Commented 10 years ago2014-02-04 22:56:08 UTC
in vault item: de_terrace_hillComment #20476
Well, I did want to put different lights inside, but I was on a tight schedule.
Also, don't think that you shouldn't criticize, everyone is eligible for it, no matter how much exp. they have. And don't think so low of yourself mate, you made quite a lot of really interesting maps, some even surprised me! But sadly I ain't got cs:go to test them all... Tho, just to note, some of your GoldSrc work is non-downloadable, you should re-upload all your stuff to, lets say, Gamebanana, and link it to the downloads here.
If I ever wanted to make a collaborative work, you would be on my list.
Commented 10 years ago2014-02-04 08:53:48 UTC
in vault item: de_terrace_hillComment #20475
If you eliminated the orange light from the interiors(so it doesn't look like the outside) i think it would be much better, but this map is so much better than anything i could make, i really shouldn't say anything
Commented 10 years ago2014-02-03 10:23:13 UTC
in vault item: de_newhorizonComment #20473
One of the reasons that CS 1.6 is a popular game it's because it can run on low end machines.Don't worry for my next map i'll probably say fuck wpoly and do what i want with it heh Also again guys thanks for the comments.
Commented 10 years ago2014-02-03 09:10:09 UTC
in vault item: de_newhorizonComment #20472
Thats truth in theory. But in practice it is a completely different thing.
Massive lag occurs on large polygon count, especially with 32 players at the time on a single server. In order to host such a complex map a person would need an 1000FPS server which are the most expensive to buy.
Plus many people (over 50%) that play CS 1.6 classic mode dont have anything better than dual core pentium at max.
Commented 10 years ago2014-02-03 03:45:56 UTC
in vault item: de_newhorizonComment #20471
I have no idea why you'd set yourself such a low ceiling for wpolies - it's such a cool design and I really feel you've done yourself a disservice by imposing such a limit. With a bit more detailing and more creative cover than crates this'd easily be a five star design.
Really nice work, but remember it's 2014 and even a budget PC can comfortably handle upwards of 4000 wpolies.
Commented 10 years ago2014-02-02 14:29:49 UTC
in vault item: de_newhorizonComment #20470
If i rate this any less than im a bad guy Lairon really tried to make something nice and spent a lot of time crafting it. Interesting map design and nice atmosphere all around made this a pretty awesome map to play. Also it has a lot of different types of environments all around as well, i am sure anyone will find a favorite part.
Commented 10 years ago2014-02-02 07:08:47 UTC
in vault item: de_terrace_hillComment #20469
Looks great man, the only distraction i notice from the screens is the lighting is too monochromatic for my tastes, and the interiors should have major contrast from outside. Otherwise, this map looks like win all around, well done on another amazing GoldSrc creation! =)
Commented 10 years ago2014-02-02 03:25:02 UTC
in vault item: de_newhorizonComment #20467
Aw I see. I get really good results with the node size being 128 or even 64 and compiling on precise vis mode. Also, its very common for maps to have much higher poly counts as modern computers are powerful enough to handle the higher count. No one really runs HL in software mode anyway unless by choice. Even I after a while, just stopped caring and focused on a nice even level of detail, generally staying below 3000 of course just in case.
Commented 10 years ago2014-02-02 00:35:24 UTC
in vault item: de_newhorizonComment #20466
Well it's kind of hard to explain.
First of all i was planning to make it possible to go to the slime part but i run into a wpoly problem it was 1700-1800.. I was able to reduce wpoly by changing the max node size to "512" but when i did that i really didn't have that much time to change some of the layout. So the blood decal is my way of saying: there will probably be an "opened" version of the map some time soon.
Commented 10 years ago2014-02-01 23:42:12 UTC
in vault item: de_newhorizonComment #20465
This is a fantastic map and there is absolutely nothing I can say about it except one thing...
What design call made you block off the uppermost part of the room with the 3 tanks of green slime? Those areas up there would make for a great vantage and ambush point for players. I was left a little disappointed as I was only able to really access half of this room's potential space. If you have a good reason, I'd like to hear it. Also, why is there a random blood stain up there if no one will ever see it?
Commented 10 years ago2014-01-31 01:52:17 UTC
in journal: #8329Comment #40102
Congrats on graduating from Digipen, it is one of the few game-related schools that I have respect for. There are far too many "game design" schools/courses that are absolutely useless, but Digipen seem to actually understand what it takes to be a game developer
Commented 10 years ago2014-01-28 15:00:17 UTC
in journal: #8328Comment #61597
I don't understand why some sites are so nazi with passwords, but it's for you own protection i guess.
Isn't the password kinda irrelevant anyway, since the more important/secure sites won't except a login from a unverified location? (or can that be spoofed/circumvented too?)
Commented 10 years ago2014-01-26 22:37:51 UTC
in vault item: Sk8park Prefabs SetComment #20460
Hey, thanks a lot Archie!
I like things clean. Every single vertex must be on the grid for me. No exceptions.
And, yeah, I totally forgot about bowls or empty pools, unfortunately. Oh, well... I will make them on the second version I'm currently working on. Thanks for the suggestion!
Vluzacn's tools are basic for me, and his tools should be used by everyone, regardless of what GoldSource based game people are mapping for. That +1 star you gave me should be given to him.
Thanks a lot again, Archie. Your feedback means a lot to me.
2Bases is a very nostalgic map to me. I remember the times when I was spamming the bridge with Satchels on Joebama's server and kept blowing him up too on purpose. It's similar to 2fort in a sense.
Commented 10 years ago2014-01-26 11:21:23 UTC
in vault item: Sk8park Prefabs SetComment #20455
Prefabs packs are often tangled messes of off-grid geometry and extremely inefficient brushwork, so I applaud you for creating a set of perfectly clean and nicely optimised props.
4 stars (would have been 5 if you'd included a couple of bowl designs) +1 star for helping to promote Vluzacn's tools.
Commented 10 years ago2014-01-26 09:53:49 UTC
in journal: #8328Comment #61598
Here is my experience from a few days ago:
Bad Password - it is too simplistic/systematic Bad Password - it is based on a dictionary word - this is okay but you must use a series of words, or make it longer with punctuation and numbers Bad Password - include at least one number and capital letter Bad Password - can not use the word "Fuck" Bad Password - too short
Commented 10 years ago2014-01-23 23:29:37 UTC
in journal: #8324Comment #45904
There are a couple of reasons why green screens are a bit more prominent these days.
For a start, the choice between blue or green screen is context sensitive. It depends on the situation: are there blue elements in the scene? Are there green elements? That will be the first thing that dictates which colour is used.
Secondly, it's speculated that the vast majority of digital imaging sensors are far better at picking up green tones than other colours. Since there's an overwhelming trend towards shooting digitally, the prominence of green screens over blue is purely a technical advantage based on current equipment standards.
Between those two reasons, you'll generally see a steady mix of both colours, but you're more likely to see the mix on a film set than anywhere else.
Commented 10 years ago2014-01-23 22:29:21 UTC
in vault item: Pipe Prefabs HLComment #20446
Ya! I'm curious to see how much quicker to compile time is as well, especially since I have a quadcore now. (VHLT supports multi-core processing, correcto?)
Commented 10 years ago2014-01-23 19:08:46 UTC
in vault item: Pipe Prefabs HLComment #20445
Yup! VHLT v31 adds a lot of cool features like a better smoothing of brushes and light entities, and even a great support for surf maps like info_hullshape and such. That entity let you make people to not stand on the surfing brush, they slide off of it. No camping on surf maps.
Oh, also, func_detail has "opaque" set to default. Every func_detail solid entity will cast shadows by default.
This comment was made on an article that has been deleted.
This comment was made on an article that has been deleted.
Commented 10 years ago2014-01-23 07:57:57 UTC
in vault item: Sk8park Prefabs SetComment #20444
Hehe, thanks Bert.
Yup, I hate the way GoldSource blurs the textures, so I said fuck: 512x512 textures. Problem solved.
Didn't want to use TGAs detailed textures, though. And the light patches didn't affected too much WPolys on such small surfaces, so I decided to leave the textures size as is. :3
Thanks for the comment and for rating (once again)!
Commented 10 years ago2014-01-19 16:38:06 UTC
in vault item: DM_Cybrain & TDM_CybrainComment #20442
A very interesting map sir. For goldsource it sure looks great. My only quarrel with the map would be that the central brain room looks far greater than some of the corridors around it, It gives me the impression that a lot less thought was put into the corridors than the brain room, but it's still a great map.
Also, don't think that you shouldn't criticize, everyone is eligible for it, no matter how much exp. they have. And don't think so low of yourself mate, you made quite a lot of really interesting maps, some even surprised me! But sadly I ain't got cs:go to test them all...
Tho, just to note, some of your GoldSrc work is non-downloadable, you should re-upload all your stuff to, lets say, Gamebanana, and link it to the downloads here.
If I ever wanted to make a collaborative work, you would be on my list.
Cheers mate!
Just wonderful stuff man, incredible!
Also again guys thanks for the comments.
But in practice it is a completely different thing.
Massive lag occurs on large polygon count, especially with 32 players at the time on a single server.
In order to host such a complex map a person would need an 1000FPS server which are the most expensive to buy.
Plus many people (over 50%) that play CS 1.6 classic mode dont have anything better than dual core pentium at max.
Really nice work, but remember it's 2014 and even a budget PC can comfortably handle upwards of 4000 wpolies.
Lairon really tried to make something nice and spent a lot of time crafting it. Interesting map design and nice atmosphere all around made this a pretty awesome map to play.
Also it has a lot of different types of environments all around as well, i am sure anyone will find a favorite part.
Best of luck in the contest man! =P
First of all i was planning to make it possible to go to the slime part but i run into a wpoly problem it was 1700-1800..
I was able to reduce wpoly by changing the max node size to "512" but when i did that i really didn't have that much time to change some of the layout.
So the blood decal is my way of saying: there will probably be an "opened" version of the map some time soon.
Also thanks for the comment =)
What design call made you block off the uppermost part of the room with the 3 tanks of green slime? Those areas up there would make for a great vantage and ambush point for players. I was left a little disappointed as I was only able to really access half of this room's potential space. If you have a good reason, I'd like to hear it. Also, why is there a random blood stain up there if no one will ever see it?
Overall 5* and I hope you win. This is deserving.
Also, hope to see some more maps from you soon =)
How good does it feel to be out right!?
Anyway gratz !
Isn't the password kinda irrelevant anyway, since the more important/secure sites won't except a login from a unverified location? (or can that be spoofed/circumvented too?)
I like things clean. Every single vertex must be on the grid for me. No exceptions.
And, yeah, I totally forgot about bowls or empty pools, unfortunately.
Oh, well... I will make them on the second version I'm currently working on. Thanks for the suggestion!
Vluzacn's tools are basic for me, and his tools should be used by everyone, regardless of what GoldSource based game people are mapping for.
That +1 star you gave me should be given to him.
Thanks a lot again, Archie. Your feedback means a lot to me.
4 stars (would have been 5 if you'd included a couple of bowl designs) +1 star for helping to promote Vluzacn's tools.
Very nicely done.
Bad Password - it is too simplistic/systematic
Bad Password - it is based on a dictionary word - this is okay but you must use a series of words, or make it longer with punctuation and numbers
Bad Password - include at least one number and capital letter
Bad Password - can not use the word "Fuck"
Bad Password - too short
The new version doesn't need dev.wad
EDIT: Good thing crappy pictures are allowed, it doesn't seem to like tablet input very much.
For a start, the choice between blue or green screen is context sensitive. It depends on the situation: are there blue elements in the scene? Are there green elements? That will be the first thing that dictates which colour is used.
Secondly, it's speculated that the vast majority of digital imaging sensors are far better at picking up green tones than other colours. Since there's an overwhelming trend towards shooting digitally, the prominence of green screens over blue is purely a technical advantage based on current equipment standards.
Between those two reasons, you'll generally see a steady mix of both colours, but you're more likely to see the mix on a film set than anywhere else.
Oh, also, func_detail has "opaque" set to default. Every func_detail solid entity will cast shadows by default.
Yup, I hate the way GoldSource blurs the textures, so I said fuck: 512x512 textures. Problem solved.
Didn't want to use TGAs detailed textures, though. And the light patches didn't affected too much WPolys on such small surfaces, so I decided to leave the textures size as is. :3
Thanks for the comment and for rating (once again)!
My only complaint is the texture scale of the plywood from the seems a little too big, but i know this IS GoldSrc, and it looks good nonwitstanding
If i do any more GS test maps like this, i will definitley try the new compile tools! =P
You should use VHLT v31 instead of v30.