Commented 15 hours ago2022-07-03 20:08:49 UTC in journal: My Journey of Learning How To Make an Overgrowth Map Comment #104603
I was sure it was just going to die
Commented 15 hours ago2022-07-03 20:01:14 UTC in journal: My Journey of Learning How To Make an Overgrowth Map Comment #104602
I tried out Overgrowth when it was in development. Years ago. Surprised to see it come up here all of a sudden.
Commented 1 day ago2022-07-03 11:41:59 UTC in journal: hee hee hee haw Comment #104601
meanwhile clash of clans hee hee hee haw
Commented 2 days ago2022-07-01 23:03:01 UTC in journal: hee hee hee haw Comment #104600
Jamie, your maps look pretty good to me. It's hard to give meaningful feedback on a multi-player map before you have played it with other people though. If you host a game some day, announce it to @Multiplayer Crew on TWHL's Discord - it will ping anyone who has given themselves the Multiplayer Crew role and wants to know when there's a game. I always join a game if I'm home and not too busy. PS. "Initiative" is misspelled in your map's name
Commented 2 days ago2022-07-01 16:29:23 UTC in journal: hee hee hee haw Comment #104599
Your map was extremely good for the average maps here. Also its better than my crappy ass maps, that dont deserver coments.
Commented 2 days ago2022-07-01 14:45:25 UTC in vault item: Backrooms Comment #104598
I'm working on something like this myself too (still very WiP):
Commented 3 days ago2022-06-30 14:49:26 UTC in wiki page: Tutorial: Land Mine Effect Comment #104597
You can just make a func_breakable, on flags set Touch, Pressure and instant crowbar, set its health to 1, material to rocks or whatever you are using and explosion
Commented 3 days ago2022-06-30 14:09:14 UTC in vault item: shanty Comment #104596
I'd say you've got a very solid couple of maps here. My only critiques would be nit-picking really. The one or two large sealed doors that I guess would be the means of getting stuff in and out of the area are just flat surfaces, flush with the wall. I would personally build them as though they were going to open, even if they're not going to. Just inset them a little or build a supporting frame around them.

At first I was concerned that there were node graph files included with the map, and upon loading into the map I couldn't see any node paths. However, I see that these are indeed included and just limited to the combat areas. While this prevents grunts from pursuing you if you leave the area, this is actually a really clever way of preventing the player from leading the grunts into a single file death trap. Nice work there.

Otherwise, I'd have to agree with what PsyWarVet has said already: It's very heavy on the crates. It'd be great to see some alternate forms of cover in there. Maybe a couple of military trucks to explain their presence as well as a forklift or two. The original maps in WHG featured some overhead cranes and pulleys as well.

Like I said previously though, two VERY solid maps and they absolutely hit the nail on the head in terms of that classic Half-Life design. Hope to see more from you in the future.
Commented 5 days ago2022-06-28 19:18:26 UTC in vault item: zm_mars_base2 Comment #104595
I think this is for one of the server-side zombie mods
Commented 5 days ago2022-06-28 16:09:29 UTC in vault item: dm_poisongarden Comment #104594
The "sound" folder was misnamed (it was named "sounds") and the game couldn't find the sound file so I took the liberty of fixing that in the download
Commented 5 days ago2022-06-28 16:01:51 UTC in vault item: Payload beta3 Comment #104593
The link works now, he fixed the download
Commented 5 days ago2022-06-28 15:43:23 UTC in journal: Segment 5 Comment #104592
I'm trying out Vimeo. YouTube is not for comments I'm afraid apparently. Might be fun.
Commented 6 days ago2022-06-27 22:39:11 UTC in vault item: Civ_Garage_bm_ver2006 Comment #104591
Oh, also another thing. Dont expect people always commenting in your submissions. I also joined here to post stuff so i could forget my problems a bit you know, leaving behind some bad stuff i have going on. But honestly, people will not comment on your submissions unless it says "First map" or its from a very well known mapper, wich sucks because it kinda made me sad. There are a lot of accounts that only have one submission without comments or reviews because of this. Thats why i always try to comment or review the vault submissions that dont got comments or reviews. Because i know how that feels.
Commented 6 days ago2022-06-27 21:35:13 UTC in vault item: Just_Arena_v1 Comment #104590
Haha thats how it is for me bots aswell thanks Jamie!
Commented 6 days ago2022-06-27 21:17:44 UTC in vault item: Just_Arena_v1 Comment #104589
It was pretty fun to play with my 7 bots friends.
Commented 6 days ago2022-06-27 20:42:42 UTC in vault item: Op4 Alert Light Comment #104588
It's been a while, so I took the liberty of fixing the .bsp and .map using a hex editor. decals2.wad is no longer required. I hope that's alright. If not, I left backups of the unmodified originals in a subfolder in the download.
Commented 6 days ago2022-06-27 19:54:35 UTC in vault item: narcosynthesis_test4 Comment #104587
Because gearbox.wad and overturn_ads.wad are nowhere to be found, I have replaced the .bsp in the download with a modified version that can be played without them. I left a backup of the original .bsp. It took a few seconds with a hex editor (you replace "valve\gearbox.wad with "valv\halflife.wad" etc. - the folder names don't matter). The map never used any textures from those WADs.
Commented 6 days ago2022-06-27 19:22:46 UTC in vault item: c32_legitzkrieg Comment #104586
Ew! Those trees! Is that happening for everyone?
It is for me
Commented 1 week ago2022-06-27 11:01:21 UTC in vault item: Haphazard Comment #104585
Architecture — 10
Texturing — 10
Ambience — 10
Lighting — 5
Gameplay — 10

It was kinda goofy, kinda silly. But I liked it. Wish there was perhaps just a little bit more light in some spots (although this could just be my monitor) but otherwise it was pretty enjoyable going to little unique sections. I also hate that the little picture popup actually got me.
Commented 1 week ago2022-06-26 21:13:05 UTC in vault item: shanty Comment #104584
Commented 1 week ago2022-06-26 19:17:50 UTC in vault item: shanty Comment #104583
I like it very much, nice old school mapping.

The only thing I'll say is that you rely boxes as decoration way too much. Not really a problem, this is something I also do from time to time. Boxes are simple to create and lay down, they can also easily make an empty area look busy. Though some areas could use pipes, vents, conveyor belts and other fitting objects to make your maps look more complex and unique.

Hope you continue friend.
Commented 1 week ago2022-06-25 18:48:55 UTC in wiki page: Half-Life Programming - Getting Started Comment #104582
Honestly i completed this tutorial knowing almost nothing about C++. I learned C++ with this tutorial. Sounds impossible, but i made it lol
Commented 1 week ago2022-06-25 16:22:13 UTC in vault item: Civ_Garage_bm_ver2006 Comment #104581
Idk i always play every map as a dm map for some reason. sorry btw
Commented 1 week ago2022-06-25 10:59:51 UTC in vault item: Civ_Garage_bm_ver2006 Comment #104580
You should consider using -wadinclude when you compile, so people don't need unnecessary .wads all over their valve directory.

Not a bad little detail map, though there's not really a lot to do in it. The light beams coming in through the windows and door look terrible, but the ones coming out of the vent (for some reason) look much better, even if they make no logical sense. Also, some of the props like the coffee mugs and coffee machine are hilariously wrong. I'm not saying I wouldn't appreciate a coffee mug bigger than my head, but still...

So overall, some pretty nice props and a lot of cool details, though some are a little overkill and wouldn't be ideal for a traditional singleplayer map.
Missed a func_detail here I think... Yikes, the carving...Missed a func_detail here I think... Yikes, the carving...
Commented 1 week ago2022-06-25 07:43:26 UTC in vault item: Civ_Garage_bm_ver2006 Comment #104579
Jamie, that a not dm map.
Commented 1 week ago2022-06-24 20:57:10 UTC in vault item: Civ_Garage_bm_ver2006 Comment #104578
Good map, but needs a more bigger arena. Every DM map has an "arena" area where its just a big scenario where players frag and hop there
Commented 1 week ago2022-06-24 19:34:33 UTC in vault item: sv_prefab Comment #104577
The Half-Life alpha :|
Commented 1 week ago2022-06-23 19:53:43 UTC in vault item: sv_prefab Comment #104576
Pop(sound) Nice!
Commented 1 week ago2022-06-23 17:23:23 UTC in vault item: JamieĀ“s Floor Comment #104575
very nice, gives off a feeling of early 2000's hl maps
Commented 1 week ago2022-06-23 14:43:09 UTC in vault item: sv_prefab Comment #104574
who's alpha and where could i talk to them
Commented 1 week ago2022-06-23 13:25:04 UTC in vault item: dm_perthowned Comment #104573
I just created this account to say that this map is wonderful. I love it, great game play and looks amazing.
Commented 1 week ago2022-06-23 09:29:31 UTC in vault item: sv_prefab Comment #104572
Nice, good work! :D
Commented 1 week ago2022-06-23 02:56:02 UTC in vault item: sv_prefab Comment #104571
Comes in handy, great prefabs. Can you make alpha-styled prefabs?
Commented 1 week ago2022-06-22 10:13:26 UTC in journal: Segment 5 Comment #104570
Lookin good so far
Thanks. I'm working on other things so the segments comes out slowly.
Commented 1 week ago2022-06-22 02:07:24 UTC in vault item: HL1 Style Couch Prefabs Comment #104569
Epic couch
Commented 1 week ago2022-06-21 03:00:05 UTC in vault item: Off A Rail Comment #104568
Very good terrain work, nice train !
Beautiful shadow work.
Good job.
Commented 2 weeks ago2022-06-20 11:36:27 UTC in vault item: Off A Rail Comment #104567
That bridge and those shadows are undoubtedly sexy.
Gonna playtest it right now!

Also: Wpolies: Yes :lol:

EDIT: Ok I've played it.


+ Detail wise it's great on the bridge part;
+ Weapon placement is fine.


- Performance is a bit low on some areas (got 87 fps lowest);
- Found a part where you get stuck on a window after breaking it (consider clipping it maybe):
  • The map could use a bit more decal-like textures, especially on the main building walls outside to remove the tiling effect;
  • Consider adding an underpassage of some sort below the bridge, maybe?
All in all it's a pretty cool map Archio. Bravo. :crowbar:
Commented 2 weeks ago2022-06-19 17:10:20 UTC in vault item: dm_leveldirector Comment #104566
Damn, that's a really lovely compliment! Thankyou, Frissi :crowbar:
Commented 2 weeks ago2022-06-19 16:17:02 UTC in journal: My birthday is today Comment #104565
Thanks for the congratulations everyone. Thanks.
Commented 2 weeks ago2022-06-19 16:16:29 UTC in journal: My birthday is today Comment #104564
Does life gets harder when you reach 27?

No. Most of us get a lot of wisdom when getting older.
Commented 2 weeks ago2022-06-19 00:23:57 UTC in vault item: Never Ending Comment #104563
Just brilliant details and brushwork/texture work.
You must have spent a lot of time making this one, it shows.
Commented 2 weeks ago2022-06-19 00:23:18 UTC in vault item: dm_leveldirector Comment #104562
This is the best looking halflife deathmatch map ive ever seen and ive seen around 5000, not joking.
Brilliant texture work and lighting, great original ideas all around just wow.
Commented 2 weeks ago2022-06-18 23:53:56 UTC in vault item: Space_Harvest Comment #104561
I did fall in love with this ODD mars looking texture, its strange but pretty. If i ever make a second version i might consider that Jamie thanks !
Commented 2 weeks ago2022-06-18 23:51:09 UTC in vault item: Agent_Orange Comment #104560
Thank you Bruce, i had a little problem with that decision (the falling off and or not)
Commented 2 weeks ago2022-06-18 12:48:21 UTC in vault item: de_twhl2011 Comment #104559
... which maps do you fap to? Altdel?
Commented 2 weeks ago2022-06-18 11:51:38 UTC in vault item: Let's Build a Rocket Comment #104558
It's in the Steam Workshop. Also here
Commented 2 weeks ago2022-06-18 11:27:43 UTC in vault item: func_tanks in CS:S! Comment #104557
Joebama was clever. But Suparsonik? SUPAR klevar!
Commented 2 weeks ago2022-06-18 11:08:13 UTC in vault item: cs_sarajevo testing Comment #104556
The download is dead and apparently, 0rth0doX doesn't have this version anymore. We only have the beta version:
Loading embedded content: Vault Item #5282
Commented 2 weeks ago2022-06-18 10:47:58 UTC in vault item: de_abandoned Comment #104555
It's never too late to rename the map or to upload a new version
Commented 2 weeks ago2022-06-17 12:15:09 UTC in vault item: Agent_Orange Comment #104554
A very well made map, although it's not a great idea to allow the player falling off to death in one place and putting an invisible wall in another place, when the player expects it to be consistent everywhere.