Commented 11 months ago2024-01-18 21:15:09 UTC
in vault item: SanitationComment #105898
Well I didn't have time to fix the alarm sfx before the deadline so I included a line in the readme file saying "Don't play this in single player". Will fix in a future version if I get around to it.
Commented 11 months ago2024-01-18 21:03:51 UTC
in vault item: SanitationComment #105897
Really good map, the only annoying thing is constantly playing alarm which cannot be turned off.
Also, a nitpick - IMHO the flooding rate might have been faster, but did not test it in proper multiplayer yet, so this statement is more of a speculation...
Oh - and one more thing - that wobbly floor which wants to be a spiral staircase
Somewhat breaks the immersion a little bit...
Commented 11 months ago2024-01-18 19:32:27 UTC
in journal: A new homeComment #105896
I'm honestly happy to hear you're getting along with Malta so well! For others, moving abroad might be quite daunting of a task, but it seems you blew that phase right out, and I'm glad it's been pleasant so far! That dinner looks scrummy too. Gotta love must...
And about the whole leaving Sweden part, I must say it's funny that when you wrote this initially, I was in Stockholm.
Coming from Romania, I must admit I absolutely loved the country, and I believe it might just draw me in enough to get me to move there someday...
Wonderful folks, spent an amazing Julafton with some swede pals and was treated to some tasty national dishes as well.
Point being, life's just one big cycle of differences, ain't it? Enjoy your new life in Malta, and I hope for many happy memories and, most importantly, health!
Commented 11 months ago2024-01-18 17:58:10 UTC
in vault item: CoolDownComment #105895
I already gave you my feedback on discord,but really great work, this genuinely could have been an official release map. An insane number of ideas and details, I'm jealous ...
Commented 11 months ago2024-01-18 17:32:35 UTC
in vault item: DamnationComment #105894
Cool map, not too big, with a lot of passages, I appreciate that the contest have at least one map that use outdoors of black mesa. Maybe it would have need more details in the brush and texture work, but I overall liked the very vanilla vibe like early HL maps. good job
Commented 11 months ago2024-01-17 10:49:46 UTC
in vault item: EscapeTheFacilityComment #105886
thank u guys for the reviews and also ill answer ur questions
1 (Jazveh): No unfortunately they dont move, the rest of the garage doors are just fakes/props.
2 (Combined): If you mean the G-man that walks by the window in the 2nd room I used an animated_sequence. I followed
this tutorial by VheTutor: https://www.youtube.com/watch?v=h5jNKWcX8Io&t=461s
(and if i got any of your questions wrong by mistake please let me know )
Commented 11 months ago2024-01-17 02:08:35 UTC
in wiki page: monster_bullchickenComment #105884
The cooldown between spits is apparently reset when it loses sight of you, so you can cheese the bullsquid to turbo-spit you by timing the LOS between you and the bullsquid; immediately block LOS on or after the frame where the projectile spawns, then immediately unblock LOS the next frame (maybe even the same frame)
Short is an understatment lol...
But I'm making progress with models and such. Also, made a cool menu.
v0.2 incoming (with a total of 2 - yes, 2 - unfinished maps! WOW!)
Commented 11 months ago2024-01-16 10:04:45 UTC
in vault item: EscapeTheFacilityComment #105882
Well done! It's a great first map. One question - was there a way to activate the other doors (the ones with controls and next to them) in the large room right before the Apache area?
Commented 11 months ago2024-01-16 09:48:15 UTC
in vault item: Get to the water towerComment #105881
Come to think of it, I might do just that. I want to build upon what I've learned so far, and this game idea I have is just going to take time away from LD.
Commented 11 months ago2024-01-14 10:43:17 UTC
in vault item: Computer_LabComment #105877
Hi the problem with the Barney was that he was in a Scripted Sequence, and i didn't set no interruptions and ovverride ai.
So thanks anyway for your time to test and review my map.
I really aprecciate.
Commented 11 months ago2024-01-14 08:59:21 UTC
in vault item: Backrooms MapComment #105876
Thanks man!
I've got an older backrooms map pack I made which is worse than this one, and more of just a walking sim than actual gameplay, so if you want I could upload that to TWHL. But I appreciate the comment!
Commented 11 months ago2024-01-13 12:35:36 UTC
in vault item: Get to the water towerComment #105873
Thanks for the comments and for playing, guys! I'll spend more time on combat encounters next time. I'm actually learning Godot, so I'm not sure when I'll be working on a Valve game next, but I will take into consideration what you said.
Commented 11 months ago2024-01-13 12:32:14 UTC
in vault item: Computer_LabComment #105872
This has potential, keep learning and experimenting! It's a good first map. I actually like that the button for releasing the HEV suit has to be hit with the crowbar. I don't know if it was just me, but when I got to barney, he glitched inside me. Someone more knowledgeble might give some insight as to why that happened there.
Commented 11 months ago2024-01-13 03:27:26 UTC
in vault item: cross_stalk_tributeComment #105870
Please provide feedback here if something needs to be fixed.
Also, if you're running a server, please add it to a map rotation. This actually 'saves' Stalkyard, as no one is playing it now - and running to a Bunker is always fun
Commented 11 months ago2024-01-13 00:20:03 UTC
in wiki page: VERC: Doors With GlassComment #105869
I discovered a trick with using BOUNDINGBOX brush which eliminates the lip math. You make it the same width as the main door and tie it to the glass part. No messing with lip value for the glass door; use the same value as the main door.
Rather empty, I feel like it needed a lot more combat scenarios. A lot of areas could have been great for Combine arenas instead of just Zombies being there. Zombie spawns could have also been better as well, they just appear in front of you and weren't much of a threat. A Fast Zombie or a Poison Zombie here and there would have had some risk to the encounters.
The progression to the water tower was great though, it did actually feel like I went through a journey and being able to see the tower from the beginning and being able to see where you began at the end was nice. I would suggest that for your next map that you focus on combat scenarios. Maybe put little spins on them as well for an extra challenge.
I wrote a short journal entry on how all 15 lumps relate to each other. I used the relational model to visualize it.
Because the referencing of entries by other entries is done with indices into the lump using mostly 16-bit shorts, it places a hard limit on how many of the target lump's entries can exist before their indices becomes out of bounds for the data types used. In addition, Carmack makes a few of these data types do double (sometimes triple) duty e.g. positive values refer to one type, negative values means entirely different type, and 0 means null, so that halves the capacity of a type's max index. clipnodes suffer the most from this; an entire half (the negative half) of addressable values in 2^16 is used to assign only 2 significant values -1 and -2.
I've incorporated the information into the first section of this page. You can read the table as:
The resource A has a limit of X because it is referenced by JKL with data type T, using [Remark]
The resource clipnodes has a limit of 32768 because it is referenced by other clipnodes with data type short, using positive values > 0
This version of the map format is colloquially known as Valve20 to differentiate from the original Quake version
Valve20 is now the de-facto map format all Quake-based and Quake-derived editors and compilers support due to the precision in texture alignment
TrenchBroom uses the OS's clipboard for copy and paste (not the case with JACK/VHE3.x) and uses the map format to represent brush & entity data to be pasted. It also means clipboard-based IPC can be done using the map format.
Commented 1 year ago2024-01-06 06:19:43 UTC
in wiki page: func_detailComment #105850
What I can gather from the community's collective wisdom:
func_detail does not reduce world leaves
func_detail instead reduce VIS portals generated by HLBSP. if without it HLBSP makes VIS portals around detail geometry, with it it just treat the surrounding area as a single VIS leaf
func_detail is gone at the end of HLBSP, and is world geometry after that point
hence HLRAD cannot treat it in any way other than opaque world brush because it's gone by the time it's run
One thing I will say though is that the reflection isn't done well. There should not be a huge gap between objects and their reflection. The reflection of the wire is where this is most obvious and you can even see it in the screenshot. The reflection would show on the floor's surface, so objects ON the floor would be in contact with their reflection.
Also, a nitpick - IMHO the flooding rate might have been faster, but did not test it in proper multiplayer yet, so this statement is more of a speculation...
Oh - and one more thing - that wobbly floor which wants to be a spiral staircase
Somewhat breaks the immersion a little bit...
Otherwise - really good and authentic.
And about the whole leaving Sweden part, I must say it's funny that when you wrote this initially, I was in Stockholm.
Coming from Romania, I must admit I absolutely loved the country, and I believe it might just draw me in enough to get me to move there someday...
Wonderful folks, spent an amazing Julafton with some swede pals and was treated to some tasty national dishes as well.
Point being, life's just one big cycle of differences, ain't it? Enjoy your new life in Malta, and I hope for many happy memories and, most importantly, health!
Very curious indeed )
This map has got One of the most good thumbnail!
Continue mapping!
Amazing brushwork!
Amazing brushwork and design
Great Job!
1 (Jazveh): No unfortunately they dont move, the rest of the garage doors are just fakes/props.
2 (Combined): If you mean the G-man that walks by the window in the 2nd room I used an animated_sequence. I followed
this tutorial by VheTutor: https://www.youtube.com/watch?v=h5jNKWcX8Io&t=461s
(and if i got any of your questions wrong by mistake please let me know )
But I'm making progress with models and such. Also, made a cool menu.
v0.2 incoming (with a total of 2 - yes, 2 - unfinished maps! WOW!)
I had fun playing this!
Continue doing Maps
Good job man!
So thanks anyway for your time to test and review my map.
I really aprecciate.
I've got an older backrooms map pack I made which is worse than this one, and more of just a walking sim than actual gameplay, so if you want I could upload that to TWHL. But I appreciate the comment!
Keep going. I'm eager to play more maps from you.
Thank you.
Also, if you're running a server, please add it to a map rotation. This actually 'saves' Stalkyard, as no one is playing it now - and running to a Bunker is always fun
BOUNDINGBOX
brush which eliminates the lip math. You make it the same width as the main door and tie it to the glass part. No messing with lip value for the glass door; use the same value as the main door.I see a lot of effort here, and effort Needs to be premied!
You're welcome.
Texturing — 4
Ambience — 5
Lighting — 5
Gameplay — 3
The progression to the water tower was great though, it did actually feel like I went through a journey and being able to see the tower from the beginning and being able to see where you began at the end was nice. I would suggest that for your next map that you focus on combat scenarios. Maybe put little spins on them as well for an extra challenge.
Because the referencing of entries by other entries is done with indices into the lump using mostly 16-bit shorts, it places a hard limit on how many of the target lump's entries can exist before their indices becomes out of bounds for the data types used. In addition, Carmack makes a few of these data types do double (sometimes triple) duty e.g. positive values refer to one type, negative values means entirely different type, and 0 means null, so that halves the capacity of a type's max index. clipnodes suffer the most from this; an entire half (the negative half) of addressable values in 2^16 is used to assign only 2 significant values -1 and -2.
I've incorporated the information into the first section of this page. You can read the table as:
It doesn't work in Counter-Strike.
I'll be sure to take a look once I have a PC again
Can anyone provide a screenshot of the effect of the "Fog Affects Skybox" flag?
One thing I will say though is that the reflection isn't done well. There should not be a huge gap between objects and their reflection. The reflection of the wire is where this is most obvious and you can even see it in the screenshot. The reflection would show on the floor's surface, so objects ON the floor would be in contact with their reflection.