Commented 1 year ago2023-02-23 18:33:42 UTC
in journal: Annual vita log 0x015Comment #105127
First real, proper love, I should note. I've had online relationships until now, but this is the first one that actually crossed the boundaries. Quite literally.
My boy travelled from central Europe all the way to Bosnia just to spend 10 days with me, and I wanna do everything in my might to absolutely reward that effort & make it worth it.
Don't worry about it. The translation software you are using produces very clear English.
Most of us learned English as a second language so we are quite used to broken English, so don't hesitate if you want to try writing some English on your own 🙂
Commented 1 year ago2023-02-20 06:20:34 UTC
in wiki page: Tutorial: Materials.txtComment #105114
Some time ago I did a detailed explanation of the materials.txt system, along with excerpts from the code / base textures / sample sound effects / how to achieve a desired sound. You can read the whole thing here: https://greg-kennedy.com/hl_materials/
Commented 1 year ago2023-02-19 01:12:45 UTC
in vault item: [%25] de_monteriggioniComment #105110
If you want to make this as a WIP, i suggest you use GameBanana (Here is an example of mine). I think you can keep us updated on your map with your journals.
Commented 1 year ago2023-02-19 01:12:44 UTC
in vault item: [%25] de_monteriggioniComment #105109
If you want to make this as a WIP, i suggest you use GameBanana (Here is an example of mine). I think you can keep us updated on your map with your journals.
Commented 1 year ago2023-02-17 01:45:15 UTC
in vault item: the n-level elevatorComment #105103
Excellent example! I hope we'll see more fully-functional elevators in maps from now on. Soon we'll have Elevator Action remade in Goldsrc! Seriously though, this is very neat.
Starting with some fun aspects that I liked: I like how the area where you fight particularly enjoyed the office area, as you had to pick which doors you wanted to go through for the best combat advantage based on the positional sound of the HECU grunts. The layout of the one barracks area with the tower was pretty neat, and I liked the idea of fighting a tougher enemy in the sniper tower giving you a height advantage. If honed in on future maps you make, I think choosing your fights in that way could be great!
Things that could be improved: I think the lighting in the first combat section is a tad poor. It's somewhat hard to see the field and what's still left to take down, ending up with unecessary damage being taken by a straggling grunt or the turret towards the back of the section. I also think a missed opportunity was to allow for more stealth within the map, as it can sometimes add a lot of depth to combat encounters.
Overall, I think this was a neat little combat-orientated map! With some fine-tuning of some of the best aspects in the map, and potentially adding more to some of the finer details like ambience, I think you could make a super great and fun map!
Commented 1 year ago2023-02-05 00:18:50 UTC
in vault item: GemeraldComment #105083
That was... interesting. I agree with Urba Nebula, there are a lot of HECU marines to fight, and its pretty unbalanced. The minimalism is certainly strong, however i think its part of the artstyle? There is almost no plot, or story or at least "Where the hell am i even going?"
This is a somehow decent quality mod. Its good, but just for one or two playtroughs.
My boy travelled from central Europe all the way to Bosnia just to spend 10 days with me, and I wanna do everything in my might to absolutely reward that effort & make it worth it.
Thanks y'all for the birthday wishes!
Thank you for your encouragement.Yes, I am.
Most of us learned English as a second language so we are quite used to broken English, so don't hesitate if you want to try writing some English on your own 🙂
Are you Chinese?
Leave a comment if you wish, I'd like to know what your experience was like.
Also, this reminds me of an essay I've watched recently about the many ways elevators are used in video games, it's a good watch.
Texturing — 5
Ambience — 2
Lighting — 3
Gameplay — 6
I like how the area where you fight particularly enjoyed the office area, as you had to pick which doors you wanted to go through for the best combat advantage based on the positional sound of the HECU grunts. The layout of the one barracks area with the tower was pretty neat, and I liked the idea of fighting a tougher enemy in the sniper tower giving you a height advantage. If honed in on future maps you make, I think choosing your fights in that way could be great!
Things that could be improved:
I think the lighting in the first combat section is a tad poor. It's somewhat hard to see the field and what's still left to take down, ending up with unecessary damage being taken by a straggling grunt or the turret towards the back of the section. I also think a missed opportunity was to allow for more stealth within the map, as it can sometimes add a lot of depth to combat encounters.
Overall, I think this was a neat little combat-orientated map! With some fine-tuning of some of the best aspects in the map, and potentially adding more to some of the finer details like ambience, I think you could make a super great and fun map!
Sorry, I just saw that it's being reviewed. It's going to take some time.
As for the texture stretching, either you're mapping with UV lock enabled or your using the "Fit" button all the time. Both of these are best avoided.
(And sorry for late update)
I agree with Urba Nebula, there are a lot of HECU marines to fight, and its pretty unbalanced.
The minimalism is certainly strong, however i think its part of the artstyle?
There is almost no plot, or story or at least "Where the hell am i even going?"
This is a somehow decent quality mod. Its good, but just for one or two playtroughs.
Grate work