Commented 12 years ago2012-11-13 07:20:49 UTC
in journal: #8026Comment #52724
1000 meters is nothing really; if you're having trouble with 50, you are working too hard also, i saw what you did there.
If you are trying to lose weight, diet should be your number-one priority. I like the diet of eating whatever you like, just keep the portions down. A new thing i'd like to try though is alt-day fasting, which is laboriously expained in this bbc horizon.
Commented 12 years ago2012-11-13 07:01:01 UTC
in journal: #8024Comment #63327
downloading =)
i was just thinking about making a csgo MP minigame similar to this idea, where teams would have to escape or die an area of the map by the end of the round, with a scenario like a hazard course, or saw-like devices to keep you moving forward. (teams would also have the option for combat, but at peril of dying in the impending traps)
another idea was to spawn each player into their own room, and they have to find a way out before something kills them. there would be a limited amount of rooms you may get, but the same exit would not necessarily work if you got the same room twice(if that makes sense). survivors of thus first trap-room would continue to the combat area, probably a knife arena.
Commented 12 years ago2012-11-13 06:52:25 UTC
in journal: #8026Comment #52723
For the record, walking is not really exercise, as you could walk from here to the moon, and you and you'd still be fat and out of shape. (powerwalking on the other hand, is exercise)
I swim 1000-1200 meters almost everyday, which is not a lot, but it helps to get my blood pumping and my brain working right. at home when i'm dicking off on the computer, i will do tabata sets of push-ups/crunches/full situps and yoga(sometimes) whenever i get up from my desk, so i don't completely turn to jelly.
Jeff: i'd love to Parkour with you sometime maybe if i move to canada =) it' also funny we both exercise whilst on the computer
Scotch: running is the best exercise you can do, as long as your knees and other joints can handle it, good for you
First thing i notice is you have a rar file packed inside a zip. this is probably not a good idea, because some people(like me) may try copy/pasting the rar to there maps directory instad of the map if they don't look closely enought to notice that your file is compressed twice in a different format, lol =)
Commented 12 years ago2012-10-29 07:07:19 UTC
in vault item: de_octogonComment #20142
Also btw for the trees, don't use a complicated shape for the shadows, just a null block or 3 above should do it; test it with cordon compile to see what works and where you have to position the block(s).
I'm having trouble remembering of a direct example map of this, maybe i will make one? (but that would mean i would have to open hammer 3.x, and i don't want to do that) =P
BTW, don't EVER use the ZHLT light flags, afaik, they cause more bugs/problems than they fix. (what compile tools are you using btw?)
This comment was made on an article that has been deleted.
It's very twisted on it's own! You do have about 10 days to add more stuff to it you wanted.
A very unique map, full of cool effects and atmosphere, but you could add even more by adding more sprite effects, to mimic HDR and the air distortion by the vents. My only complaint is these types of textures automatically remind me of natural selection, but no big deal.
Great stuff man!
This comment was made on an article that has been deleted.
Commented 12 years ago2012-10-22 02:00:27 UTC
in vault item: de_octogonComment #15037
Now this type of map is what the MOTM was designed for =)
Tremendous variation and attention to detail, and very interesting to explore around, this map is wonderful.
A couple of distractions i noticed:
one unit brushes and gaps I avoid ever making a brush 1 unit thick or leave 1-unit gaps(like n the crack of your door), because the way HL aliases edges it just stands out too much, and is visually distracting imo.
texture scale some texture scales(or maybe the texture itself, i'm not sure), like the slate one in the courtyard and a few other places looks like it's stretched too big, and/or is just the wrong texture for that imo. If it looked clearer i would work better imo, but maybe a detail texture would help with this?
world scale i feel like some things seemed too big. if you developed this testing in HL and now are realeasing in cs, i would understand because i think the camera position is different, but idk, some stuff just seems to big/thick.
shadows the lighting looks great, but some shadows seem to be missing, like from the trees in the courtyard. For things that don't cast a shadow like illusionaries or models, you can put null brushes above them i think to approximate the right shadow.
Commented 12 years ago2012-10-21 01:02:17 UTC
in journal: #8005Comment #58176
wow it sounds like you are getting quite an exotic education Striker!
Stick with it tho bra, you can do it and it will get easier; you just need some time to adapt. Also, if you start falling behind in anything, don't be afraid seek help from your peers/school/tutors/etc if necessary
Commented 12 years ago2012-10-20 00:15:46 UTC
in journal: #8001Comment #48293
i did bad 64 wpm... it's easy typing too with almost no punctuation or much capitalization... heck, scotch almost beat me and he doesn't even touch-type =P
Commented 12 years ago2012-10-19 01:44:27 UTC
in journal: #8001Comment #48291
I thought everybody touch-typed, it's just s inefficent pecking...
satch: you got him on a normal-sized keyboard?(I know caviar or "chicklet" keyboards seem more compact for smaller fingers, or they have dem for kids now?)
Commented 12 years ago2012-10-09 20:29:36 UTC
in journal: #7994Comment #55958
me too. i used to visgroup everything, but now much less using cordon. don't get me wrong, i still visgroup lots of stuff, and take advantage of the "auto" visgroups as well.
If you are trying to lose weight, diet should be your number-one priority. I like the diet of eating whatever you like, just keep the portions down. A new thing i'd like to try though is alt-day fasting, which is laboriously expained in this bbc horizon.
i was just thinking about making a csgo MP minigame similar to this idea, where teams would have to escape or die an area of the map by the end of the round, with a scenario like a hazard course, or saw-like devices to keep you moving forward. (teams would also have the option for combat, but at peril of dying in the impending traps)
another idea was to spawn each player into their own room, and they have to find a way out before something kills them. there would be a limited amount of rooms you may get, but the same exit would not necessarily work if you got the same room twice(if that makes sense). survivors of thus first trap-room would continue to the combat area, probably a knife arena.
I swim 1000-1200 meters almost everyday, which is not a lot, but it helps to get my blood pumping and my brain working right. at home when i'm dicking off on the computer, i will do tabata sets of push-ups/crunches/full situps and yoga(sometimes) whenever i get up from my desk, so i don't completely turn to jelly.
Jeff: i'd love to Parkour with you sometime maybe if i move to canada =) it' also funny we both exercise whilst on the computer
Scotch: running is the best exercise you can do, as long as your knees and other joints can handle it, good for you
consider doing hard backups of your rmfs on your important work as well, and never rely on autosave or the .rmx backup!
i love the inventiveness and how resourceful you were in using the existing hl2 assets to pull of some extraordinarily detailed tricks an treats!
love the new lighting in areas too, looks great!
GREAT WORK MAN!
*****
I'm having trouble remembering of a direct example map of this, maybe i will make one? (but that would mean i would have to open hammer 3.x, and i don't want to do that) =P
BTW, don't EVER use the ZHLT light flags, afaik, they cause more bugs/problems than they fix. (what compile tools are you using btw?)
It's very twisted on it's own! You do have about 10 days to add more stuff to it you wanted.
A very unique map, full of cool effects and atmosphere, but you could add even more by adding more sprite effects, to mimic HDR and the air distortion by the vents. My only complaint is these types of textures automatically remind me of natural selection, but no big deal.
Great stuff man!
Happy Birthday HOMIE! =P
Tremendous variation and attention to detail, and very interesting to explore around, this map is wonderful.
A couple of distractions i noticed:
one unit brushes and gaps
I avoid ever making a brush 1 unit thick or leave 1-unit gaps(like n the crack of your door), because the way HL aliases edges it just stands out too much, and is visually distracting imo.
texture scale
some texture scales(or maybe the texture itself, i'm not sure), like the slate one in the courtyard and a few other places looks like it's stretched too big, and/or is just the wrong texture for that imo. If it looked clearer i would work better imo, but maybe a detail texture would help with this?
world scale
i feel like some things seemed too big. if you developed this testing in HL and now are realeasing in cs, i would understand because i think the camera position is different, but idk, some stuff just seems to big/thick.
shadows
the lighting looks great, but some shadows seem to be missing, like from the trees in the courtyard. For things that don't cast a shadow like illusionaries or models, you can put null brushes above them i think to approximate the right shadow.
anyhoo, great work mate! =P
Stick with it tho bra, you can do it and it will get easier; you just need some time to adapt. Also, if you start falling behind in anything, don't be afraid seek help from your peers/school/tutors/etc if necessary
edit
dang reafer is pro. i'm going to take the test now, and will only post results if they are good =P
satch: you got him on a normal-sized keyboard?(I know caviar or "chicklet" keyboards seem more compact for smaller fingers, or they have dem for kids now?)
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Oh wait.. we can't do that at twhl