Comments

Commented 1 year ago2022-07-07 14:19:42 UTC in journal: I had a harrowing experience last night Comment #104621
Happy birthday?
This comment was made on an article that has been deleted.
Commented 1 year ago2022-07-06 22:39:55 UTC in vault item: Hammertime Comment #104619
The download died. And it looks like you deleted it from ModDB. Do you still have this, Jack?
Commented 1 year ago2022-07-06 22:32:57 UTC in vault item: Secret Santa: Archie Comment #104618
Do you still have this, Striker? The download died
Commented 1 year ago2022-07-06 22:16:24 UTC in vault item: shanty Comment #104617
Just finished the final (?) version, I enjoyed it.
Here's some feedback:
  • There are no ambient sounds anywhere. Some distant machine groans or humming sounds near vending machines etc. would make your maps feel much livelier.
  • shanty2 has a misaligned shotgun that clips through the box its standing on.
  • shanty4 is too gray and has way too many empty rooms, not even crates are there to fill up space this time. At the start of the map you created two paths, one goes to the right and one to the left. The path on the left leads to a small room that has only a single headcrab and nothing else, made me wonder why it was even created to begin with.
  • The ending is pretty lacking, if you're going to finish up a mod / mappack but don't want to do something extraordinary you can always throw in a boss. Since we're on topside, a helicopter battle would suffice for example. Instead of a text saying "lazy ending" make the player arrive to a helipad, make them fight with some soldiers and finally a helicopter or a tank they call up. Once the boss is killed make it trigger a fade, give it an ending text or simply a "The End" and make it spit player out to the main menu. As is, we can see that there is nothing behind the door the player opens up after the fade disappears.

You map fast and clearly have skill. If I were you, I would re-visit the already finished maps and give them more details (or even connect a couple of them as one) and add interesting scripted sequences, create a couple more topside maps and end it properly with a nice setpiece or a boss. This Shanty of yours can be a well made medium sized mappack with 10+ maps (4 storage - 3 offices - 3 topside maps for example) if you commit to it.

As is I still enjoyed it, but there are definitely aspects that can be improved.
Commented 1 year ago2022-07-06 22:06:35 UTC in vault item: Comp31_Skals Comment #104616
Do you still have this one, Skals? The download link is dead
Commented 1 year ago2022-07-06 21:44:04 UTC in vault item: deathrun_zefir_fixed Comment #104615
Fixed, Captain
This comment was made on an article that has been deleted.
Commented 1 year 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 1 year ago2022-07-06 17:16:33 UTC in wiki page: Tutorial: Map details and misc Comment #104611
Oh, yeah. I dont know whats happening but the images are disappearing!
Commented 1 year ago2022-07-06 14:58:51 UTC in wiki page: Tutorial: Map details and misc Comment #104610
Btw the images are loading
User posted image
Commented 1 year ago2022-07-06 01:51:50 UTC in wiki page: Tutorial: Map details and misc Comment #104609
The images are not loading, Jamie. You can upload them to TWHL here https://twhl.info/wiki/create-upload
Commented 2 years ago2022-07-04 16:31:18 UTC in journal: My Journey of Learning How To Make an Overgrowth Map Comment #104608
Glad to see im not the only person to play the game here
Commented 2 years ago2022-07-04 15:31:55 UTC in vault item: Moaby's C31 Entry Comment #104607
The download died. Do you still have this, Ashley?
Commented 2 years ago2022-07-04 15:29:31 UTC in vault item: Unfinished Compo31 Comment #104606
The download died. Do you still have this, Oliver?
Commented 2 years ago2022-07-04 15:19:15 UTC in vault item: de_abducted Comment #104605
This is worth downloading just to look at 👏
Commented 2 years ago2022-07-04 14:51:28 UTC in vault item: srv_snarkdesert Comment #104604
I am moving this from Completed to Unfinished because of the lack of .bsp
Commented 2 years ago2022-07-03 20:08:49 UTC in journal: My Journey of Learning How To Make an Overgrowth Map Comment #104603
I was sure it was just going to die
Commented 2 years ago2022-07-03 20:01:14 UTC in journal: My Journey of Learning How To Make an Overgrowth Map Comment #104602
I tried out Overgrowth when it was in development. Years ago. Surprised to see it come up here all of a sudden.
Commented 2 years ago2022-07-03 11:41:59 UTC in journal: hee hee hee haw Comment #104601
meanwhile clash of clans hee hee hee haw
Commented 2 years ago2022-07-01 23:03:01 UTC in journal: hee hee hee haw Comment #104600
Jamie, your maps look pretty good to me. It's hard to give meaningful feedback on a multi-player map before you have played it with other people though. If you host a game some day, announce it to @Multiplayer Crew on TWHL's Discord - it will ping anyone who has given themselves the Multiplayer Crew role and wants to know when there's a game. I always join a game if I'm home and not too busy. PS. "Initiative" is misspelled in your map's name
Commented 2 years ago2022-07-01 16:29:23 UTC in journal: hee hee hee haw Comment #104599
Your map was extremely good for the average maps here. Also its better than my crappy ass maps, that dont deserver coments.
Commented 2 years ago2022-07-01 14:45:25 UTC in vault item: Backrooms Comment #104598
I'm working on something like this myself too (still very WiP):
Commented 2 years ago2022-06-30 14:49:26 UTC in wiki page: Tutorial: Land Mine Effect Comment #104597
You can just make a func_breakable, on flags set Touch, Pressure and instant crowbar, set its health to 1, material to rocks or whatever you are using and explosion
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 ago2022-06-28 19:18:26 UTC in vault item: zm_mars_base2 Comment #104595
I think this is for one of the server-side zombie mods
Commented 2 years ago2022-06-28 16:09:29 UTC in vault item: dm_poisongarden Comment #104594
The "sound" folder was misnamed (it was named "sounds") and the game couldn't find the sound file so I took the liberty of fixing that in the download
Commented 2 years ago2022-06-28 16:01:51 UTC in vault item: Payload beta3 Comment #104593
The link works now, he fixed the download
Commented 2 years ago2022-06-28 15:43:23 UTC in journal: Segment 5 Comment #104592
I'm trying out Vimeo. YouTube is not for comments I'm afraid apparently. Might be fun.
https://vimeo.com/724930277
Commented 2 years ago2022-06-27 22:39:11 UTC in vault item: Civ_Garage_bm_ver2006 Comment #104591
Oh, also another thing. Dont expect people always commenting in your submissions. I also joined here to post stuff so i could forget my problems a bit you know, leaving behind some bad stuff i have going on. But honestly, people will not comment on your submissions unless it says "First map" or its from a very well known mapper, wich sucks because it kinda made me sad. There are a lot of accounts that only have one submission without comments or reviews because of this. Thats why i always try to comment or review the vault submissions that dont got comments or reviews. Because i know how that feels.
Commented 2 years ago2022-06-27 21:35:13 UTC in vault item: Just_Arena_v1 Comment #104590
Haha thats how it is for me bots aswell thanks Jamie!
Commented 2 years ago2022-06-27 21:17:44 UTC in vault item: Just_Arena_v1 Comment #104589
It was pretty fun to play with my 7 bots friends.
Commented 2 years ago2022-06-27 20:42:42 UTC in vault item: Op4 Alert Light Comment #104588
It's been a while, so I took the liberty of fixing the .bsp and .map using a hex editor. decals2.wad is no longer required. I hope that's alright. If not, I left backups of the unmodified originals in a subfolder in the download.
Commented 2 years ago2022-06-27 19:54:35 UTC in vault item: narcosynthesis_test4 Comment #104587
Because gearbox.wad and overturn_ads.wad are nowhere to be found, I have replaced the .bsp in the download with a modified version that can be played without them. I left a backup of the original .bsp. It took a few seconds with a hex editor (you replace "valve\gearbox.wad with "valv\halflife.wad" etc. - the folder names don't matter). The map never used any textures from those WADs.
Commented 2 years ago2022-06-27 19:22:46 UTC in vault item: c32_legitzkrieg Comment #104586
Ew! Those trees! Is that happening for everyone?
It is for me
Commented 2 years ago2022-06-27 11:01:21 UTC in vault item: Haphazard Comment #104585
9.0/10
Architecture — 10
Texturing — 10
Ambience — 10
Lighting — 5
Gameplay — 10

It was kinda goofy, kinda silly. But I liked it. Wish there was perhaps just a little bit more light in some spots (although this could just be my monitor) but otherwise it was pretty enjoyable going to little unique sections. I also hate that the little picture popup actually got me.
Commented 2 years ago2022-06-26 21:13:05 UTC in vault item: shanty Comment #104584
Noiceee
Commented 2 years ago2022-06-26 19:17:50 UTC in vault item: shanty Comment #104583
I like it very much, nice old school mapping.

The only thing I'll say is that you rely boxes as decoration way too much. Not really a problem, this is something I also do from time to time. Boxes are simple to create and lay down, they can also easily make an empty area look busy. Though some areas could use pipes, vents, conveyor belts and other fitting objects to make your maps look more complex and unique.

Hope you continue friend.
Commented 2 years ago2022-06-25 18:48:55 UTC in wiki page: Half-Life Programming - Getting Started Comment #104582
Honestly i completed this tutorial knowing almost nothing about C++. I learned C++ with this tutorial. Sounds impossible, but i made it lol
Commented 2 years ago2022-06-25 16:22:13 UTC in vault item: Civ_Garage_bm_ver2006 Comment #104581
Idk i always play every map as a dm map for some reason. sorry btw
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 ago2022-06-25 07:43:26 UTC in vault item: Civ_Garage_bm_ver2006 Comment #104579
Jamie, that a not dm map.
Commented 2 years ago2022-06-24 20:57:10 UTC in vault item: Civ_Garage_bm_ver2006 Comment #104578
Good map, but needs a more bigger arena. Every DM map has an "arena" area where its just a big scenario where players frag and hop there
Commented 2 years ago2022-06-24 19:34:33 UTC in vault item: sv_prefab Comment #104577
The Half-Life alpha :|
Commented 2 years ago2022-06-23 19:53:43 UTC in vault item: sv_prefab Comment #104576
Pop(sound) Nice!
Commented 2 years ago2022-06-23 17:23:23 UTC in vault item: Jamie's Floor Comment #104575
very nice, gives off a feeling of early 2000's hl maps
Commented 2 years ago2022-06-23 14:43:09 UTC in vault item: sv_prefab Comment #104574
who's alpha and where could i talk to them
Commented 2 years ago2022-06-23 13:25:04 UTC in vault item: dm_perthowned Comment #104573
I just created this account to say that this map is wonderful. I love it, great game play and looks amazing.
Commented 2 years ago2022-06-23 09:29:31 UTC in vault item: sv_prefab Comment #104572
Nice, good work! :D