Comments

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Commented 10 years ago2014-01-16 19:09:43 UTC in journal: #8324 Comment #45912
Get in there Archie.
Commented 10 years ago2014-01-16 09:40:11 UTC in journal: #8324 Comment #45908
I hope you got some mapping inspiration from them at least, Tet!
Commented 10 years ago2014-01-16 03:19:28 UTC in journal: #8324 Comment #45909
Sickkkk
I envy your job Archie.
I spent the last few days in a boiler room, foundry, and Army base. Nasty crap in each.
Commented 10 years ago2014-01-15 19:02:42 UTC in vault item: Random teleport example map Comment #20436
Wow, great idea! I could have used this in gauss_god, wish i'd seen it.
Commented 10 years ago2014-01-15 07:59:28 UTC in journal: #8323 Comment #50961
I could have seen them in London, but I decided to stay home and masturbate instead.
Commented 10 years ago2014-01-14 20:28:37 UTC in vault item: Tudor Street Comment #20435
i would love to host this map but link is dead and can't access map to dl
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Commented 10 years ago2014-01-14 19:05:10 UTC in vault item: hl_pyrozone Comment #20434
Make an OpFor version!
Commented 10 years ago2014-01-14 16:51:13 UTC in vault item: Danbix Cube: Source Comment #20429
Hah, if I ever have time I will certainly decompile this. I don't understand how you rated CT, the ratings are disabled :|.
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Commented 10 years ago2014-01-14 15:19:06 UTC in vault item: Danbix Cube: Source Comment #20428
Wow i can't believe i never saw this before, awesome!

Striker: Old memeber like this, i doubt his contact info is still current, but you never know.. He did said you can decompile it if you are interested in the entity setup:

"Feel free to decompile this map and learn from it."
Commented 10 years ago2014-01-14 14:23:22 UTC in vault item: Danbix Cube: Source Comment #20427
Holy shit, this is absolutely incredible! Will you ever release a VMF to this? If you ever see this messsage, please leave a comment in the shoutbox or something announcing this, or better yet, make a journal.
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Commented 10 years ago2014-01-13 14:41:24 UTC in vault item: Pipe Prefabs HL Comment #20426
Thanks for the tip!

I would really like to explore VHLT, but i don't map GoldSrc anymore, except to play around occasionally with little test maps like this...(VHLT also reduces your compile time i just read? how cool!)

Thanks again for the comment and rating! =)
Commented 10 years ago2014-01-13 13:57:48 UTC in vault item: Pipe Prefabs HL Comment #20425
Neat!

PS: Don't use func_walls on multiplayer maps (ok, on ANY maps)! Use func_details. This way entity indexes won't be occupied by useless stuff.
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Commented 10 years ago2014-01-13 02:01:00 UTC in vault item: Pipe Prefabs HL Comment #20424
Such map.
Many prefab.
Wow.

Wow.
Commented 10 years ago2014-01-12 18:02:13 UTC in vault item: Pipe Prefabs HL Comment #20423
Bitte! =)
Commented 10 years ago2014-01-12 17:29:38 UTC in vault item: Pipe Prefabs HL Comment #20422
How mighty gracious and kind of you.

Danke! :D
Commented 10 years ago2014-01-12 16:39:50 UTC in vault item: Dungeon Death SP Comment #20421
Well I played this out of curiosity. I'm going to voice my opinion by keeping in mind that it was made 9 years ago.

Its atmosphere and design of architecture( which in some areas is good, but most of the halls are poorly detailed and use the same texture everywhere) strongly reminds me of Tomb Raider gameplay. Some of the puzzles were quite hard to figure out( there was a lack of consistency of what grates are "doors" and what grates are breakables), and honestly I cheated at some point by noclipping.

It was satisfying.
Commented 10 years ago2014-01-12 14:09:26 UTC in vault item: DiscoStu Gift: Kleiner's Secret Lab Comment #20420
Had same bugs as Ghost129er,but overall I really enjoyed it...I liked the action in it,the bonus crossbow which I found pretty late,and the final puzzle...that took me like forever and last but not least,the explosion. One bug I noticed was when you got in water,the "shores" were null textured and you could see through them...All in all,I think it's a great map considering the time in which it was built and the puzzle+combat :)
Commented 10 years ago2014-01-12 13:30:52 UTC in vault item: MISSION MCPOKER Comment #20418
Even as its role as a satire/troll mod, this really does not deserve to be in the "Top Maps" section.
Unfortunately, as much as I love satire, balance must be maintained. 1 Star.
Commented 10 years ago2014-01-12 13:01:19 UTC in vault item: MISSION MCPOKER Comment #20417
Worse than cancer.
Commented 10 years ago2014-01-11 22:06:57 UTC in vault item: MISSION MCPOKER Comment #20416
3 STARS HOW DARE YOU =p
Commented 10 years ago2014-01-11 21:07:44 UTC in vault item: de_monolith Comment #20414
Finally ran though really quick.

First, very impressive/ambitious to build something this big/open in GS, kudos for that!

The reception areas looked AMAZINGLY clean and top-notch, despite the very LARGE scaling in areas Archie already mentioned ;)

Elevator too looked great, but you could easily add train doors to complete the effect. Some texture scales are a little big and some things are very simply built(blocky like they were built in minecraft), but i understand you only have so much to work with in GoldSrc!

All-in-all excellent and fresh work, i love it!
Commented 10 years ago2014-01-11 12:03:41 UTC in vault item: hl_pyrozone Comment #20412
Downloading!

Patiently waiting for you to make some of these retro HL works into defuse maps for csgo! =P
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This comment was made on an article that has been deleted.
Commented 10 years ago2014-01-11 01:09:27 UTC in vault item: hl_pyrozone Comment #20411
Well, after writing a review I accidentally clicked a link and it went p00f!
I must be tired...

+ has that 98' retro feeling to it
+ neat placement of weapons
+ interesting gameplay that allows some vantage points on the roof
+ wtf moment with that trick cage

- the tram: I realize it's there more for design, but it's not very useful and there are some problems getting down at the second station
- not much of an ambience, although in a hl1 deathmatch game with many players... who cares?

I give it a 4.5.
Commented 10 years ago2014-01-10 10:39:44 UTC in journal: #8322 Comment #42256
CT you should join me and a few of my pals in a game of DOOM sometime!
Commented 10 years ago2014-01-10 04:27:24 UTC in journal: #8324 Comment #45905
Wow, that's pretty cool, good job dude!
Commented 10 years ago2014-01-09 09:41:41 UTC in journal: #8324 Comment #45913
Wow very cool odd job, and as a bonus: you get to photograph nekkid ladies! a little to the left please miss, not so much ass-cheek in this shot.. =P

I'm a swimmer incidentally, so i can definitely appreciate that nice 50-meter pool, that place is huge! (the pool where i train is 25 meters and no deep end, and i ONLY go there because it's literally a mile away from my house..)

Cool shit! =P

PB: please let me know what you get, i'm buying a gaming laptop this spring as well!
Commented 10 years ago2014-01-09 09:08:49 UTC in journal: #8324 Comment #45915
I'd definitely go with my laptop to a lan party, not my how knows how many kg desktop.
Commented 10 years ago2014-01-09 06:47:24 UTC in journal: #8324 Comment #45911
The benefit of a powerful laptop is that it makes LAN parties so much easier! I've definitely been considering buying one recently for that exact purpose. As an added bonus, you can claim it as a tax expense :P
Commented 10 years ago2014-01-09 06:23:06 UTC in journal: #8324 Comment #45907
Haha, my body clock is still fucked from my new year's party. I'll get back to reasonable bed times next week, honest :3

Blue screens certainly aren't rare, by the way. They're a lot better for keying blonde-haired people and green-skinned orks.
Commented 10 years ago2014-01-09 06:18:22 UTC in journal: #8324 Comment #45914
Chroma keying means erasing pixels of a certain colour entirely from the scene. It usually involves playing with some thresholds because obviously the colour can't always be perfectly across all its surface.

The most used color is green because there is no green shade in our skins. I've also seen blue used, but it's rare.

[edit] Damn it, I did not know Archie stays awake at 6 a.m.
Commented 10 years ago2014-01-09 06:15:58 UTC in journal: #8324 Comment #45906
This is only the second time I've actually had to lug my entire setup to a location - usually I work from home or in an existing studio so I'm not in any hurry to drop a lot of money on a laptop powerful enough for AE - particularly now that a lot of what I'm dealing with is in 4K resolution.
Chroma keying is removing an area of a video based on its chroma properties - i.e. the green screen shown here.

Stu, the camera was resting on the chair, don't worry :P
Commented 10 years ago2014-01-09 06:09:58 UTC in journal: #8324 Comment #45910
Have you ever considered getting a reasonably powerful laptop (or at least a smaller box) for situations like this? How often does it happen? Also, can you explain what "chroma keying" is for those of us who don't know the lingo? :P
Commented 10 years ago2014-01-09 05:04:22 UTC in journal: #8324 Comment #45916
I had to do some pool-side jobs myself. BUT, I managed to convince them that working with electrical equipment barefoot on a wet floor is not particularly safe, in addition to not being very cheap if I happen to slip and drop multi-thousand dollar equipment. So I got to keep my shoes on.

Looks like you had more fun though. Shame you didn't have a chair.
Commented 10 years ago2014-01-09 02:31:08 UTC in vault item: DiscoStu Gift: Kleiner's Secret Lab Comment #20410
Thanks for the map and the christmas greetings! It took me a few days to play it but I finally did.

Very good map, considering the short timeframe it was conceived in. I experienced a number of odd glitches that I assume were due to EP1 not being installed too.

The good:
Good spatial arrangement for a small map
Interesting puzzle + combat combination
Clever solution to the exit... thing. Not spoiling.
The bad:
Some missing textures if you don't have EP1 too
Pretty damn obscure puzzle elements including surprise dying
Surprise enemies, pretty hard difficulty when they all come at you at the same time
Not so good player space control (see below)
The both good and bad that balances out:
I managed to parkour all over the place and solve the first part of the puzzle in a nonstandard way. But I still had to do all of it in order to get to the exit.
Commented 10 years ago2014-01-08 16:03:10 UTC in journal: #8323 Comment #50960
Bruce:
tl;dr - awesome gig, partially deaf afterwards, go see them

Moaby:
I recognized the names of Caspa and Jaguar Skills but not actually heard anything from them. After looking on facebook, they seem quite popular
Commented 10 years ago2014-01-08 11:27:01 UTC in vault item: de_monolith Comment #20409
Highly complex geometry would lower FPS. Too many items in one visible range. Had to do easier.
Commented 10 years ago2014-01-08 09:55:17 UTC in vault item: de_monolith Comment #20408
Good point! Rim's dm_crete comes to mind ;P
Commented 10 years ago2014-01-08 05:09:02 UTC in vault item: de_monolith Comment #20407
I dunno - I think simplicity can be used stylistically whereas blockiness tends to be pretty artless. This map definitely gets 'stylistically simple' imo.
Commented 10 years ago2014-01-08 05:02:20 UTC in vault item: de_monolith Comment #20406
Sorry Archie was super tired when i read your post, so i guess words just blurred together in my head as i was skimming ='(

Also yes you never used the word "blocky", but you DID say the brushwork is "very simiple", which are basically the same thing =P

<runs>
Commented 10 years ago2014-01-08 00:45:29 UTC in vault item: de_monolith Comment #20405
I never once used the term 'blocky', and certainly not comically so. Read first, please.
Commented 10 years ago2014-01-07 18:27:08 UTC in vault item: de_monolith Comment #20404
Map looks great, ty for the screens! And i have to disagree with Archie, it doesn't look "comically" blocky; I however haven't actually played it yet ;)

BTW, consider using bbcode to make your links hyperlinks and format your text, e.g.:

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