Commented 3 years ago2021-08-12 22:43:00 UTC
in vault item: Scooby_RatsComment #103669
Update:
Bad news! It's turned into a bit of a server-emptier. I think 98% of the problem is including the crossbow. In a map so open it just turns into crossbow sniping and no action
Commented 3 years ago2021-08-09 22:39:15 UTC
in vault item: dm_dust2_2020Comment #103659
Dude, this is just ridiculous. Some of the tricks and technical execution on display here are awe-inspiring. We were having a game on the TWHL server and there was a moment while i was dead, looking up into the sky... "Those clouds are fucking moving..."
Commented 3 years ago2021-08-08 21:56:17 UTC
in vault item: Scooby_RatsComment #103654
Absolutely great. Really looking forward to playing this with more people. Particularly love all the animated bits - owl out the window, the door slats, etc. Lovely, lovely work.
This is really excellent. I love the aesthetic, and you've managed to fit a lot of layout into a relatively small space. The inaccessible, but visible areas like the conveyer belts are a really nice bit of world-building, too. It feels very much like a classic Quake arena or Unreal Tournament map - one of the levels my colleagues and I would spend hours after work playing on the LAN. I particularly like the weapon and item placement - it feels like a lot of thought went into the gameplay, and retaining that classic deathmatch feeling.
If I had one bit of constructive criticism, it would just be that you've used all those lovely rendermode solid grates for ceiling and wall detail, but none of them cast shadows. That could've been a nice bit of extra spice on top of what is already a really cool environment.
Awesome work.
Added to the rotation of the TWHL server: 109.169.42.68:53500
Commented 3 years ago2021-05-16 22:28:35 UTC
in vault item: bootbox_vanilyaComment #103566
The main arena could use some work to make the gameplay a little more interesting. It's mainly just a killbox at the moment - additional cover and routes would keep the players moving and would present more varied encounters than just gauss sniping. The verticality of the main arena has a lot of potential - having more levels than just the one bridge at the top would incentivise players to get creative with gauss jumping and would certainly help with the lack of cover and pathing.
Texturing is okay, but the lighting is bad. A lot of players will never find the secret area which is the only part of the map with lighting - keeping the arena fullbright makes the map seem unfinished. The original Bootbox3 at least had basic lighting in the main arena, and looks much better as a result. Remember the arena is the main focus of the map, and is the first thing players will see, so it should be properly lit and textured.
Definitely potential here, but it needs some work.
Commented 3 years ago2021-01-22 03:01:33 UTC
in journal: Deathmatch with my sonComment #103199
I swear I used to have reaction times like that....
I played vertico a bunch back in the day - this was a nostalgia trip! Great to see you and Scott having a blast together - some of my fondest memories are fragging my dad in Elite Force and Jedi Outcast.
Also also! My partner and I got a kitten a couple of months ago and we named her River. I only now realised that I probably had that name lodged in my head from you, so thankyou
Commented 3 years ago2020-12-10 16:34:05 UTC
in vault item: awp_tokyo_v2Comment #103133
I love the concept and location - very cool to see when I was in Tokyo last year - but the lighting really ruins this for me. Nothing casting shadows makes everything look monotone and un-engaging. There are no contrast or focal points and it really removes the sense of awe that such a location should have.
I can't even put into words how great an experience this was.
With very, very few exceptions it's an absolute delight to play from start to finish and the amount of talent on display is awe-inspiring. Unq and Strider are the absolute crème de la crème, but that is by no means an insult to all the other contributors who all did an incredible job.
I want to curl up in a ball and cry because I will never have these skillz.
This comment was made on an article that has been deleted.
This comment was made on an article that has been deleted.
Awesome use of stock assets to create an entirely lore-friendly Black Mesa sidequest. Architecture is interesting and detailed throughout, texturing with vanilla wads is varied and colourful and the lighting is up to your high standards. Ambience could use a tickle here and there, but is certainly not lacking.
Gameplay loses a couple of points just because after what was a really challenging and fun middle section with grunts, it gets steadily easier towards the end and then has no big finalé.
Commented 4 years ago2020-07-12 10:22:56 UTC
in vault item: Rat Hunt: QuartersComment #102789
Absolutely loved this - what a creative idea. Can't believe I missed it 5 years ago!!
I haven't checked the source files yet, but just from reading the comments it seems like some are grenade-only. I couldn't pick up the nades at the start - i just kept getting weapon stripped and only receiving the crossbow.
Hunted for maybe 20-25 mins and managed to get as far as 12 rats remaining.
Some were really hard, and if I've learned anything from this, it's that you're one devious bastard.
Brushwork is super HL-nostalgic, really clean and textural with a lot of depth and detail created from relatively few brushes. Lovely work. One critique is that the tram you've made is a bit of an odd shape. It seems boxier than a classic HL tram.
Bad news! It's turned into a bit of a server-emptier. I think 98% of the problem is including the crossbow. In a map so open it just turns into crossbow sniping and no action
Awesome. Awesome, awesome, awesome.
Particularly love all the animated bits - owl out the window, the door slats, etc. Lovely, lovely work.
Added to the TWHL server rotation
Texturing — 9
Ambience — 9
Lighting — 7
Gameplay — 9
It feels very much like a classic Quake arena or Unreal Tournament map - one of the levels my colleagues and I would spend hours after work playing on the LAN.
I particularly like the weapon and item placement - it feels like a lot of thought went into the gameplay, and retaining that classic deathmatch feeling.
If I had one bit of constructive criticism, it would just be that you've used all those lovely rendermode solid grates for ceiling and wall detail, but none of them cast shadows. That could've been a nice bit of extra spice on top of what is already a really cool environment.
Awesome work.
Added to the rotation of the TWHL server:
109.169.42.68:53500
Jump pads were always a big element of the padmaps that this is inspired by, so they were always going to be included!
Texturing is okay, but the lighting is bad. A lot of players will never find the secret area which is the only part of the map with lighting - keeping the arena fullbright makes the map seem unfinished. The original Bootbox3 at least had basic lighting in the main arena, and looks much better as a result. Remember the arena is the main focus of the map, and is the first thing players will see, so it should be properly lit and textured.
Definitely potential here, but it needs some work.
I played vertico a bunch back in the day - this was a nostalgia trip! Great to see you and Scott having a blast together - some of my fondest memories are fragging my dad in Elite Force and Jedi Outcast.
Also also!
My partner and I got a kitten a couple of months ago and we named her River. I only now realised that I probably had that name lodged in my head from you, so thankyou
Best of luck
Edit:
Zeeba sent it via email, so I've mirrored it here.
Texturing — 10
Ambience — 10
Lighting — 10
Gameplay — 10
With very, very few exceptions it's an absolute delight to play from start to finish and the amount of talent on display is awe-inspiring. Unq and Strider are the absolute crème de la crème, but that is by no means an insult to all the other contributors who all did an incredible job.
I want to curl up in a ball and cry because I will never have these skillz.
Texturing — 10
Ambience — 8
Lighting — 10
Gameplay — 8
Gameplay loses a couple of points just because after what was a really challenging and fun middle section with grunts, it gets steadily easier towards the end and then has no big finalé.
Great work. Get back to The Core.
Also every time I see how old Scott is getting, I feel very, very old.
Condolences.
I haven't checked the source files yet, but just from reading the comments it seems like some are grenade-only. I couldn't pick up the nades at the start - i just kept getting weapon stripped and only receiving the crossbow.
Hunted for maybe 20-25 mins and managed to get as far as 12 rats remaining.
Some were really hard, and if I've learned anything from this, it's that you're one devious bastard.
Brushwork is super HL-nostalgic, really clean and textural with a lot of depth and detail created from relatively few brushes. Lovely work. One critique is that the tram you've made is a bit of an odd shape. It seems boxier than a classic HL tram.
5/5
https://www.instagram.com/p/B-wLTUUFX5a/?igshid=3utacbfw96cx
Really, though, what sort of price tag does all that equipment run up?
In your endo
+1 Moving back the moment indyref happens.