so... you say we cannot add new inputs. what about things such as Xash3D? it is technically an open-source goldsrc, meaning there aren't any programming limitations. it should be possible to make this "buttons" variable 32 bit or something, right?
Back then, I actually don't think of any consequences or issues of joining a team. Half-Life Extended used to be something as a skin for Half-Life, turned into an Overhaul mod (Overhaul as improving or in some cases remaking certain levels from scratch, Adding some varieties to the models of monsters, Adding a new texture, ect...). From the time there was a conflict with a member about how the mod was changing directions, still remember the times where I added a elevator to the Observation Room from the Hazard Course (As a nod to Half-Life Decay), A member of the team doesn't like this due to how (If I could recall correctly, I have an issues on remembering past event) The elevator door does not make an appearance in Half-Life 1, So technically there shouldn't be any elevator door at all. I did try to argue about how that this was fine due to Half-Life: Decay but he still doesn't like it, so I had to force removing it until he left the team. Sometimes it could be hell other times it's funny.
Overtime my mapping skills had gradually improved, from just stretching a level into thinking of "what is good to add into the map". There are in times where I would get stressed over how I cannot think of new idea for the next map that I was about to make, then I need to take a day off from making a map.
Still remember where I met a dude on Discord (We sometimes chatted several times and has the talent to make C++) asked to me, If he could join the team. I asked the lead dev if he could join the team, the lead dev gave a go ahead and he was in the team in just a day. To this day he's still working on the mod, and he too worked on several mods from time to time.
I also forgot to mention that, back then I really like to offer my help to every people that I came across (because I like being helpful) One of them being Half-Life: Another Shift. I still remember how I was asked to make a Locker Room, A parking lot, and an intro sequence for Half-Life: Another Shift. This didn't really get too far tho due to how the team (Which is only three member and including myself) is just in-active Which is the sign that the mod is no longer in-active development. Hence I left. I'm actually glad that John Smokes revives the ol' Half-Life: Another Shift with a new title called Half-Life: Protocol Blue I wished the best of the best for John Smokes, so that he could finished what he had started.
At the moment, the team of HLE is trying their best to improve, polished all of the maps and patching up any possible bugs that could be found in the GoldSrc Engine so that they could at last release the "Day One" build. (They we're in no rush, since they cannot make a realistic deadline and there is no actual deadline yet.)
And according to this new replies, does that mean my Journey of Mapping is.... Crazy but Inspiring?
I indeed find it impressive enough that you almost immediately joined a team with your newly acquired mapping skills. I also remember that I had to stick with the WON version for a long time for a reason similar to yours, until a generous person bought it for me on Steam. As Urby said, working with other people helps a lot. My biggest released project yet is a collab, and I was about to give up on it if it wasn’t for the other member of the team who kept insisting that I must finish what I started.
Pretty bold to jump right into working on a mod with a team. However, I do believe that is one of the best ways to work on a project. Having people around who can immediately test your map and give feedback is incredibly useful, not to mention inspiring.
I worked solo on maps for years and either cancelled most of the things I started or only released very short maps, beatable within 10-15 minutes. With The Core however, I stuck with it for long enough to get another mapper, Archie to join the project. Same goes for the TWHL Tower mods. Working with a team really is the only way I can maintain focus on a project, as well as releasing something that lasts longer than a lunch break.
This comment was made on an article that has been deleted.
This comment was made on an article that has been deleted.
Commented 1 year ago2023-04-14 03:38:22 UTC
in vault item: de_freightComment #105202
Not a bad start, but there isnt anything else to say. Its a nice map edit, but i think you could have done something else like extening the map. I dont play CS a lot, so im very unfamiliar with the gameplay and everything, so i might be wrong. Again, nice work. Just nice.
That is called "Burnout". It consist of you getting tired of the usual stuff or hobbies you used to do. Normally, because you tend to do the same things all the time. You can try making new stuff, or focusing on other thing and then coming back to the project. Showing off your stuff can also give some motivation.
I've never seen that video review from urby before.
Its actually very surreal, watching it is like sitting in a job interview and the HR manager is giving an explanation of the company, but he has lost so much hope in the company he has the creeping suspicion joining the company himself was a bad career move
also was never aware of "Bohemian Rhapsody with lyrics replaced by TWHL in-jokes"
So this journal wasn't meant to be a piece about a time I was cyberbullied or anything. Doing a full video review of the map of the month winner was an amazing idea, showcasing the best of what the community had to offer in a format that would entice people to visit the site. It's just Apartment was nominated, and you two did what made sense. I said in the journal that it's what I would've done had I been in your shoes (and if I was, I'd fear I would've been even more abrasive with my criticism lmao). It was more about me self reflecting and being nostalgic for my early years of trying to reach out to other humans on the internet.
To be fair, Urby brings most people to tears when they look at him.
Tears of laughter, I suppose.
Welcome back, ThatGuy4878! I don't remember you very well, unfortunately, but it's nice to see that lots of people still come back to TWHL. I do too, I used to look up to a few guys around here and it felt like my home community on the internet for a long time. For that reason it's still my 1st tab opened in Firefox on my home computer. I plan on coming back here until at least 2027!
Congratulations on your successes and stay around for a while!
I wouldn't trust this Urby guy. The Core still isn't done 11 years later and I think what he was feeling in the video was "release-envy" since he'd never released anything worthy of Map of the Month himself. Screw that guy. I don't know him. Never heard of him even. Nope.
It's good to see you around again. I had hoped that my review wouldn't taken too seriously. I had a real thing for Zero Punctuation at the time and that caused me to emulate Yahtzee Crowshaw's style of exaggerating the negatives in a map/mod but not as well written or funny...
If it's any consolation, that review got the YouTube Poop treatment a year or so later:
To be fair, urby brings most people to tears when they look at him.
Thanks for posting this - it's a good reminder that things we say online have consequences, and what was a joke for one person might not be a joke for another. I'm glad you look back on it as constructive.
That said, I still apologise for my part in hurting your feelings - I had plenty growing up to do in 2011, too.
Commented 1 year ago2023-03-21 08:09:59 UTC
in vault item: info_hullshape exampleComment #105179
Thank you for clearing the ambiguity once and for all. 🙏
A small note: If you want the player to fit a tight space of width w, the hull size must be at maximum w-1. If the narrowest passable doorway in the map is 24u wide, the hullshape needs to be 23u wide (both directions ofc).
Another note: The origin height of hull3 (ducking player) should be half of the original 36u hull regardless of the height of your custom hull. I did a little testing and, for whatever reason, you could get the ducking hull stuck under the standing hull, meaning players can't recover from a ducking position, and would stay ducking unless they jump.
I've just realised how much TWHL contributed to my current personality. When my parents and other IRL people just brushed things off as "not normal" and similar labels, TWHL folks would actually talk to me about some things, and probably have endured way more than my parents ever did lol. All the cringe things I used to post back in the day.
I don't remember you, probably because I only joined here in 2016 (when I was 14), but yeah, I learned a fun piece of TWHL history. Hello!
Commented 1 year ago2023-03-20 17:35:22 UTC
in vault item: dm_hydroelectricComment #105177
You are officially not my friend anymore.
What are you, 11? If someone insults you, you threaten to not hang out with them?
It's sick how you guys protect yourselves and your incredibly conservative/unimaginative concepts.
If we're making a map for a contest, we make it for the contest. If the map isn't good, we just don't win. And yeah, Deathmatch maps are in general pretty boring. But that's because we've all seen them before. To someone new, this map is a frickin masterpiece. I know, because I showed the map to someone new, and they thought it was a frickin masterpiece.
It's like hurray 5/5, you've made another gray poop. You're so focused on masterbating on you maps' visual features that you miss how deadly boring and static they are.
So what? Just about anything we can make is going to be boring because there's little left that hasn't been done. All we CAN do at this point is try and improve the visual style. Dude, stop being overly critical and maybe appreciate what I'm sure was quite a lot of work for Jessie.
This comment was made on an article that has been deleted.
Make sure to fix the view bobbing and the crowbar. The crowbar was actually underpowered for the 2001 rerelease. It used to one-shot headcrabs, but it doesn't anymore.
Overtime my mapping skills had gradually improved, from just stretching a level into thinking of "what is good to add into the map". There are in times where I would get stressed over how I cannot think of new idea for the next map that I was about to make, then I need to take a day off from making a map.
Still remember where I met a dude on Discord (We sometimes chatted several times and has the talent to make C++) asked to me, If he could join the team. I asked the lead dev if he could join the team, the lead dev gave a go ahead and he was in the team in just a day.
To this day he's still working on the mod, and he too worked on several mods from time to time.
I also forgot to mention that, back then I really like to offer my help to every people that I came across (because I like being helpful)
One of them being Half-Life: Another Shift. I still remember how I was asked to make a Locker Room, A parking lot, and an intro sequence for Half-Life: Another Shift.
This didn't really get too far tho due to how the team (Which is only three member and including myself) is just in-active
Which is the sign that the mod is no longer in-active development. Hence I left.
I'm actually glad that John Smokes revives the ol' Half-Life: Another Shift with a new title called Half-Life: Protocol Blue
I wished the best of the best for John Smokes, so that he could finished what he had started.
At the moment, the team of HLE is trying their best to improve, polished all of the maps and patching up any possible bugs that could be found in the GoldSrc Engine so that they could at last release the "Day One" build.
(They we're in no rush, since they cannot make a realistic deadline and there is no actual deadline yet.)
And according to this new replies, does that mean my Journey of Mapping is.... Crazy but Inspiring?
As Urby said, working with other people helps a lot. My biggest released project yet is a collab, and I was about to give up on it if it wasn’t for the other member of the team who kept insisting that I must finish what I started.
I worked solo on maps for years and either cancelled most of the things I started or only released very short maps, beatable within 10-15 minutes. With The Core however, I stuck with it for long enough to get another mapper, Archie to join the project. Same goes for the TWHL Tower mods. Working with a team really is the only way I can maintain focus on a project, as well as releasing something that lasts longer than a lunch break.
I dont play CS a lot, so im very unfamiliar with the gameplay and everything, so i might be wrong. Again, nice work. Just nice.
I'll make sure to include those in the guide 😄
Its actually very surreal, watching it is like sitting in a job interview and the HR manager is giving an explanation of the company, but he has lost so much hope in the company he has the creeping suspicion joining the company himself was a bad career move
also was never aware of "Bohemian Rhapsody with lyrics replaced by TWHL in-jokes"
It was more about me self reflecting and being nostalgic for my early years of trying to reach out to other humans on the internet.
Gotta check the TWHL tab more often.
Welcome back, ThatGuy4878! I don't remember you very well, unfortunately, but it's nice to see that lots of people still come back to TWHL. I do too, I used to look up to a few guys around here and it felt like my home community on the internet for a long time. For that reason it's still my 1st tab opened in Firefox on my home computer. I plan on coming back here until at least 2027!
Congratulations on your successes and stay around for a while!
It's good to see you around again. I had hoped that my review wouldn't taken too seriously. I had a real thing for Zero Punctuation at the time and that caused me to emulate Yahtzee Crowshaw's style of exaggerating the negatives in a map/mod but not as well written or funny...
If it's any consolation, that review got the YouTube Poop treatment a year or so later:
Thanks for posting this - it's a good reminder that things we say online have consequences, and what was a joke for one person might not be a joke for another. I'm glad you look back on it as constructive.
That said, I still apologise for my part in hurting your feelings - I had plenty growing up to do in 2011, too.
A small note: If you want the player to fit a tight space of width
w
, the hull size must be at maximumw-1
. If the narrowest passable doorway in the map is 24u wide, the hullshape needs to be 23u wide (both directions ofc).Another note: The origin height of hull3 (ducking player) should be half of the original 36u hull regardless of the height of your custom hull. I did a little testing and, for whatever reason, you could get the ducking hull stuck under the standing hull, meaning players can't recover from a ducking position, and would stay ducking unless they jump.
I don't remember you, probably because I only joined here in 2016 (when I was 14), but yeah, I learned a fun piece of TWHL history. Hello!
Dude, stop being overly critical and maybe appreciate what I'm sure was quite a lot of work for Jessie.
Also to let you know I released a tool that makes use of the 12-char quirk and renames embedded custom textures to those in materials.txt: