answer is: We’ve got a lot to hash out. Our version of the source engine is at a spot where it can’t just go into any other mod. Theres a lot of C17 specific stuff, and a lot of it might just make any other mod crash.

More details will come of that later, including our hope to have versions of Multiplayer code. However if you are a programmer, or a mapper, or an artist, then these tutorials are great for you! We hope to give out our version of the engine in the text form, for you guys to implement! Also we’d like to make any other cool stuff we’ve found by messing around with source available too.

We hope to have a rate of one tutorial a week, or even 2 if both are short.


It’s Fall!

12Nov09

It’s like we forgot this place even existed! We haven’t updated in a while, partly because it be repeats of what we’ve been posting for our updates on moddb. Twitter’s also been a bit dry, but that should speed up now that we’ve added another thing to the list to quick link.

Yes you guessed it. Tutorials. After all this is a devblog, and that should mean talking about some kind of development which has been lacking recently (And not the C17 part of the development).

Speaking of which though we’ve got an update for City17 coming out later this month, full of new map stuff, more Engine features, and general improvements. We might even release a Demo! On the tutorials subject we’d like to start posting some of that soon, even as early as tonight. Tut’s entailing whatever we feel hasn’t been covered before, or may be specific to City17. That or theres just not enough of around the internet for.

With that said, the blog should get pretty lively now. We’re even planning on tossing in some design walk-through’s and much, much more.

P.S Sorry guys about not getting to your voice acting comments any sooner! I replied to all of em in the jobs section, so send us an email over at gear.dev@gmail.com.We currently don’t have a lot of script ready, but what we would like you guys to send us is your best impressions of what very likely scenarios any rebels could get themselves into. Such as:

  • Striders! Or combine with Striders!
  • Combine forces holding a specific area of the city
  • The city’s current devastated state! Such as commenting on how weak a building is looking, or anything you could come to based on some of our screenshots.

We’d love extras! Want your voice in City17? Send us any kind of line and we’ll put it in! Things like: “COMBINE!” or “OW, MY LEG!” Or heck, even “Holy shit, that was an explosion!”.

The real question is: What would you say if you were a real Rebel! Drop us a line at the above mentioned email address.


It’s surprising the least to see your mod somewhere else. But in a whole different language, it becomes so in-thrilling!

Thanks people around the world!

Somewhere Far East

Somewhere totally north

And in Asia

It’s really awesome to see Half Life 2 mod related news everywhere in the world.


Okay so void everything in the last post made, most of the new sdk has fixed our issues, aside us also hacking around with Visual Studio. Be ready for some awesome updates (hopefully) in the future. That depends on how this new thing we are adding in wants to agree with us. So far, we aren’t winning.


It’s been slow, very slow. Or really, busier on the tf2 side of things. Me and Happy have been trying to finsih up factory as fast as we can, but that doesn’t mean work isn’t ongoing on City17. We’ve, however, ran into a few roadblocks.

  • VS2008, is totally broken with the newest SDK beta. Hence stopping us from fixing our now broken code (again) because of valve.
  • 2010 works, though we are in the process of getting that all ported over. Yay for having to do double the work.
  • HDR seems to be broken, we honestly have no idea why.
  • Depth Buffer breaks in custom compiled shader dlls, so no sunshafts.

These are pretty much not large issues.

No sun shafts is seriously troubling though. We were hoping to achieve that via shaders, but it is beyond repair. Thanks again Valve.

Hoping anyways that 2010 doesn’t explode in our faces, we should fix most of what became broken in our code, and continue what we were previously doing: Optimizing said Code.

Even if the code is broken, the mod actually isn’t, I’ve reverted myself back to the default HL2EP2 dlls to continue mapping. And mapping I have been doing. A post above this will detail all.


Earlier last month we talked about Pl_ravine. A payload map that was on a giant cliffside, great in theory, maybe not so good in gameplay due to the FaN, and Airblast.

Either way we’re going back on the drawing board on that one, something I’ve been trying to revise myself is creating not just another Alpine, or Desert map. In fact we have two Non Desert or Alpine maps in the works, today I’m going to unveil one.

ctf_submerged

A ctf map, (pending actual gameplay type) that takes place far below the Ocean Surface, more like the bottom of the Ocean Floor. Red and Blue fight in an indoor type area, with vistas of the ocean surrounding the underwater Lab.

Sadly there aren’t any Sharks with lasers, but it’s plausable. No screen as of yet, but look out for this map being tested more than what we had with factory. We plan to eventually release subsequent betas of if all goes well In ‘Us Breaking the Source Engine‘ land.


We’ve reached past Ten Thousand Downloads across our 3 Portal maps.

Sure that’s 3, but not packaged individually, otherwise I wouldn’t be making that much of a commotion. Is ten thousand small? Maybe to some, but how large of a room would you need to fill it with Ten thousand People? Maybe close to a baseball stadium.

Thanks for the love guys, we hope to keep making things you all love. Also yes there will be more Portal maps, I promise. Not soon, but after we get done with factory and more of city17! How many more? Hopefully truck loads.


We just had a factory playtest tonight (as of writing), though it didn’t go so well. It might help to read all of the below whilst listening to the Speed Racer theme song.

Let’s just say things we’re broken beyond what anyone could even fix. After a much heated debate, and some demonstrations via Demoman Stickies, we’ve decided to turn factory into a Gravelpit like map.

Oh noes!

Gabe N:

The guys in charge of TF2 have done a great job, and with these product updates aimed at individual classes, it gives us the chance to only further enrich the experience. Using the Steam platform, we can offer all these updates for free, and continually work to make more and more free updates in the future. However I really, really hate cp_gravelpit.

Is this a good idea? Was it a good idea when we thought of it? Is it still a good idea now that you know that we made the decision in only ten seconds, and ruled it as the best choice? Yes, yes it is. Here’s why:

  • It’s still named Factory, though we are still not sure of what it really makes.
  • Factory will be a backwards gravelpit type map, where instead of capping A and B, then C, you now capture A first, then either B or C in your choice of order. And if that wasn’t the longest continuing sentence you’ve ever seen, here comes another: The dynamic Tunnel stays put, changing the balance of things, what used to be a gravelpit map now turns into probably one of the greatest attack and Defend map ever made know to man, and the future of human kind itself.
  • It will also have a completely different way of delivering Red to both the final control points, so it avoids all that LETS DEFEND B GUISE, A IS WASTE OF TIMEZ.
  • Plus, it won’t be such a large map anymore that the Source engine can barely handle.

Hopefully we can get some screens of all the new stuff, much of the lighting and some of the detail has changed from the previous version. It now actually has moving clouds too!


Took us an extra week, but it was worth it wasn’t it? Well we think it was anyways :/.

You can grab the map pack from this Download Link.




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