Commented 9 years ago2015-05-13 01:58:07 UTC
in vault item: Bosconian_Beta_002Comment #20870
Once I get m' HL2:* working, I'll hit this up. (Who knows when it stopped, I haven't touched it for a long time.)
Aaaaand there we are. I won't pretend to understand how hard (or not) this would have been to make, and I can't say I know of its namesake, so objectivity shalln't be hard.
Against the bright background, the shots — particularly the enemy fire — were a little hard to see. Likewise, the icons on the minimap could use more contrast, especially the enemy's.
Enemies bunched up a lot, as you noted in the readme, and I noticed they occasionally got stuck within each other, which seemed to immobilise them.
It seemed quite possible to snipe the structures (whatever they're called), and probably the enemies, from any distance, including waaay outside of your field of view. Don't know if that was intended.
Diagonal movement was a bit awkward, what with the fact that when you move diagonally, you still face a cardinal direction.
I don't know what it was, but nigh on the whole time, there was a really quite loud crashing (or maybe exploding) sound. Without an obvious indication of what was causing it, coupled with the volume, it wasn't all that pleasant.
That's what leapt out at me. Otherwise, the game itself wasn't unpleasant to play. Hope that helps!
Commented 9 years ago2015-05-11 01:24:00 UTC
in vault item: de_17b_italy_miniComment #19791
"Based on cs_italy_mini Johan Fasting (Bobo) "
made with out original authors permission , why would you share this stolen map here ? , I totally understand you not wanting to share it at Gamebanana ..they would delete this from there site fast after finding out you did not have the required permission to make multiple versions of his map this is just shameful "seb" aka "s3b" aka "Octave Klaba"
Commented 9 years ago2015-05-01 08:15:28 UTC
in vault item: Fy_SpoilsComment #20868
It looks flatshaded from the screenie bro... We're not trying to jump on you even if that's how it comes off. <checks moar screenies on GB>
I admit I rarely play maps before commenting anymore, but I stick by my earlier comment after looking at GB snaps. It should look amazing if you get the brightness and sun angle just-right. Use sprites to mimic hdr glare/haze.
Did you use the recommended VHLT, or ZHLT tools? VHLT will give you the prettiest results by a large margin
A night map with texlight torches, and a pale light_spot moonlight might look amazing too, especially with the right night skybox
Commented 9 years ago2015-04-30 21:43:42 UTC
in vault item: Fy_SpoilsComment #20867
My comment is still accurate. I never said you didn't have lights, I said it looks like you forgot to add them, which it does. I suggest taking a bit more time to finesse it, because it genuinely looks fullbright at first glance, even in-game.
No need to take offense - CapT in particular was completely constructive. I was merely blunt.
Commented 9 years ago2015-04-30 21:05:59 UTC
in vault item: Fy_SpoilsComment #20866
I have lights, its using light_environment. In fact it was compiled using Sledge's tools in the Final mode.
Trying the map in game is how you give good feedback. Or even at least looking at other screenshots on the Gamebanana page for example.
Not doing that comes off as extremely patronizing, especially to someone who is not completely new to mapping and has their maps running regularly on full servers.
I apologize if I come off as aggressive with this post, just I feel like this type of non-feedback is extremely common in the Goldsource and Source mapping community.
Commented 9 years ago2015-04-30 16:55:24 UTC
in vault item: MISSION MCPOKERComment #20864
The screen shot alone vividly depicts your plethora of knowledge on structural engineering and integrity, texture alignment (which you're a fierce beast at (ask Archie, I think he'd vouch for you on it.)), FAN F'ing TASTIC re skinning with advanced technology such as uh idunno ms paint? You are a pro with the fill bucket and that magical click within the lines honestly makes my legs tremble a little bit.
You've brought new lights to Nintendo's golden gun with gold source's advanced shaders HD (heavy duty/High definition/heavy dump) developers kit. Um, i'm no expert but you must have used sledge to make this in order for such complex diagonal cuts to even consider possible rendering within anywhere near on grid. I see this mod is a bringer of tears to all who play and even those who contribute to its creation. What a beautiful thing, almost like a toucan or a old rusty dented trash can in the wind rolling into the street that one must dodge in the neighborhood. Very beautiful, makes me cry myself very often. When i'm on the john and I remember those bosses and how hard they were, I often find myself scared and alone but then my floating friends join the pool party and warmth, yes warmth falls below me. The ever so familiar odor of achievement and spatial calamity constitutes a divine barrier that if one enters, it's their problem, not mine, sort of like i'm the spider and my feet don't stick to the web.
Mc poker, you've poked me Myles C. right in the heart, i'll never forget what you've forged from void in this time capsule that I hope climbs the cyber escalator to eternity. I would rate, but five stars would be like offering a whale a minnow to eat in this case.
Commented 9 years ago2015-04-24 20:37:18 UTC
in journal: #8539Comment #46098
I got my (now ex, oops!) girlfriend a PipBoy 3000 for xmas and the guy did such a good job on it that I decided to ask him if he takes commissions. Turns out he does, so I got a Stargate for an insanely cheap price!
Could not recommend this guy more - he kept me up to date on progress the entire time and the quality is outstanding.
Commented 9 years ago2015-04-23 10:43:54 UTC
in journal: #8538Comment #67076
Compile tools and Hammer have no idea between the relation of 2 maps whether they are interconnected or not.
This is just the game engine keeping track of things as you move between the levels. If you kill a monster then go forward a level and come back the monster should not spring back to life, the engine keeps track.
Commented 9 years ago2015-04-22 10:52:49 UTC
in vault item: First BloodComment #20856
I really like the idea, I'm gonna try to make something like this myself. Maybe port some doom levels with some adjusted HL elements.
I'd rate it 3 right now because: - unfinished - lacking details - open areas need tweaking, zombies gotta be more of a hallway monster (the first room I'd replace zombies with houndeyes) - needs more keycard gameplay - I'd like to see more colored lighting / more tone / ambience
But I liked: + lacking details, all you need is good ol' quake architecture and you got some of it right. + keycards + showcases Brutal HL mod well
Commented 9 years ago2015-04-21 18:10:56 UTC
in journal: #8537Comment #54616
Kind of, kind of not. I think it's one of those things where in general it's understood, but the specifics of exactly how it happens aren't, unless you study that kind of thing. Probably. Honestly I don't think it's ever actually come up in my course, surprisingly.
Commented 9 years ago2015-04-21 09:53:11 UTC
in journal: #8537Comment #54615
Pretty cool that, I've never seen it before. If that's caused by what I think, then that could be a pretty effective proof that Bernoulli's principle is one of the components of lift generation of a wing. I've seen some people vehemently deny that it's in any way related.
[Edit] Also, look at how much the wings droop when the spoilers open at around 35 seconds into the video. When they open the wings generate significantly less lift so they start to droop under their own weight. It shows just how much lift force they have to generate to lift the aircraft up.
Aaaaand there we are. I won't pretend to understand how hard (or not) this would have been to make, and I can't say I know of its namesake, so objectivity shalln't be hard.
- Against the bright background, the shots — particularly the enemy fire — were a little hard to see. Likewise, the icons on the minimap could use more contrast, especially the enemy's.
- Enemies bunched up a lot, as you noted in the readme, and I noticed they occasionally got stuck within each other, which seemed to immobilise them.
- It seemed quite possible to snipe the structures (whatever they're called), and probably the enemies, from any distance, including waaay outside of your field of view. Don't know if that was intended.
- Diagonal movement was a bit awkward, what with the fact that when you move diagonally, you still face a cardinal direction.
- I don't know what it was, but nigh on the whole time, there was a really quite loud crashing (or maybe exploding) sound. Without an obvious indication of what was causing it, coupled with the volume, it wasn't all that pleasant.
That's what leapt out at me. Otherwise, the game itself wasn't unpleasant to play.Hope that helps!
made with out original authors permission , why would you share this stolen map here ? , I totally understand you not wanting to share it at Gamebanana ..they would delete this from there site fast after finding out you did not have the required permission to make multiple versions of his map
this is just shameful "seb" aka "s3b" aka "Octave Klaba"
With epic fight scenes (because the game is fucking impossible).
I admit I rarely play maps before commenting anymore, but I stick by my earlier comment after looking at GB snaps. It should look amazing if you get the brightness and sun angle just-right. Use sprites to mimic hdr glare/haze.
Did you use the recommended VHLT, or ZHLT tools? VHLT will give you the prettiest results by a large margin
A night map with texlight torches, and a pale light_spot moonlight might look amazing too, especially with the right night skybox
I suggest taking a bit more time to finesse it, because it genuinely looks fullbright at first glance, even in-game.
No need to take offense - CapT in particular was completely constructive. I was merely blunt.
Trying the map in game is how you give good feedback. Or even at least looking at other screenshots on the Gamebanana page for example.
Not doing that comes off as extremely patronizing, especially to someone who is not completely new to mapping and has their maps running regularly on full servers.
I apologize if I come off as aggressive with this post, just I feel like this type of non-feedback is extremely common in the Goldsource and Source mapping community.
You've brought new lights to Nintendo's golden gun with gold source's advanced shaders HD (heavy duty/High definition/heavy dump) developers kit. Um, i'm no expert but you must have used sledge to make this in order for such complex diagonal cuts to even consider possible rendering within anywhere near on grid. I see this mod is a bringer of tears to all who play and even those who contribute to its creation. What a beautiful thing, almost like a toucan or a old rusty dented trash can in the wind rolling into the street that one must dodge in the neighborhood. Very beautiful, makes me cry myself very often. When i'm on the john and I remember those bosses and how hard they were, I often find myself scared and alone but then my floating friends join the pool party and warmth, yes warmth falls below me. The ever so familiar odor of achievement and spatial calamity constitutes a divine barrier that if one enters, it's their problem, not mine, sort of like i'm the spider and my feet don't stick to the web.
Mc poker, you've poked me Myles C. right in the heart, i'll never forget what you've forged from void in this time capsule that I hope climbs the cyber escalator to eternity. I would rate, but five stars would be like offering a whale a minnow to eat in this case.
You should probably ask Satchmo all your questions. He seems to be doing things right!
Can you post the .rmf please? I'd learn a lot from the second map's lighting, I'd be very grateful!
Change the game to CS, it's misleading
Never mind, I don't want one.
I refuse to click that link since DO NOT WANT more excuses to waste money, but that are a damn sexy acquisition sir =P
EDIT: Just looked at that site. Holy shit I want all of these things. Good god these are amazing.
Could not recommend this guy more - he kept me up to date on progress the entire time and the quality is outstanding.
Check him out!
Planning another one?
Your life will never be the same again--for the better.
Love knows no bounds.
One day, my son will invite her for a deathmatch. Train her well.
This is just the game engine keeping track of things as you move between the levels. If you kill a monster then go forward a level and come back the monster should not spring back to life, the engine keeps track.
No "cloning" occurs.
I'd rate it 3 right now because:
- unfinished
- lacking details
- open areas need tweaking, zombies gotta be more of a hallway monster (the first room I'd replace zombies with houndeyes)
- needs more keycard gameplay
- I'd like to see more colored lighting / more tone / ambience
But I liked:
+ lacking details, all you need is good ol' quake architecture and you got some of it right.
+ keycards
+ showcases Brutal HL mod well
4/5
Please finish it!
Honestly I don't think it's ever actually come up in my course, surprisingly.
[Edit]
Also, look at how much the wings droop when the spoilers open at around 35 seconds into the video. When they open the wings generate significantly less lift so they start to droop under their own weight. It shows just how much lift force they have to generate to lift the aircraft up.