Comments

Commented 17 years ago2006-10-22 17:25:54 UTC in vault item: Half-Life: Uplink Extended 1.1 Comment #13303
It just tries to be the original, with some polished edges and some more polies.
That the whole point, CP. THAT was exactly my primary goal. And i succeeded, i don't care about the rest. :)
This comment was made on an article that has been deleted.
Commented 17 years ago2006-10-22 17:12:00 UTC in vault item: Half-Life: Uplink Extended 1.1 Comment #13301
I'm glad you actually extended Uplink, Muzzle. That came as a nice surprize. :)

As for the rest of Uplink Extended, essentially it's the same as Uplink, and I still see no point in recreating it with a higher level of detail. While playing, I hardly noticed any difference in the experience. That's both the good and the bad point about it: you captured the Uplink feeling pretty well, and at the same time you didn't add anything to it.

I think this is something few mappers grasp, and I believe it's one of the things that make the difference between a level-designer and a mapper, or content creator. I see this as a typical example of a mappers recreation. It's recreated as it was, with some relatively minor changes. It's not recreated in the spirit of the original, it does not try to be what the original represented. It just tries to be the original, with some polished edges and some more polies.
And rounded corners where you'd least expect them to be. ;)

I can go on on a long rant about the importance of details in relationship to the whole, but I guess you already know what I'm going to say. And don't get me wrong, it's a nice mappack, and I applaud your motivation and the fact that you finished it. :)
Commented 17 years ago2006-10-22 17:10:03 UTC in vault item: ck_arena Comment #13300
Not Found
The requested URL /mapvault/4194.zip was not found on this server.

:(
Commented 17 years ago2006-10-22 16:47:39 UTC in vault item: Half-Life: Uplink Extended 1.1 Comment #13299
this is amazing! it brings me back to when i was a lil' 10 year old playing the uplink demo on a hand me down pc gamer demo disc....good times! seriously, this is very very well presented!
Commented 17 years ago2006-10-22 16:42:44 UTC in vault item: cs_castlefight Comment #13297
thanks man, why oh why didnt i back up my rmf's!! :(
Commented 17 years ago2006-10-22 15:58:20 UTC in vault item: Research Complex Comment #13296
very good map the only thing is that once you go trought the door you are trapped and the texture is wrong behind it

very good i want to see it finished
Commented 17 years ago2006-10-22 15:50:45 UTC in vault item: Research Complex Comment #13295
Nice little map you have here. The detail is good enough (although not amazing or anything), and you did pretty well on the lighting. You could put some lights on that control panel, and near the crowbar, because I couldn't find those immediately.

The HEV suit cage was a little odd, and it took a while to open. I actually jumped over the cage to get it before I even found the button. You might want to put the second button next to the door, so that it's a little more obvious what it does.

Also, why's there a skylight? The Lambda Complex is deep underground!
Commented 17 years ago2006-10-22 15:49:06 UTC in vault item: dms_pacmanhl (HLDM: Source) Comment #13294
My love is HL. Source may have bugs but they will be fixed. I have sent the known bugs in and hoping the Valve will get to it soon.

Yes this was done by myself for HLDM1. Yes I know someone did it for CSS. This is my version.

Source is awesome. HL2 engine and pysics with the original HL. I think it is a good mix.

Enough of the comments of my screenshot. We all know I cannot make a worthy screenshot. We have gone there before LOL.

I just thought you guys would like to see this, seeing the SDK does not offically support HLDM:S I found a way and have a fullly updated fdg file for too.

I will make a version for HL2DM.
Commented 17 years ago2006-10-22 15:36:36 UTC in vault item: Research Complex Comment #13293
Oooh, Lambda Complex... Don't see that too often. I'll give it a try.
Commented 17 years ago2006-10-22 15:22:31 UTC in vault item: Half-Life: Uplink Extended 1.1 Comment #13292
And in the pak0.pak file of the original Uplink. :)
Commented 17 years ago2006-10-22 15:21:01 UTC in vault item: Half-Life: Uplink Extended 1.1 Comment #13291
Exos, those sounds came with the original Uplink, which was going to be part of Half-Life, but was cut out. The sounds are still in the pak/gcf file.
Commented 17 years ago2006-10-22 15:16:24 UTC in vault item: Half-Life: Uplink Extended 1.1 Comment #13290
All will be fixed in the update.
Commented 17 years ago2006-10-22 15:04:14 UTC in vault item: Half-Life: Uplink Extended 1.1 Comment #13289
Its map this full of silly errors? I host a file showing the images of the errors? for you see what to make, you should put clips and to increase the height of the walls? by the way? I liked the end of the map? I hope that you fix these errors? here is the download link: >>

here: http://rapidshare.com/files/274916/error.rar.html.
Commented 17 years ago2006-10-22 13:16:38 UTC in vault item: Half-Life: Uplink Extended 1.1 Comment #13288
Wow! I didn't expect a rating THAT high. Thats crazy. Nono, keep on rating! :D

Thanks Exos. :)
The upcoming update will fix a lot of known bugs. :) Its gonna take a while.
Commented 17 years ago2006-10-22 12:55:08 UTC in vault item: Half-Life: Uplink Extended 1.1 Comment #13287
Ohh man!! Awesome!! It was JUST like HL! I loved it. I haven't gave A map 5 stars in like...ever. Or at least a LONG time. But this is definitely worth it!
Commented 17 years ago2006-10-22 11:37:05 UTC in vault item: Half-Life: Uplink Extended 1.1 Comment #13286
I didn't play it yet but I saw my brother Xyos play it, I would like to ask, HOW did you get the voices for Kliener and barney! I don't remember any of those voice clips from HL.
Commented 17 years ago2006-10-22 11:33:45 UTC in vault item: dms_pacmanhl (HLDM: Source) Comment #13285
Someone made a map like this awhile ago for CSS.
Commented 17 years ago2006-10-22 11:25:16 UTC in vault item: RMFs for MINIMICUS Comment #13284
wow i only under stood like half the entites you used....but great job still! very efficent mapping and not to mention you sly almost FOX like tactics!!!
Commented 17 years ago2006-10-22 11:06:21 UTC in vault item: sc_officees Comment #13283
did any1 see the g-man? well any of you play it for sven-coop
Commented 17 years ago2006-10-22 10:30:50 UTC in vault item: sc_officees Comment #13282
ahh the exploting machine i wanted to make something random to happen. what did you expect to happen if you press the button?
Commented 17 years ago2006-10-22 10:26:37 UTC in vault item: Half-Life: Uplink Extended 1.1 Comment #13281
OH MY GOOOOOOOOOOD !!!!!!!
Commented 17 years ago2006-10-22 09:24:46 UTC in vault item: Half-Life: Uplink Extended 1.1 Comment #13280
Yes it does, Hunter. :)
Commented 17 years ago2006-10-22 09:23:20 UTC in vault item: Half-Life: Uplink Extended 1.1 Comment #13279
This mod will never be out of the 'Top Maps' on the index. Well deserves it, too :D
Commented 17 years ago2006-10-22 09:20:55 UTC in vault item: Half-Life: Uplink Extended 1.1 Comment #13278
:D! Owned! C'mon, how can you miss that. :P

How did you get over that wall in the screenshot?
Commented 17 years ago2006-10-22 09:08:29 UTC in vault item: dms_pacmanhl (HLDM: Source) Comment #13277
Well I would test it if I had HLDM Source. I seriously suggest HL2DM because I doubt many people went to the trouble of buying HL Source since there aren't all that many changes from HL with the old engine.
Commented 17 years ago2006-10-22 09:06:20 UTC in vault item: Half-Life: Uplink Extended 1.1 Comment #13276
omg, I just readed that you need to press a button? Sjeesh, that I missed that..
Commented 17 years ago2006-10-22 09:04:10 UTC in vault item: Half-Life: Uplink Extended 1.1 Comment #13275
http://img133.imageshack.us/img133/889/uplinkext20006rj9.jpg

I could jump over.. might wanna fix that Muzz.

Also, I had to retry 'the dome' part about 8 times!!
That gas hurts... With fully use of the health give thingy I had 75 hp and I died 8 times by that gas in 2 like.. touches

Really got on my nerves, so I just noclipped to get passed that gas.

Other than that, lovely mod Muzz. 5 stars. :)
Commented 17 years ago2006-10-22 07:04:57 UTC in vault item: dms_pacmanhl (HLDM: Source) Comment #13274
why make it for HLDM:S???!

HL2DM is so much better. HL1DM is so much better for that matter.
HLDM:S is insulting.
Commented 17 years ago2006-10-22 07:04:15 UTC in vault item: dms_pacmanhl (HLDM: Source) Comment #13273
Horribly compressed too...
Commented 17 years ago2006-10-22 06:39:11 UTC in vault item: aim_para_27 Comment #13272
Certainly nice for an aim map, and some nice little bits of brushwork and style, but still kinda big and boring.

A lot of the nicely stylized trims/walkways you have you can't fully appreciate, unless you noclip and go way up to look at them... maybe scaling the hole map down would help with this. Add more fine detail work/different textures to make it more intersting too.

The nice trench of death in the center vaguely reminded me of an old roman cistern, sans all the decorative support structures.
Commented 17 years ago2006-10-22 05:59:42 UTC in vault item: dms_pacmanhl (HLDM: Source) Comment #13271
Heh, I didn't even check your other maps, but that screenshot was taken in Half-Life, as can be seen from the HUD and the handgun. Why is that? Just too lazy to take a new screenie? :
Commented 17 years ago2006-10-22 05:57:20 UTC in vault item: Half-Life: Uplink Extended 1.1 Comment #13270
Usefull tips from you guys.

What i really don't understand is that you say the grunts don't come around the corner as soon as you fire the mounted gun. Because they do for me! Same goes with the Houndeyes being frozen. Works fine for me too. I don't really know how to fix that.

Anywhoo, ill try to fix as many things i possibly can in an upcoming update. :)
Commented 17 years ago2006-10-22 05:35:39 UTC in vault item: sc_officees Comment #13269
Im too lazy to read what the others wrote, but heres my opinion:
I liked the crazy alien sounds ~ well at the beginning.. ^^
the second headcrab was stuck in the wall ^^ (btw I had a flashlight and a suit because there was no cfg file i had a crowbar and a pistol too)
You can definetly improve your mapping skills. Try to make the objects look like they got a correct size (texturing). dont add new brushes infront of a wall to make doors. carve them if you dont know better ^_^"
The zombie in the hall just spawned over and over again without a reason.
Make him come out of a hole or something if you must ^,^
The dark room was a bit annoying, but it was fun to find the button and the light switch as well. The map was a bit short ^^ if you play it with 10 ppl this map will take 2 minutes xD
btw was there a reason for the baverage machine to explode xD? ??
well nice one for your first svencoop map! seen worse
Commented 17 years ago2006-10-22 05:29:28 UTC in vault item: dms_pacmanhl (HLDM: Source) Comment #13268
Ah, but it's the Source version ;) (change the label to HL2DM)
Commented 17 years ago2006-10-22 05:08:15 UTC in vault item: Half-Life: Uplink Extended 1.1 Comment #13267
ah another thing: maybe Im just used to the strength of the soldiers in svencoop, but the human grunts were awesomely weak. They walked around on their scripted ways and didnt even notice that I was shooting at them.
i.e. the scene where they come through the metal door. I could just stand in the corner await their appearance and shoot them coming in and they didnt do a thing. ^^
Commented 17 years ago2006-10-22 05:06:36 UTC in vault item: dms_pacmanhl (HLDM: Source) Comment #13266
It seems like I saw something like this in the vault a while ago...
Commented 17 years ago2006-10-22 03:53:45 UTC in vault item: Half-Life: Uplink Extended 1.1 Comment #13265
You know you can turn the steam off right?

Hint Press E on the red thing
Commented 17 years ago2006-10-22 01:34:27 UTC in vault item: Two Comment #13264
WHAT THE FUCK????
Commented 17 years ago2006-10-22 01:24:21 UTC in vault item: sc_officees Comment #13263
ERRRR... "-NO SUIT. You NEED a flashlight for this map, yet you didn't give the player a suit. Huh?" SUIT???? I thought this is for Sven-Coop... and i'm think the deathmatch "1" cvar set the player with suit at the start of the map!!!... IT'S NOT FOR HL1 GOOFBALL!!!
Commented 17 years ago2006-10-22 00:40:12 UTC in vault item: Half-Life: Uplink Extended 1.1 Comment #13262
Interestingly, I never ran into problem with a shortage of ammo. I heeded the warning to conserve ammo, so I really conserved them. I ended up running around with 250 bullets in my glock and SMG most of the time.

I also sneaked behind the soda machine in the beginning (quickly through the steam to minimize damage) and got a lot of ammo. Maybe that's why I didn't run out of ammo.

For the crates part, I used grenades to kill most of the grunts below. I also used grenades to kill almost all the grunts on the other side of the mounted machine gun bunker.

As for the fallen vent, I realized that I had to crouch-jump into the vent, but it took me six or seven tries to do so. Maybe you can alter the brush a little bit near the vent entrance so players do not become frustrated at trying.
Commented 17 years ago2006-10-22 00:26:07 UTC in vault item: sc_officees Comment #13261
I think the main problems with this map are texturing and lighting.

Improve those two aspects, and it'll be a whole lot better.

Experiment with the light setting for color and brightness, and read up some tutorial on texturing alignment and sizing.

Hey, it's a lot better than some maps I've seen. At least it's not full-bright.
Commented 17 years ago2006-10-21 21:52:19 UTC in vault item: Dmc_GrayDust Comment #13260
This is a remake! I maked this with my records of the original dust. (I diden't decompiled it), but, my intention was to leave it very close to de_dust!
Commented 17 years ago2006-10-21 20:52:03 UTC in vault item: Half-Life: Uplink Extended 1.1 Comment #13259
Wow, just wow, This is great. I really loved the part after the Garg, it just seemed really nice. Great work on the big room with the garg and the hallway leading to it.

The problems I found were:
The grunts didn't move when I got on the gun, but when I died and spawned back there they did.
The grunts in the next area didn't kill the scientist.
The Zombie which carries the scientist and the barney was bugged, The scintist was too far behind it and the barney was dead on the ground.

Thats the only things I saw, everything else worked perfectly.

So yeah, I want to see more already! :D
Commented 17 years ago2006-10-21 19:53:30 UTC in vault item: Half-Life: Uplink Extended 1.1 Comment #13258
A pretty solid mod that improves over Valve's original in architecture, texturing and entity work.

The most impressive part was probably the final sections with the Garg room, although there was a problem with the fallen platform. It seemed to be a func_illusionary with rendermode=solid, and the railing seemed to be a part of that entity, making a "null" trim in the platform)

As others have said, the outside areas with containers looked more or less the same. Those places where you can see the skybox's horizon are something you could tweak with more cliffs or taller concrete blocks.

Everything else seemed to be better and full of eye candy.

I didn't get to play the whole thing the legal way, because I used impulse 101 out of frustration in the container areas. Not enough ammo for me :'(

The only other thing that needs fixing IMO is the way the dome breaks when the grunts rappel inside. The brushes are nulled in the sides and the dome looks paper-thin! :D

Good job. It would be great to see more SP maps from you in the future.
Commented 17 years ago2006-10-21 19:23:22 UTC in vault item: Half-Life: Uplink Extended 1.1 Comment #13257
10 stars! Thats waay too much honor. :)

Its surprises me that more people seem to have problems with the Houndeyes... Maybe the trigger condition and trigger target are buggy or something.

Be sure to replay this mod when the update is released!
Commented 17 years ago2006-10-21 19:01:47 UTC in vault item: sc_officees Comment #13256
oh also officees comes from office escape i shorttened the escape to es and stick it together so officees
Commented 17 years ago2006-10-21 18:51:54 UTC in vault item: sc_officees Comment #13255
-ONLY ONE GUN. How in the living fuck do you expect the player to break through a room full of crates with 17 9mm shots?? (Sorry, but this just really pissed me off :/)
-When you break open the door to get to the "ladder", you can't climb up it. Nor can you open the hatch. Thats it? You made the player suffer through breaking all those boxes to reach an empty room?
-The door leading to the room full of boxes doesn't even open. I noclipped in there.
-NO SUIT. You NEED a flashlight for this map, yet you didn't give the player a suit. Huh?
-Monsters. Only 3 or 4 headcrabs, one of which was stuck in a wall (thats what causes that cloud of yellow dots).

answer to the 3...

1. This is for SVEN-COOP that explains the lack of monsters.
2. you are supposted to shoot the door
3. there is a revolver on the table :/ and there are 200 rounds behind the couch.
4. there is a game_end triggered when you get to the ladder!
5. this is not supposted to be a mod its supposted to be a coop map it soys its not for hl1 next to the name :/
6. there is a light switch :/

thanks for the critizms but read a lil it doesent hurt :D.
Commented 17 years ago2006-10-21 18:47:46 UTC in vault item: Half-Life: Uplink Extended 1.1 Comment #13254
Really great recreation of the original, and many things were improved. On average, things felt much better, but I really felt like the outside areas weren't changed that much, if any. I also noticed the few glitches that other people mentioned, like the Gargantua that stopped doing anything, and the houndeye that didn't move. There was also a grunt outside that was stuck, but that was probably some glitch in the code you can't even fix.

However, these are all small problems in comparison to all the awesome stuff you did with the mod (I especially liked the custom zombies you threw in), and your mapping was top notch, even if it didn't always introduce something new, so it deserves all the stars it can be given.
Commented 17 years ago2006-10-21 18:47:18 UTC in vault item: Half-Life: Uplink Extended 1.1 Comment #13253
Well, I did it the long way by placing each file in the approiate directory :)

I say: O M G !

This was pure perfection. The one of the quintessential achivements of a member here on TWHL.

I really loved how you kept to the Hl1 theme. Monsters were placed accordingly, and classic headcrap placement in vents! (you fall a small way through a vent, and theres a headcrab! :) )

THe brushwork was astounding. Bevelled corners, holes in the walls, Broken crates, the wrecked wall from teh monster was awsomeness (I forget its name XD)

Scripted sequences was amazing. I dont know how you got the scientists to say what you wanted, but it was awsome!

I loved the G-man in the window, and he runs when the monster attacks. Awsomeness.

Great battles, great Hl1 theme, There are so many more pros I cant remember them all! If I remember some more Ill post them !

Problems: The monster (I think stated above) that screeches and resembles a dog a bit (sorry I really dont remember the Hl1 enemies names) was invincible.

In the beginning I felt I was running out of ammo too quickly. Not really a bad thing, but thought I should mention it.

The rail on the stairs in the warehouse in the beginning with the conveyer lift was a func_brush with collision off or something because I clipped through it.

When you activate the relay to the UNSC or whatever, when the grunts cut through the door they remain idle for quite some time before attacking.

Thats about all the problems :)

Some other comments:

Loved the scene when the monster walks, the rooms shaking, and the vent falls. Also liked how you planned entering the vent.

The rocket grunt challenge was fun too. Really awsome!

Good lord this was amazing! Im going to spread this all over the internets!!!1111

All in all 6-8 stars, but alas I can only give 5 so :(

Oh and BTW, A W S O M E !