Commented 7 years ago2017-07-11 04:36:03 UTC
in vault item: TripmaniaComment #20432
Well, I suggest you to make something really spectacular. At least you should try. See maps made by Rimrook or Trempler and you'll see what I mean. Yeah, maybe making a map of that level is difficult, but you can add more and more to the map as you learn. Good luck!
Commented 7 years ago2017-06-29 21:31:30 UTC
in vault item: tag_death_machinaComment #21015
Just played your map (had to play alone because bots are not smart enough for such maps).
+ The texturing is nice. Textures are low-res and look cartoonish but that's why I like them.
+ Scary amounts of entities are involved here I guess. You worked really hard to set this all up. Nice job!
+ Tag gamemode still proves it has a future.
+ Lots, lots of traps. It was pretty fun getting trapped in a room with a Steyr Scout, realizing it was just a model and then getting squashed by a wall (lol). After some time I found an elevator. Well... You know what happened next xd.
- Confusing gameplay. The map is very original and has a lot of cool features - knife arena, lots of secrets, traps, doors opening/closing each new round, etc. But it's difficult to learn the map because of this. Sorry, your map is really a bit confusing but I still like it!
For the texturing, entity setups, tag_ gamemode, cool traps and confusing gameplay tag_death_machina gets... 4 Stars!
Commented 7 years ago2017-06-28 09:11:12 UTC
in vault item: Airsoft FortComment #21013
I think the tag_ gamemode has a future. You need to make a bigger map with the same gamemode, yet without that crazy obstacle course as you said.
You can even make a CS:GO map. Even though its cs_ gamemode has slightly different rules (even if one of the hostages is saved CTs win) the gamemode will be even more interesting because of it.
I really like this map. Maybe it's pretty simple and doesn't have any beautiful structures (48-sided cylinders, trimmed arches, etc.), it's good just because it's fun to play. I'd never think of such a gamemode. Nice job! =)
Commented 7 years ago2017-06-26 13:24:22 UTC
in vault item: de_kobbl (old version)Comment #21005
Since I'm one of the playtesters, I can say that this map is incredibly fun to play.
The balance is nice, even though I don't like that broken wall passage between A and B. Team spawn locations are a bit too close to eachother in my opinion.
Ambience is good, but that wind sound is too repetitive and annoying I think.
I find it strange that the broken lantern has wires sticking out of it. And that "Site A" sign breaks the immersion a bit.
The map looks good and is very detailed, especially the night version.
Overall, de_kobbl is a very good map, probably one of the best cs maps I've seen. Love your work, Admer!
Commented 7 years ago2017-06-21 19:22:38 UTC
in journal: #8823Comment #67910
"For the most part, it's nostalgia that keeps people mapping for GoldSource." HL/CS 1.6 (Had them both in the same folder) were my first games on PC. So yeah, that's one of the reasons I map for GoldSRC. The other one is laziness. I'm too lazy to fully switch to Source.
"UE4 is for the big boys, just like C++ is... you know". I think Unreal Engine 4 is for everybody. It has blueprints, lots of detailed tutorials, etc. Even a braindead dumbass can make its own game on UE4 (can't say it will be a good one though).
GoldSRC is a closed-source engine that wasn't meant to be shared to the public, so it's not the best engine for practice.
Commented 7 years ago2017-06-20 13:49:41 UTC
in journal: #8823Comment #67906
I like using brushes more, but weird geometry editing tools in all Unreal Editors force me to either switch back to GoldSrc (UE1/2/2.5) or use models instead (UE3/4). But since I'm not a modeller, I'd switch back to GS anyway, lol. I hope Source 2 will be a good counterpart to UE4 and will not copy it at the same time.
Commented 7 years ago2017-06-20 12:09:37 UTC
in journal: #8823Comment #67905
I have once read somewhere that maps for games on UE4 are created only with models and nobody uses brushes for that (a.k.a. BSPs). Well, after that I don't want to try UE4 anymore. xd
Commented 7 years ago2017-06-19 12:44:45 UTC
in journal: #8823Comment #67903
Well, he doesn't need a huge open world (the world will be hub-based) so Source/Berserk are the best options so far. Wouldn't recommend Xash though, because the mod can be left unnoticed on such an engine.
Commented 7 years ago2017-06-19 12:34:41 UTC
in journal: #8823Comment #67902
Berserk option/Source are the best choices IMO. You can make some of the locations for vanilla GoldSrc, create the assests you need, then test them in-game. And then, when Solokiller finishes and releases PowerSource you will be able to transfer all your work to that engine. Or you can switch to Source and make a Dark Messiah of Might and Magic 2.0. But I can't help you with that because I'm unfamiliar with Source features and workflow as well.
Commented 7 years ago2017-06-16 23:29:52 UTC
in journal: #8821Comment #68369
@Kachito
I don't think it's comfortable enough to create content on such a laptop. What if he wants to create stuff for UE4? And you probably know how long it takes for him to compile maps, even at fast VIS. So for him even a "budget' PC is more than enough.
Commented 7 years ago2017-06-15 22:19:10 UTC
in journal: #8821Comment #68365
I do. The best part of the game is level design anyway, so you can play it as you wish. Along with Q1, for me Doom 1 has the best level design ever. Can't say that about Doom 2 though.
Commented 7 years ago2017-06-15 10:20:20 UTC
in journal: #8819Comment #67660
To insert a picture, use the BB-Code. But it only works in threads, but that's a journal so we better go into the thread instead.
You should use imgur for pictures. It's far more convenient. Try it, you don't even need to register there (I didn't register on imgur and still can upload images)
Commented 7 years ago2017-06-06 00:00:15 UTC
in journal: #8813Comment #67413
Every mapper has their own style. As for me, I first imagine the room/environment/structure I want to create and then I build it up in the editor, piece by piece. I usually put the textures during the building to get a better idea how the end result will look and to adapt my brushwork to the textures I'm going to use. Since I mostly use texlights/light_environment, I place light sources during the texturing which I do while building the room/whatever it is going to be. I've never been good at designing layouts for my maps so I usually make very simple ones.
Commented 7 years ago2017-06-03 10:06:10 UTC
in vault item: Dynamic LightComment #21003
@EsprimoP
You should also thank the guys from this site: ralertmod.narod.ru. I shared it with you all here because it looks like that site is dead, but who knows...
I searched that through Google and checked if the red, green and blue values correspond to the english alphabet character numbers...
I always overcomplicate things.
P.S. How do I decipher that? xd
To be honest, I always wanted to help some modding team with voice acting.
Yeah, maybe making a map of that level is difficult, but you can add more and more to the map as you learn. Good luck!
+ The texturing is nice. Textures are low-res and look cartoonish but that's why I like them.
+ Scary amounts of entities are involved here I guess. You worked really hard to set this all up. Nice job!
+ Tag gamemode still proves it has a future.
+ Lots, lots of traps. It was pretty fun getting trapped in a room with a Steyr Scout, realizing it was just a model and then getting squashed by a wall (lol). After some time I found an elevator. Well... You know what happened next xd.
- Confusing gameplay. The map is very original and has a lot of cool features - knife arena, lots of secrets, traps, doors opening/closing each new round, etc. But it's difficult to learn the map because of this. Sorry, your map is really a bit confusing but I still like it!
For the texturing, entity setups, tag_ gamemode, cool traps and confusing gameplay tag_death_machina gets... 4 Stars!
You can even make a CS:GO map. Even though its cs_ gamemode has slightly different rules (even if one of the hostages is saved CTs win) the gamemode will be even more interesting because of it.
I really like this map. Maybe it's pretty simple and doesn't have any beautiful structures (48-sided cylinders, trimmed arches, etc.), it's good just because it's fun to play. I'd never think of such a gamemode. Nice job! =)
"The counter-terrorists can spawn on either side of the map".
That's why Airsoft Fort is interesting and fun to play. I wish I knew a low-populated server with this map and nice people.
De_ version wasn't that interesting though.
The balance is nice, even though I don't like that broken wall passage between A and B. Team spawn locations are a bit too close to eachother in my opinion.
Ambience is good, but that wind sound is too repetitive and annoying I think.
I find it strange that the broken lantern has wires sticking out of it. And that "Site A" sign breaks the immersion a bit.
The map looks good and is very detailed, especially the night version.
Overall, de_kobbl is a very good map, probably one of the best cs maps I've seen. Love your work, Admer!
We wanted to test our new Ion Cannon.
Ion Cannon would be a better option (jk).
HL/CS 1.6 (Had them both in the same folder) were my first games on PC. So yeah, that's one of the reasons I map for GoldSRC. The other one is laziness. I'm too lazy to fully switch to Source.
"UE4 is for the big boys, just like C++ is... you know".
I think Unreal Engine 4 is for everybody. It has blueprints, lots of detailed tutorials, etc. Even a braindead dumbass can make its own game on UE4 (can't say it will be a good one though).
GoldSRC is a closed-source engine that wasn't meant to be shared to the public, so it's not the best engine for practice.
Tell that to the developers of "The Core".
I hope Source 2 will be a good counterpart to UE4 and will not copy it at the same time.
Wouldn't recommend Xash though, because the mod can be left unnoticed on such an engine.
Or you can switch to Source and make a Dark Messiah of Might and Magic 2.0. But I can't help you with that because I'm unfamiliar with Source features and workflow as well.
+ Textures are scaled down for more precise shadows.
+ Clever usage of models.
+ Water doesn't just have a custom texture, it's also animated!
+/- You get MP5, Shotgun and some other weapons when you respawn.
- Some clipping issues. For example the trims aren't passable.
- Every time you shoot a model it bleeds. Use cycler_sprite instead.
- While underwater, everything outside becomes black.
A very good map. If not the issues I mentioned above, the map would be just perfect!
I don't think it's comfortable enough to create content on such a laptop. What if he wants to create stuff for UE4? And you probably know how long it takes for him to compile maps, even at fast VIS.
So for him even a "budget' PC is more than enough.
Lucky. My only friends on steam (my classmates) play CS:GO, which I don't have.
Waiting for June 22nd.
Also, your brother played a source-port I guess?
Along with Q1, for me Doom 1 has the best level design ever. Can't say that about Doom 2 though.
You should use imgur for pictures. It's far more convenient. Try it, you don't even need to register there (I didn't register on imgur and still can upload images)
I think that may be the problem. Who knows.
I expected polish to be simplier.
As for me, I first imagine the room/environment/structure I want to create and then I build it up in the editor, piece by piece.
I usually put the textures during the building to get a better idea how the end result will look and to adapt my brushwork to the textures I'm going to use.
Since I mostly use texlights/light_environment, I place light sources during the texturing which I do while building the room/whatever it is going to be.
I've never been good at designing layouts for my maps so I usually make very simple ones.
Sorry if there are any mistakes.
As I thought.
Yeah, but the problem is that you can't record some games. Or maybe I don't understand something.
You should also thank the guys from this site: ralertmod.narod.ru.
I shared it with you all here because it looks like that site is dead, but who knows...