Commented 10 years ago2014-05-07 10:16:41 UTC
in vault item: DM_Rust [Beta]Comment #20564
I always love maps that have a complex layout in a small space, and this is no exception. Couple areas are too dark and I agree with the weird environment light colour comment from Stu. Played really well with four or five people, though! Great work.
Commented 10 years ago2014-05-07 08:47:44 UTC
in vault item: DM_Rust [Beta]Comment #20562
Wonderful work Urby!
I like that you created something beautiful, while keeping with the original Half-Life Style, which is chunky by nature
The Urby sign made me smile; I will smile for the rest of the day because of the Urby sign
If i had one complaint, it's that the scale is a bit too small imo. Selecting the entire map with Ctrl+M, and scaling each axis to 1.2(or a little less) will make things like the doors, a the proper size, and easier to navigate for DM
Commented 10 years ago2014-05-07 05:25:33 UTC
in journal: #8371Comment #58430
Actually I have 6.8GB on dropbox right now. Nothing beats the dropbox folder integration in Windows, I know, but dropbox is more personal, that's why I asked.
Commented 10 years ago2014-05-06 10:16:43 UTC
in journal: #8371Comment #58426
For maps i use GameBanana(i don't know their filesize limit, but it's pretty big) For images, i use Imgur. For other important stuff, e.g., my vmf/rmf folders i use Dropbox.
I'd like to get some legit hosting soon too, but for now I'm able to get by using freebies...
Commented 10 years ago2014-05-05 09:13:54 UTC
in journal: #8371Comment #58428
I've heard about MEGA and its awesome features, but I also want something that is persistent across the years. Give me an example of downloading on mediafire, if any of you have a file or something. I want to reupload some old maps that have been deleted from gamefront, and well... I want to choose wisely.
[EDIT] Or another seemingly cool one that I discovered: Firedrive.
I remember about an year ago, i wasted about ~2 good weeks trying to do something similar without success. I've read somewhere that it's possible to achieve this by editing the texture straight from the source file (.rmf/.map).
Hmm, originally the lighting was lighter, before many said it should be darkened, I might have gone too far towards the dark -> so I'll balance out the ambience a bit in the outside areas.
re: The 2 turret area - I tried intensifying with the balcony rush and the hunter, but I might make the combine actually enter the room properly in a final rush (pre the hunter sequence), that might make things more demanding. As it is, it's a lot harder than it was previously, but I get that some more intensive mechanics might be required there.
Commented 10 years ago2014-05-04 20:18:53 UTC
in journal: #8371Comment #58431
I heard they are planning to increase the limit to 4mb and 2 screens on TWHL4 I use my own servers to host files that i need on the net, if i had enough storage i could enable others to use it as well. But 80gb drives would fill up quite quick
But yeah the limit needs a boost, you can't upload a source map anymore
Hey doodle, I think you've got some really great action going here, it only needs some tweaking. Although without voices, the character dialogue is interesting and quite unique among so many EP2 mods.
Your brushwork is inspiring and I love how you went that extra mile to round off even difficult corners. The props blend in beautifully.
The downside is that the lighting is too dim. There are too many areas where I have to use the flashlight. Try putting more lights, or increase the intensity in some areas, it's too dark.
Also, try tweaking a bit the timing and action in the arena where I can use the 2 friendly turrets. It just feels like the combine are pouring without any effect on intensifying the action.
I give you 5 stars for terrific work, especially this being a beta.
Commented 10 years ago2014-05-04 08:49:21 UTC
in journal: #8370Comment #61607
I love reading. Anything and everything, provided I find it interesting. Currently reading Starting Point, which is a collection of Hayao Miyazaki's essays, articles and speeches from 1979 to 1996. Also just finished The Fry Chronicles audiobook, read by the man himself, Stephen Fry.
Commented 10 years ago2014-05-04 08:07:23 UTC
in journal: #8370Comment #61609
I find being able to read, to have the patience to read, an exceptional ability. I've started Mermoz last summer, but did not finish it although I'm past half of it.
This is a PC I've built between 2007-2010, with the motherboard being the oldest. It was a decent computer for the time, but now modern gaming is simply not possible with it, only at ridiculously low details. When I designed the map I was aware that people with slower computers are going to go crazy, so I accept your criticism. (I understand the others gave me 5 stars for encouragement, or maybe sincerely, but for my own pride this map is not a 2 star-map, it's a not detailed box I will be motivated though to optimize the shit out of it)
Commented 10 years ago2014-05-04 05:15:37 UTC
in vault item: gauss_god_hldmComment #20551
Great map, I like the floating platforms although I can barely ever reach them. Movement inside the silo is weird and glitchy and often I die for an unexplained reason (strange clipping maybe?)
Commented 10 years ago2014-05-04 05:02:23 UTC
in vault item: dm_researchvessel BETAComment #20550
Acceptable map, interesting intentions, but the dead ends are a bit weird and the train-boat feels tacky. Also I have a half decent computer and the best I get is 1 FPS on this map. Rating killer, shouldn't happen with a current computer on a FIFTEEN YEAR OLD ENGINE.
Commented 10 years ago2014-05-03 23:28:05 UTC
in vault item: DM_Rust [Beta]Comment #16040
Wow. Very simple but elegant nice geometry. And what a nice layout that seems like it will be enjoyable to play.
I really like all the details like the trusses with pipes running through them. The light bulbs are nice along with the fluorescent bulbs.
Attention was paid to detail which makes the map fun to walk through. Lets just see how it does in the server.
Also, although I really don't like the standard half life textures, you did a good job using them. Oh and the sky box isn't working for me, let me try to find out why.
Commented 10 years ago2014-05-03 22:53:43 UTC
in vault item: dm_researchvessel BETAComment #16039
That's odd, I've only used zhlt.wad, halflife.wad, submerged.wad, ns.wad and a custom wad. They're all in there, and I could bet those decals are from halflife.wad. Thanks for the review, I will once again take into consideration the advice.
Commented 10 years ago2014-05-03 22:50:59 UTC
in vault item: DM_Rust [Beta]Comment #18425
The architecture is clean and nice, it's faithful to the Half-Life feel. Things you can improve are the sound atmosphere though. It's too depressive, it uses most of those mysterious industrial backgrounds HL has to offer. Also, the outside lighting is a bit too greenish for my taste.
Otherwise, this map has the potential of beerfort in terms of a hot deathmatch fight.
[EDIT] Just read in the forums that you made this in a day. I don't consider myself a good mapper, because I casually delve into this act, but it's hard for me to believe you!
That's awesome. Hope you like it Archie!
I should get a credit card and order a copy.
EDIT: Actually, I think the note involves immolating Urby, not terminating his employment.
I totally read "...fire Urby so The Core can be released".
Zeeba, change your diet.
I'm guessing you are on a laptop with a not-so-great gfx card, or a REALLY old desktop?
I like that you created something beautiful, while keeping with the original Half-Life Style, which is chunky by nature
The Urby sign made me smile; I will smile for the rest of the day because of the Urby sign
If i had one complaint, it's that the scale is a bit too small imo. Selecting the entire map with Ctrl+M, and scaling each axis to 1.2(or a little less) will make things like the doors, a the proper size, and easier to navigate for DM
Nah, I kid. Very nice project there. I didn't quite understand in the video, what control module were you using? Also what does "CETA" stand for?
And that thing... neat! Although I'll still do it the traditional way, sorry. At least until the blue light is attached to something.
its freeeeeeee
Gameplay is pretty fun. It seems concept oriented as I think you intended in that players hold the core area with the gauss and long jump.
It's nice that starting in the outer hall areas you've provided a bow so that you can have some chance in advancement to the core area.
Good luck on the remake.
I'd like to get some legit hosting soon too, but for now I'm able to get by using freebies...
[EDIT] Or another seemingly cool one that I discovered: Firedrive.
Thanks for the tutorial, it'll be of much help.
re: The 2 turret area - I tried intensifying with the balcony rush and the hunter, but I might make the combine actually enter the room properly in a final rush (pre the hunter sequence), that might make things more demanding. As it is, it's a lot harder than it was previously, but I get that some more intensive mechanics might be required there.
I use my own servers to host files that i need on the net, if i had enough storage i could enable others to use it as well. But 80gb drives would fill up quite quick
But yeah the limit needs a boost, you can't upload a source map anymore
Your brushwork is inspiring and I love how you went that extra mile to round off even difficult corners. The props blend in beautifully.
The downside is that the lighting is too dim. There are too many areas where I have to use the flashlight. Try putting more lights, or increase the intensity in some areas, it's too dark.
Also, try tweaking a bit the timing and action in the arena where I can use the 2 friendly turrets. It just feels like the combine are pouring without any effect on intensifying the action.
I give you 5 stars for terrific work, especially this being a beta.
Intel Pentium Dual Core E6500
AMD Radeon HD4850 512mb
4Gb of RAM
This is a PC I've built between 2007-2010, with the motherboard being the oldest. It was a decent computer for the time, but now modern gaming is simply not possible with it, only at ridiculously low details.
When I designed the map I was aware that people with slower computers are going to go crazy, so I accept your criticism.
(I understand the others gave me 5 stars for encouragement, or maybe sincerely, but for my own pride this map is not a 2 star-map, it's a not detailed box
I will be motivated though to optimize the shit out of it)
I never read a single book in my life (except of course technical literacy). I find reading on my own boring.
Constructive criticism: The light is a bit too cyan-ish especially outside, it looks odd next to the gray skybox.
/me holds from rating until non-beta comes out
I really like all the details like the trusses with pipes running through them. The light bulbs are nice along with the fluorescent bulbs.
Attention was paid to detail which makes the map fun to walk through. Lets just see how it does in the server.
Also, although I really don't like the standard half life textures, you did a good job using them. Oh and the sky box isn't working for me, let me try to find out why.
Thanks for the review, I will once again take into consideration the advice.
Things you can improve are the sound atmosphere though. It's too depressive, it uses most of those mysterious industrial backgrounds HL has to offer.
Also, the outside lighting is a bit too greenish for my taste.
Otherwise, this map has the potential of beerfort in terms of a hot deathmatch fight.
[EDIT] Just read in the forums that you made this in a day. I don't consider myself a good mapper, because I casually delve into this act, but it's hard for me to believe you!