Commented 10 years ago2014-05-03 19:27:04 UTC
in vault item: dm_researchvessel BETAComment #18521
The map is epic in overall! But some things can be improved. 1. Buttons for elevators are placed too high on a central platform and at low level of big tower. 2. Add a ladder (or make any side a bit lower) to make the boat accessible from water (cause if it stops at random remote place, you can't reach it). 3. w_hgun on an "island" beside a boad can be not visible from random position of view. 4. Long red ladder to the mountain platform have its lower end under water, but you can't climb up from here. 5. Some decals are missing: C3A2Sign22, C3A2Sign33, fanbig. 6. Why not to wadinclude?
Commented 10 years ago2014-05-02 01:30:52 UTC
in journal: #8369Comment #40372
Yeah, i have no plans to get when soon(someday tho!), but dang, it would make for effortless DIY clothing, but i guess it would have to pretty big for that too
Commented 10 years ago2014-05-01 21:05:02 UTC
in journal: #8369Comment #40364
I've had atleast one computer with a built in little speaker in the case solely designed for motherboard messages. It was a connector that went into a socket next to where the LEDs go.
Commented 10 years ago2014-04-28 21:41:45 UTC
in vault item: dm_researchvessel BETAComment #20539
The screenshots look pretty sexy, that's a lot of detail in a gold-source level. The only thing bringing it down is probably the crappy default sky, doesn't go with the newer textures.
Commented 10 years ago2014-04-27 13:00:10 UTC
in vault item: dm_researchvessel BETAComment #20534
Had a 2vs2 playtest yesterday with Striker. It's a really cool map, but it needs some more work still.
The map played more like a singleplayer map than a deathmatch or multiplayer map due to the way it was laid out. Usually, in deathmatch maps, or any kind of multiplayer map, doors are always or partially open. You don't have to interact with it to open it, to keep the flow and speed of the level. Although it's always fun to place a tripmine behind a door and surprise the crap out of everyone.
Another point is weapon placement. I agree with Archie that the Egon is horrible, get rid of it. Also, more shotguns and 357's! I've only found one of both in our playtest.
Other than that, a great map, and worth playing again. Wonderful visuals and details everywhere, and yes, that's gonna cost you, resource wise. So maybe you'll have to cut down on detail here and there. R_speeds r_no problem, it played very smoothly on my end, but I did notice that sometimes entities such as weapons and health kits disappear and reappear a second later due to the max entities in the visible packet list. It'll be tricky to fix that.
Looking forward to updates as well, hit me up on Steam if you need me for another playtest.
Commented 10 years ago2014-04-26 16:48:56 UTC
in vault item: dm_researchvessel BETAComment #20532
I love how your maps are resemble an unfiltered stream of subconscious, like a dream sequence =P
That jetboat func_train is awesome. i probably drove around for 5 minutes taking in the pretty sights. It really reminds me of a classic ride at Disneyworld tbh(which is awesome), and it's really nice how fluid/realistic you made the movement. That, coupled with that beautiful prefab boat makes for quite a surreal experience, particularly in the GS engine
Some astonishingly pretty brushwork in here. These arches are a great example the smooth-looking, natrual shapes you can achieve in GoldSrc, coupling the right brushes with proper texturing. Ciao bella! =P
The elevator is another example of an interactive doodad you built very well and also made it function in kind.
Speaking of interactivity, maybe add some "cs_assault" trigger_cameras in one of the control rooms, and place some func_tanks weapons about to increase the fuckery even more(tho you possibly don't have the resources available to add much more..) =P
I like how you have very pretty vistas outside, but also very pretty(and extensively detailed and distinct)interiors; you really fit a lot of neat stuff in this map
Looking forward to updates! if you want some more nitpicks, pm me and i can send you a list of minor things i noticed(which i'm sure you are probably already aware of).
Commented 10 years ago2014-04-26 16:24:51 UTC
in vault item: dm_researchvessel BETAComment #20531
Fucking hell. Only beta and already worth five of my shiniest stars. I love this.
Couple of possible issues from my quick run around:
Replace the Egon with the Gauss gun and consider adding another Gauss elsewhere as well. The Egon is horrible for gameplay in HLDM and the Gauss provides a much more fun way to travel a map this large, particularly in combination with a longjump module, which I also never found.
A few more basic weapon drops on the lower levels would be good as well. Couple more assault rifles and shotties - maybe a couple of 357s and satchel charges, too.
The interactive elements are awesome. Your maps always feel so damn unique and fun to explore. Perhaps make a few custom sign textures to make interactive cause and effects more obvious. Also a lot of elevator buttons are quite vague and are often weirdly high-up.
Oh, also maybe clip the back of the fence near the egon gun. Once you're round the back there the clipping with the cliff is really bad and sticky.
Commented 10 years ago2014-04-26 16:06:30 UTC
in vault item: dm_researchvessel BETAComment #20530
Because it's not the final version, I'm counting on the TWHL mapping community to help me discover the map bugs, optimization flaws and other "nitpicks" :D. Then I will upload the final version on fpsbanana.
[EDIT] Ok, here's an effect which is mostly hidden from the one that causes it. There's a valve in one of the engine rooms in the ship that when used will cause a short quake and some sounds coming from outside. Tip: sv_cheats 1, noclip and then use the valve, get outside quickly, look towards the ship antenna and then watch what happens.
Commented 10 years ago2014-04-26 16:03:58 UTC
in vault item: dm_researchvessel BETAComment #20529
Looks wonderful from the screens CStriker, downloading!
The only nitpick i can see from the screens is the stock sky, even if it does fit your theme. There are way nicer skies out there that will better match your beautiful map
Also, why dropbox when you can upload it to fpsbanana, and link this to the download?
This comment was made on an article that has been deleted.
Commented 10 years ago2014-04-25 13:07:10 UTC
in journal: #8366Comment #45946
Rim, you have some absolutely incredible works here as a portfolio. Collect them all and slap them into a presentable website, hunt for level design jobs?
Commented 10 years ago2014-04-25 11:24:43 UTC
in journal: #8366Comment #45945
Discostu: Urby's answer is pretty spot on, but I went on Yahoo Answers to try to provide you with a more accurate description. Here's what I found:
"It's a really hard flavour to describe but it tastes amazing." "It tastes like Scottish rust." "it has a hint of the mild tingle you get, when you try a 9v battery with your tongue" "made from the finest Scottish water and triple filtered through highlanders underpants to give it body" "Pure nectar big man." "It's like liquid heaven....lol..... and it tastes better from a glass bottle" "Girders" "The ultimate hangover cure. Tastes best when consumed directly from a 750ml glass bottle." "Another one of Scotland's many national identities." "Scotland is the only country in the world that produces a soft drink that outsells Coca Cola."
Rimmy: Don't be sad, bruv. You went to college to study the field you want to work in, right? Do what I did - figure out what industry skill the colleges aren't teaching and self-learn that. The internet provides free education, so if you're worried your portfolio isn't unique enough, learn the edge that will make it shine. In my case, I went to college to study TV production - learning good skills in camera operation, editing, sound recording and lighting. What I didn't learn was VFX. So I went on Youtube and spent a year learning that and now it's my number one calling card.
Commented 10 years ago2014-04-25 00:53:25 UTC
in journal: #8366Comment #45939
I kinda forgot you freelanced. I wish I was as successful as you were. Do yourself the biggest justice ever and never come to America looking for big work. It's not here, Americans can't even get American jobs.
When I started out, I had no experience for design stuff so I freelanced. Just found out the other day that I freelanced so much that I'm over qualified for most of the jobs I can handle short of a position at a gaming studio. YET I don't have enough actual gaming experience or a strong enough portfolio to get into a studio. I'm am quite perfectly fucked. My usual pool of clients that I did freelance for dried up this year so nothing has progressed. I'm basically living off of the good will of others and I feel absolutely awful. I didn't mean to spill this all over your journal, I'm just having some trouble sorting it out.
Either way, I wish you the absolute best. I don't know what kind of area you live in, but at least you have skills that are more widely useful than mine being in media stuff. Best of luck to ya.
This comment was made on an article that has been deleted.
I'm not a huge fan of novels.
There's currently a big compiling error on the final map that makes that one hard to finish. (It'll be fixed in my next update).
Thanks for the playthrough and comments!
Zeebs: can you cut polyester fabric in your laser cutter, or would it burn/melt the fabric?
JUMP INTO THE VOID EVERYONE'S DOING IT
AWESOME AWESOME AWESOME!
AWESOME!
Want a laser cutter now
Yes this computer does.
You could make very cool sides for PCs.
SPOILERS!!!!!!
OMG 2 of the bosses !
Just finally got around to playing this, sorry! (full review at GB)
Really, really great work here mister Doodle. GREAT gameplay, and just extremely beautiful and detailed work, from start to finish! Well Done Sir!
edit
I did not see that beautiful last screen. Is there an alternate ending, or did i miss it? ='(
The map played more like a singleplayer map than a deathmatch or multiplayer map due to the way it was laid out. Usually, in deathmatch maps, or any kind of multiplayer map, doors are always or partially open. You don't have to interact with it to open it, to keep the flow and speed of the level. Although it's always fun to place a tripmine behind a door and surprise the crap out of everyone.
Another point is weapon placement. I agree with Archie that the Egon is horrible, get rid of it. Also, more shotguns and 357's! I've only found one of both in our playtest.
Other than that, a great map, and worth playing again. Wonderful visuals and details everywhere, and yes, that's gonna cost you, resource wise. So maybe you'll have to cut down on detail here and there. R_speeds r_no problem, it played very smoothly on my end, but I did notice that sometimes entities such as weapons and health kits disappear and reappear a second later due to the max entities in the visible packet list. It'll be tricky to fix that.
Looking forward to updates as well, hit me up on Steam if you need me for another playtest.
That jetboat func_train is awesome. i probably drove around for 5 minutes taking in the pretty sights. It really reminds me of a classic ride at Disneyworld tbh(which is awesome), and it's really nice how fluid/realistic you made the movement. That, coupled with that beautiful prefab boat makes for quite a surreal experience, particularly in the GS engine
Some astonishingly pretty brushwork in here. These arches are a great example the smooth-looking, natrual shapes you can achieve in GoldSrc, coupling the right brushes with proper texturing. Ciao bella! =P
The elevator is another example of an interactive doodad you built very well and also made it function in kind.
Speaking of interactivity, maybe add some "cs_assault" trigger_cameras in one of the control rooms, and place some func_tanks weapons about to increase the fuckery even more(tho you possibly don't have the resources available to add much more..) =P
I like how you have very pretty vistas outside, but also very pretty(and extensively detailed and distinct)interiors; you really fit a lot of neat stuff in this map
Looking forward to updates! if you want some more nitpicks, pm me and i can send you a list of minor things i noticed(which i'm sure you are probably already aware of).
I love this.
Couple of possible issues from my quick run around:
Replace the Egon with the Gauss gun and consider adding another Gauss elsewhere as well. The Egon is horrible for gameplay in HLDM and the Gauss provides a much more fun way to travel a map this large, particularly in combination with a longjump module, which I also never found.
A few more basic weapon drops on the lower levels would be good as well. Couple more assault rifles and shotties - maybe a couple of 357s and satchel charges, too.
The interactive elements are awesome. Your maps always feel so damn unique and fun to explore. Perhaps make a few custom sign textures to make interactive cause and effects more obvious. Also a lot of elevator buttons are quite vague and are often weirdly high-up.
Oh, also maybe clip the back of the fence near the egon gun. Once you're round the back there the clipping with the cliff is really bad and sticky.
Great work.
[EDIT] Ok, here's an effect which is mostly hidden from the one that causes it. There's a valve in one of the engine rooms in the ship that when used will cause a short quake and some sounds coming from outside. Tip: sv_cheats 1, noclip and then use the valve, get outside quickly, look towards the ship antenna and then watch what happens.
The only nitpick i can see from the screens is the stock sky, even if it does fit your theme. There are way nicer skies out there that will better match your beautiful map
Also, why dropbox when you can upload it to fpsbanana, and link this to the download?
Collect them all and slap them into a presentable website, hunt for level design jobs?
You're more than capable
"It's a really hard flavour to describe but it tastes amazing."
"It tastes like Scottish rust."
"it has a hint of the mild tingle you get, when you try a 9v battery with your tongue"
"made from the finest Scottish water and triple filtered through highlanders underpants to give it body"
"Pure nectar big man."
"It's like liquid heaven....lol..... and it tastes better from a glass bottle"
"Girders"
"The ultimate hangover cure. Tastes best when consumed directly from a 750ml glass bottle."
"Another one of Scotland's many national identities."
"Scotland is the only country in the world that produces a soft drink that outsells Coca Cola."
Rimmy: Don't be sad, bruv. You went to college to study the field you want to work in, right? Do what I did - figure out what industry skill the colleges aren't teaching and self-learn that. The internet provides free education, so if you're worried your portfolio isn't unique enough, learn the edge that will make it shine. In my case, I went to college to study TV production - learning good skills in camera operation, editing, sound recording and lighting. What I didn't learn was VFX. So I went on Youtube and spent a year learning that and now it's my number one calling card.
When I started out, I had no experience for design stuff so I freelanced. Just found out the other day that I freelanced so much that I'm over qualified for most of the jobs I can handle short of a position at a gaming studio. YET I don't have enough actual gaming experience or a strong enough portfolio to get into a studio. I'm am quite perfectly fucked. My usual pool of clients that I did freelance for dried up this year so nothing has progressed. I'm basically living off of the good will of others and I feel absolutely awful. I didn't mean to spill this all over your journal, I'm just having some trouble sorting it out.
Either way, I wish you the absolute best. I don't know what kind of area you live in, but at least you have skills that are more widely useful than mine being in media stuff. Best of luck to ya.
I'm a bit late, aren't I?