Commented 10 years ago2013-10-20 21:02:08 UTC
in journal: #8271Comment #50949
ooooh that sucks im sorry
My local radioshack carries arctic silver now - but you're gonna pay out the ass for it. Rubbing alcohol will do fine. Just use a cotton ball or a Q-Tip AFTER you wipe most of it away.
Commented 10 years ago2013-10-20 19:33:58 UTC
in vault item: SpencerComment #20342
Nice one!
If you need further help on improoving your map, you could head to THIS link. It's the first RE1 mansion remake in Half-Life. Take a look at it with BSPViewer, or decompile it with WinBSPc for learning purposes.
Commented 10 years ago2013-10-19 00:35:53 UTC
in vault item: gauss_god_hldmComment #20338
Yea I agree with everything you said.
I ran out of air space because I ran way over on clip nodes and had to clip off the top portion of the cliff wall. It would have also revealed that portion of the map and I couldn't hide it as I was running over on patches as well. It wasn't worth sacrificing the texture sizes as they began to get pretty big.
At least I can blame most issues on the game itself, it's a shame you become black when standing on some entities.
As for the water reflection effect, I agree the edge looks strange but with the angle of scroll it would be impossible to fade it. Unless I made it squared but then it would nullify that the light was causing the reflection.
Thanks for the review!
Btw, did you find the secret? There's a hint in the readme.
Commented 10 years ago2013-10-18 17:27:18 UTC
in vault item: gauss_god_hldmComment #19796
Really nice.
The outdoor architecture is nicely done, nothing special but I loved the atmosphere. The gameplay should be pretty solid, low-gravity and gauss equals lots of multiplayer fun! However, I believe there isn't much vertical air-space for a gauss gameplay.
I have a few suggestions,
Try using a clip brush on floating lands, so that the player view models do not appear pitch black when the players stand on them.
The shadow of the spinning teleporter thing seems to ignore the mid platform's shadows, providing an unrealistic experience.
I liked the water reflection on the wall! However, I wish you would have blurred the end of the texture a bit for a better effect. (:
I liked the idea of changing the teleporter's destination with the console and according to which type of music that is playing. But I would refrain from using a globally playing music in a DM map. (The chiptune was awesome though!)
In conclusion, I think the map looks absolutely great and should play great. It just needs a bit more tweaking to be a 5 stars map. (:
Commented 10 years ago2013-10-18 11:24:56 UTC
in vault item: Lost in TransmissionComment #19797
It should at least play if you force the engine to Dx level 7 "-dxlevel 70" is the launch parameter... Only thing with that would be the particles. I never included different DX level particles... so they would still be fully rendered.
Commented 10 years ago2013-10-18 11:11:12 UTC
in vault item: Lost in TransmissionComment #19798
I actually have every Source game on my Steam profile (plus more than one in different accounts, 3 to be honest :P). The problem is: my shitty pc my dear Tet. If I could barely support UT2k4 at minimum graphic settings at 640x480, trying to test or review your map with this hardware should be really bad! xD But I really want to test it out. As soon as I have a new pc I'll give you some opinions!
Commented 10 years ago2013-10-18 02:43:53 UTC
in journal: #8269Comment #40337
Thanks! Captain, it's a 40 inch hd tv. The size of the screen makes up for the resolution loss but when i'm using drafting programs it becomes annoying as the lines have a white glow next to them. Honestly i'm happier with a small regular monitor "the kind without the glossy look".
Yes well it's designed so I can watch tv from bed and hook my laptop up to it as well and use the desk.
Edit: I realized my 22" computer monitor is 2.10 times higher in pixels per square inch than my 40" tv monitor! And you're right striker, my eyes were starting to hurt from the tv monitor.
Commented 10 years ago2013-10-17 22:07:22 UTC
in vault item: Lost in TransmissionComment #19802
Lighting in skybox was off due to another light_environment hiding within the displacements. Removed, recompiled, and it worked fine. Thanks again for pointing out the quality issue - I would have let it slide but there was time to find and resolve the problem
I changed the hints and added another - let's hope other players can follow them easier.
I haven't set anymore key reset's though so unless you drop the stone off the island you're not getting it back if its unreachable.
Commented 10 years ago2013-10-17 21:37:45 UTC
in vault item: Lost in TransmissionComment #19818
Downloading now, so glad you made this one!!! =P
Maybe add a imgur album of screenies, so those who can't play it can take a look and rate/comment too!(Imgur is pretty good if you never used it; uploads are way faster than dropbox, and it also has thumb support)
Commented 10 years ago2013-10-17 20:48:57 UTC
in vault item: Lost in TransmissionComment #19817
Making the path to the bridge connect to the path to the first marker that tells you to find the wetstone would lead the player down there much earlier. I thought the green gem was the wetstone so i was trying to throw it into the blue sprite above the marker and such (irretrievable up there, btw - restart) before I even noticed the bridge.
Commented 10 years ago2013-10-17 20:44:55 UTC
in news: Rise From The AshesComment #100218
I was intending to actually enter a competition for once, but then this last week was the busiest week I've had in years. Somehow I don't think I'm going to get my entry done in the next two hours and fifteen minutes.
Commented 10 years ago2013-10-17 20:43:45 UTC
in vault item: Lost in TransmissionComment #19819
Thanks for your review Archie!
I used the pre-canned HDR final compile on the map - I also noticed the skybox flaws. I was skeptical when the compile only took about 6 minutes, but i had to stop for the moment and I wasn't quite sure if I would have the time to submit at a later time.
I found a few more free hours so I'll try to re-compile with better lighting; maybe I'll find a way to guide the player some more...
Commented 10 years ago2013-10-17 20:37:46 UTC
in vault item: Lost in TransmissionComment #19830
While it's certainly fair to say it's rough around the edges, there is actually a great deal of content in this map to enjoy.
The effects are a step above the rest - entity work and your time spent with the particle editor has paid off in spectacular fashion and the area feels extremely vibrant for it.
Brushwork and texturing leave a little to be desired - texturing in particular would have been far better with some custom content but overall almost every vista in this world could be described as breathtaking.
There are a few bugs here and there, mostly with the skybox which looks like it's only had a fast VIS compile (world is visible through bottom of skybox) and there are a few ways (despite your best, and commendable efforts) to prevent progress. I hate games that handhold the player, but this is perhaps just slightly too far in the other direction. "Find the wetstone" is not enough information to start with and I originally felt quite out of my depth with what I was trying to achieve, despite finding the green gem very quickly.
The music note puzzle was excellent, although again, some custom textures would've done wonders.
IMEANWHAAAAAT??!
My local radioshack carries arctic silver now - but you're gonna pay out the ass for it.
Rubbing alcohol will do fine. Just use a cotton ball or a Q-Tip AFTER you wipe most of it away.
Good luck!
If you need further help on improoving your map, you could head to THIS link. It's the first RE1 mansion remake in Half-Life.
Take a look at it with BSPViewer, or decompile it with WinBSPc for learning purposes.
Its easy to spot because it differs from others, there is scenery above it. And also an indicator.
I like how you made that hole where the secret is, looks like something im making
Also love the waterfall split.
This map vault has been trolling me lately.
Thanks for noticing, i'll have to change it...
I ran out of air space because I ran way over on clip nodes and had to clip off the top portion of the cliff wall. It would have also revealed that portion of the map and I couldn't hide it as I was running over on patches as well. It wasn't worth sacrificing the texture sizes as they began to get pretty big.
At least I can blame most issues on the game itself, it's a shame you become black when standing on some entities.
As for the water reflection effect, I agree the edge looks strange but with the angle of scroll it would be impossible to fade it. Unless I made it squared but then it would nullify that the light was causing the reflection.
Thanks for the review!
Btw, did you find the secret? There's a hint in the readme.
FFFFFFFFFFFFFFFFFUUUUUUUUUUUUUUUUUUUUUU..
//TURBO RAGE MODE
WORKWORKWORKWORKWORKWORKWORKWORKWORKWORKWORKWORK
The first time just turns into a practice run.
The outdoor architecture is nicely done, nothing special but I loved the atmosphere. The gameplay should be pretty solid, low-gravity and gauss equals lots of multiplayer fun! However, I believe there isn't much vertical air-space for a gauss gameplay.
I have a few suggestions,
- Try using a clip brush on floating lands, so that the player view models do not appear pitch black when the players stand on them.
- The shadow of the spinning teleporter thing seems to ignore the mid platform's shadows, providing an unrealistic experience.
- I liked the water reflection on the wall! However, I wish you would have blurred the end of the texture a bit for a better effect. (:
- I liked the idea of changing the teleporter's destination with the console and according to which type of music that is playing. But I would refrain from using a globally playing music in a DM map. (The chiptune was awesome though!)
In conclusion, I think the map looks absolutely great and should play great. It just needs a bit more tweaking to be a 5 stars map. (:I hope its fantastic and all that good stuff.
Happy Birthday.
(And I think one of them is an obsolete model, it's labelled 'Urbanebula')
"-dxlevel 70" is the launch parameter...
Only thing with that would be the particles. I never included different DX level particles... so they would still be fully rendered.
I understand your perdicament!
Yes well it's designed so I can watch tv from bed and hook my laptop up to it as well and use the desk.
Edit: I realized my 22" computer monitor is 2.10 times higher in pixels per square inch than my 40" tv monitor! And you're right striker, my eyes were starting to hurt from the tv monitor.
Thanks again for pointing out the quality issue - I would have let it slide but there was time to find and resolve the problem
I changed the hints and added another - let's hope other players can follow them easier.
I haven't set anymore key reset's though so unless you drop the stone off the island you're not getting it back if its unreachable.
Maybe add a imgur album of screenies, so those who can't play it can take a look and rate/comment too!(Imgur is pretty good if you never used it; uploads are way faster than dropbox, and it also has thumb support)
There's always the next one.
I used the pre-canned HDR final compile on the map - I also noticed the skybox flaws.
I was skeptical when the compile only took about 6 minutes, but i had to stop for the moment and I wasn't quite sure if I would have the time to submit at a later time.
I found a few more free hours so I'll try to re-compile with better lighting; maybe I'll find a way to guide the player some more...
The effects are a step above the rest - entity work and your time spent with the particle editor has paid off in spectacular fashion and the area feels extremely vibrant for it.
Brushwork and texturing leave a little to be desired - texturing in particular would have been far better with some custom content but overall almost every vista in this world could be described as breathtaking.
There are a few bugs here and there, mostly with the skybox which looks like it's only had a fast VIS compile (world is visible through bottom of skybox) and there are a few ways (despite your best, and commendable efforts) to prevent progress. I hate games that handhold the player, but this is perhaps just slightly too far in the other direction. "Find the wetstone" is not enough information to start with and I originally felt quite out of my depth with what I was trying to achieve, despite finding the green gem very quickly.
The music note puzzle was excellent, although again, some custom textures would've done wonders.
Great job!