Comments

Commented 2 years ago2022-07-22 23:08:32 UTC in journal: I have completely lost my imagination Comment #104680
I was considering writing up an unofficial mini contest where people design a map from a written brief / walkthrough. Maybe I'll pitch that officially tomorrow.
Commented 2 years ago2022-07-21 22:47:58 UTC in vault item: Town Comment #104678
4.6/10
Architecture — 5
Texturing — 6
Ambience — 0
Lighting — 6
Gameplay — 6

Not bad for what I assume is an early attempt at mapping. It's a refreshing change to see a map with a nodegraph so at least the grunts actually engage the player. One thing I will say is that the rotating doors around the map are a little excessive, especially in the tighter interior spaces. These can get stuck on corpses and can make it tricky for the AI to navigate, even with great node placement.

Overall, design wise, it's very basic and the building interiors don't really resemble anything, besides perhaps the bar. However, that just throws into perspective how silent the map is outside of combat. It would be good to hear some ambience in the outdoor areas.

The map was a fairly easy, even on the Hardest difficulty. Giving the player almost full suit charge from the start makes the opening fights trivial and by the end I was decimating entire squads with explosives before they could get a shot off.

Also, something I see far too often is this issue with fences and ladders. Is suspect this is because it LOOKS correct in JACK, when actually it's wrong. You should use the Solid rendermode, not Additive.
User posted image
User posted image
Also, try making the fences func_illusionary so you and the grunts can actually shoot through it, and then use clip brushes to prevent the player and grunts walking through it. :D

Stick with it. I hope to see more maps from you in future, and seeing how your levels develop. :D
Commented 2 years ago2022-07-09 23:08:15 UTC in vault item: male_07 model! - includes a (broken) playermodel! Comment #104635
I don't really like Source models being ported over the GoldSRC. They rarely come out well. In terms of the animations, this one is just straight up broken / unusable for anything besides standing around, looking glitched.
This comment was made on an article that has been deleted.
Commented 2 years ago2022-07-09 22:09:39 UTC in vault item: shanty Comment #104633
Jamie, you are consistently terrible at sharing images... :lol:
Commented 2 years ago2022-07-09 12:10:21 UTC in journal: I had a harrowing experience last night Comment #104630
I felt a chill when I started reading... but by the end I was pretty chill.

Happy 30th. It's all downhill from here. :D
Commented 2 years ago2022-07-06 20:42:59 UTC in journal: My Journey of Learning How To Make an Overgrowth Map Comment #104613
Man, I've not touched Overgrowth in ages. I think I enjoyed the development videos more than the final product, but it felt only fair to throw some money their way.
This comment was made on an article that has been deleted.
Commented 2 years ago2022-06-30 14:09:14 UTC in vault item: shanty Comment #104596
I'd say you've got a very solid couple of maps here. My only critiques would be nit-picking really. The one or two large sealed doors that I guess would be the means of getting stuff in and out of the area are just flat surfaces, flush with the wall. I would personally build them as though they were going to open, even if they're not going to. Just inset them a little or build a supporting frame around them.

At first I was concerned that there were node graph files included with the map, and upon loading into the map I couldn't see any node paths. However, I see that these are indeed included and just limited to the combat areas. While this prevents grunts from pursuing you if you leave the area, this is actually a really clever way of preventing the player from leading the grunts into a single file death trap. Nice work there.

Otherwise, I'd have to agree with what PsyWarVet has said already: It's very heavy on the crates. It'd be great to see some alternate forms of cover in there. Maybe a couple of military trucks to explain their presence as well as a forklift or two. The original maps in WHG featured some overhead cranes and pulleys as well.

Like I said previously though, two VERY solid maps and they absolutely hit the nail on the head in terms of that classic Half-Life design. Hope to see more from you in the future.
Commented 2 years ago2022-06-25 10:59:51 UTC in vault item: Civ_Garage_bm_ver2006 Comment #104580
You should consider using -wadinclude when you compile, so people don't need unnecessary .wads all over their valve directory.

Not a bad little detail map, though there's not really a lot to do in it. The light beams coming in through the windows and door look terrible, but the ones coming out of the vent (for some reason) look much better, even if they make no logical sense. Also, some of the props like the coffee mugs and coffee machine are hilariously wrong. I'm not saying I wouldn't appreciate a coffee mug bigger than my head, but still...

So overall, some pretty nice props and a lot of cool details, though some are a little overkill and wouldn't be ideal for a traditional singleplayer map.
Missed a func_detail here I think... Yikes, the carving...Missed a func_detail here I think... Yikes, the carving...
Commented 2 years ago2022-05-29 11:40:50 UTC in journal: Making another stupid boring map no one is gonna see or download or both (WIP) Comment #104472
Yeah, try and avoid carving as a general rule. It almost always results in terrible splitting of brushes and a ton of off-grid vertexes which will ultimately cause compile issues which can be difficult to resolve. You can get a much neater effect using the arch tool and a little vertex manipulation like so:
User posted image
Commented 2 years ago2022-05-29 11:27:19 UTC in vault item: dm_isle Comment #104471
First of all, this map looks incredible. The way in which you handled the look of the ocean is ingenious, though up close the illusion is somewhat broken with the lack of a sea bed beneath the water. Hey ho, the limitations of GoldSource.

I can see this being a very fun jaunt with two or three other players, but any more than that would be a struggle to acquire the more powerful weapons. It does seem as though the person who holds the long jump would be at a much greater advantage when it comes to reaching some of the more powerful weapons which are out of reach with the standard jump height. My major concern when looking at the screenshots here in the vault were the sightlines, but I'm happy to say that in game they're nowhere near as far as I was expecting.

I like the little intractable elements dotted about as well, which really sells the entire theme of the map. I'm more of a single player man myself, and though I'm certain this would be a ton of fun, it has left me pining for a single player Half-Life campaign with a Caribbean setting with this same level of polish. Well done.
Commented 2 years ago2022-05-21 21:11:55 UTC in vault item: Five nights at Nepton Comment #104422
Not sure why you'd upload screenshots to the vault rather than a thread... but you can take in-game screenshots with F5.
Commented 2 years ago2022-05-08 13:11:26 UTC in journal: Taking Flight Comment #104392
Solid reference, Lou.
Commented 2 years ago2022-05-07 10:52:29 UTC in journal: Taking Flight Comment #104385
That's exciting stuff. Please keep us up to speed throughout your journey. :D
Commented 2 years ago2022-05-07 10:50:43 UTC in journal: 17 :D Comment #104384
17!? Happy Birthday!

Man... I'm more than TWO cambreaKers
This comment was made on an article that has been deleted.
Commented 2 years ago2022-04-23 12:46:56 UTC in journal: Copper Comment #104344
You'll never take me alive, copper!

Happy 29th
Commented 2 years ago2022-03-12 22:13:23 UTC in vault item: TWHL Cubicles: TWHL Office (2022) Comment #104213
This is delightful. I checked out the original a couple of nights ago and the difference is astounding. Not just in terms of the amount people have changed, in many cases beyond just an avatar, but in the mapping itself. It's far easier to move around this redesign and take note of the portraits of those who stuck around, and yes... those which haven't changed since 2010. Certainly a bittersweet feeling.
Commented 2 years ago2022-03-09 23:11:50 UTC in vault item: TWHL Cubicles: TWHL Office Comment #104203
Apparently there is a new version of this map on the horizon. I've come back to take another look at this one and while there's not a whole lot to do in the map, it's a very nice little time capsule. :D
Commented 2 years ago2022-02-19 22:30:50 UTC in journal: Hello! Comment #104147
Good to see you again 38_98. :D
Commented 2 years ago2022-02-06 23:18:30 UTC in vault item: Security Cards Comment #104085
Man, I remember that thread. That's quite a blast from the past. Modular level design can be a real time saver in more modern engines. That's basically what I'm currently doing in Unreal and Unity. In Goldsource though? Eh, not so much. BSP maps thrive when a designer isn't restricted to a tileset.

The difference in Unreal is that the assets are converted from .map files to meshes, so if you ever need to make any changes to one of the modular pieces, you simply update that mesh and then every instance in the level is replaced in a couple of clicks. In Goldsource, you'd need to painstakingly go back through the whole map and make sure every instance is fixed.

In this map for example, I would say it looks a little too basic. I would fully lean on the modular assets a little more and make them far more detailed, but then add clip brushes to stop the player snagging on them. I would also say that this map suffers in terms of small details as a result and it's hard to distinguish between certain rooms. It all just kinda blurs together and if anything it makes it feel very obviously grid based, where the engine allows for more interesting looking areas using curves, arches, angles and so on.

Also, did you place any info_nodes at all? The enemies seems especially braindead for a map with such simple layouts.
Commented 2 years ago2022-01-09 12:54:28 UTC in vault item: Concrete Jungle Comment #103995
Pretty basic, which can be easily forgiven since it's one of your very first maps. One thing I would say is that you should make sure you place info_nodes entities for AI pathing. Without info_nodes, enemies will tend to stop in place when they can no longer see the player. This means that the zombies in the first room will never follow you into the second. Likewise the assassins in the second room are severely handicapped since the player can hide behind cover and then peak and shoot to kill them far too easily. Another thing to note is that it doesn't really have any sense of place, it's literally two giant concrete rooms. Again, forgivable given the lack of experience. The next step is to make a map with interactive elements such as buttons, doors and triggers and so on. Once you've got the basics down, work on detailing to make believable environments.
This comment was made on an article that has been deleted.
This comment was made on an article that has been deleted.
This comment was made on an article that has been deleted.
Commented 3 years ago2021-11-01 20:32:53 UTC in journal: HL2X Comment #103807
That invite is invalid. Either the server is gone or that invite link wasn't permanent.
Commented 3 years ago2021-10-26 22:45:41 UTC in journal: Oh no Comment #103794
Happy Birthday
Commented 3 years ago2021-10-22 21:08:46 UTC in journal: Cryptic Journal Comment #103788
You are forgiven.

Thanks for the well wishes everyone. Most amusing as always. :D
Commented 3 years ago2021-10-22 21:06:38 UTC in journal: My Whole Half Life Comment #103787
I've done the maths and marked the date on my calendar. On 09/03/2022 I will have been a member for exactly 50% of my life.
Commented 3 years ago2021-09-30 23:13:31 UTC in vault item: Gordon scientist Comment #103730
Gordon Freeman has no need for a mouth bone. 1 star!
Commented 3 years ago2021-09-08 10:14:02 UTC in journal: Update Comment #103711
Always good to see an update from you, Satch, especially one so positive.

I made a recent video update regarding the Core and the main point was "People change." I don't think I'm going to be done with gaming for quite some time yet, but I have started to appreciate more classic titles recently. Modern RPGs are potentially getting very exciting, but FPS games I will much sooner fire up Doom or Duke 3D before any recent releases. Makes sense that when I actually started working with an actual development company it was one focusing on the retro games market. :D
Commented 3 years ago2021-08-29 21:51:11 UTC in journal: You want to play a little game? Comment #103688
Happy 26
Commented 3 years ago2021-08-27 16:07:21 UTC in vault item: Janitor Simulator Comment #103680
Fun little idea, but I definitely agree with what Windawz said. It's basically a series of triggers and zero input from the player. You could do a lot with this idea using different tricks to show the bins being emptied or the pools of water being mopped up. Sound effects, actually requiring the player to "use" the things they're supposed to be working on and some rendering tricks.

The actual design of the small play area is a little bland looking as well.
Commented 3 years ago2021-07-30 00:34:47 UTC in vault item: dm_leveldirector Comment #103630
Why didn't you put this time to better use like- Oh, you've done that one. Carry on.

Oh yeah, good map or something.
This comment was made on an article that has been deleted.
Commented 3 years ago2021-04-26 17:12:36 UTC in vault item: E1M1 Remake Comment #103543
Not a bad take on the classic Doom maps and there are some interesting looking areas, such as the exterior with background detail.

As a deathmatch map, this could do with some fine tuning. There are a lot of small detail such as signs that the player will get stuck on. These need to be set to func_illusionary or be clipped to prevent snagging. There are also far too many masked textures such as fences and barriers that block bullets when they shouldn't. I from a visuals side of things also noticed some nulled surfaces (top of the shelves in the slime hallway) and a lot of stretching and squashing of textures elsewhere (signs and crates)
Commented 3 years ago2021-04-13 22:11:23 UTC in journal: Sooo... I got a new side job Comment #103506
So... that nuclear sign in The Core Decay's logo... getting 3DRealms' attention was the plan all along, right? ^_^
Ah, hahaha!

(yes)
Commented 3 years ago2021-04-12 11:15:27 UTC in journal: Sooo... I got a new side job Comment #103500
Thanks, guys. I give myself a few good weeks to screw it all up. :D
Now that you're in 3DR do you think you can chase up the Duke Nukem Forever 2001 build for us?
That's out of 3DR's hands at this point. I believe you need to take that up with Randy Pitchford.
Commented 3 years ago2021-01-30 22:43:52 UTC in journal: :( Comment #103214
I love TWHL. It's fair to say that I've spent a considerable portion of my life here. A lot of the activity is over on the Discord now, but there are definitely fewer old timers around nowadays.
Commented 3 years ago2021-01-22 16:25:06 UTC in vault item: Capital Comment #103200
The category says "Completed" but the screenshots say "Work in progress. Details and textures to follow."
Commented 3 years ago2021-01-05 17:25:48 UTC in poll: Tis the Season Comment #103182
Winter means little to no work needed in the garden. I also prefer summer outfits, boots and thick coats all the way. Arriving home is always more pleasant in the Winter, when it's dark, cold and wet outside.
Commented 3 years ago2021-01-01 17:52:54 UTC in journal: Ehch Arr Tee Comment #103170
Good start to 2021, eh? Congratz.
Commented 3 years ago2021-01-01 17:49:51 UTC in journal: Journal sus... Comment #103169
Hahaha!
Commented 4 years ago2020-11-15 17:50:59 UTC in vault item: TWHL Tower 2 Comment #103041
9.6/10
Architecture — 10
Texturing — 10
Ambience — 9
Lighting — 10
Gameplay — 9

TWHL Tower 2 takes everything that the first mod laid out and dials it up to eleven. More floors, more action, more puzzles, more insane Spirit entity wizardry. The whole experience is absolutely worthy of a playthrough, but I will attempt to break down each floor individually for those who care.

Full floor breakdown over at Run Think Shoot Live. (I smashed through TWHL's character limit and couldn't trim any more...)

Overall, this was an absolute blast to play through and a joy to have been an active part of. Stunning work by everyone involved and a huge and hearty thank you to Strider for taking on the project, as well as Penguinboy and Unq for picking things up when Strider had to step away for a while to go and dodge security cameras and disable some lasers somewhere.
Commented 4 years ago2020-11-14 15:42:53 UTC in news: TWHL Tower 2 is out! Comment #103038
So when DO we break out the scotch and coffee?
Commented 4 years ago2020-10-21 21:30:10 UTC in vault item: 2020 Practice Comment #102987
This is a far cry from any of my old practice maps. I'd say you're starting on the right path and I'm happy to hear that you're planning to expand this as you develop your skills.

Pretty fun to run around as well, but then I absolutely love checking out people's first maps, when it's fresh and exciting. Regardless of skill, the passion is always wonderful to behold. You just happen to be pretty skilled as well. Haha. Well done.
Commented 4 years ago2020-10-21 09:20:35 UTC in journal: Journal sus... Comment #102984
Oskar Potatis got it. Well done.
Commented 4 years ago2020-10-21 09:19:46 UTC in vault item: Bridge The Gap Comment #102983
Nope, my channel is just Urby, though I have seen a few people play through my various maps on YouTube.
Commented 4 years ago2020-10-18 18:38:52 UTC in journal: Journal sus... Comment #102973
You're correct with XXX and 30. That's only part of what I said.