Commented 11 years ago2012-11-18 21:38:29 UTC
in vault item: passagesComment #20177
Most definitely. That's a big no-no.
Frankly, with the map you've got, I wouldn't know what to suggest for the texturing either. Texturing and the architecture should go hand in hand, and with all those thin little walls... yeah, to texture that well, you'd either need to rethink the architecture or have some custom textures and a very creative mind.
And you'd be suprised how much better a non-fullbright map looks, even in you've got enough light to light up everything anyway. If you're still in the testing stage, might be worth leaving til later just to keep compile times down though.
Commented 11 years ago2012-11-18 07:27:51 UTC
in vault item: passagesComment #20175
I'm not sure releasing unfinished maps in this state is necessarily a good idea. I understand what you are trying to achieve here however, the map is too incomplete to really test. I'd personally do a lot more work before releasing an alpha/beta.
Commented 11 years ago2012-11-18 03:49:08 UTC
in vault item: passagesComment #20174
If you want good comments, just test the layout yourself and then fix it up to look pretty. Then submit it to the community as something that could pass as finished.
If you just give us a layout that you haven't really tested yourself, you're not gonna get too good of a response.
Commented 11 years ago2012-11-17 22:54:37 UTC
in vault item: passagesComment #20172
Well kaeza, we need to improve your shit
First off, tell us why is it bad textured, do you know how to use apply texture tool? Second, full bring, leak? Need any help with that/more explanation?
Or anything else at all, just ask dude, dont be shy.
Commented 11 years ago2012-11-17 18:48:06 UTC
in journal: #8029Comment #63336
Of course it doesn't have to be limited to grunts, this will work on any enemy, even little cockroaches! (Not really there might be loads of stuck in wall errors)
I just dont have that many different models or ideas to use this with. And certainly having 50 different reskins in the mod doing slightly different things is kind of boring since they are still the same enemy.
Commented 11 years ago2012-11-17 10:23:27 UTC
in journal: #8029Comment #63332
Why limit it to grunts? Why not have different variations of all enemies with different properties?
An alien slave that throws fire, a houndeye that charges up and then explodes, a faster bullsquid that spits 5 snot balls at once (that doesn't actually require any coding, other than the models .qc file) :P.
Commented 11 years ago2012-11-15 20:30:43 UTC
in journal: #8029Comment #63335
I dont have a consistent HECU zombie soldier model But if I did I'd SO MAKE IT GO MARTYRDOM. (Drops a live grenade on death)
I'd take any ideas for special soldiers you'd have, with models that can fill the role hopefully.
The point of this mod was only because I have no mappers for the MAIN mod I'm making, so that this little mod can let you play half life and any other mods while giving you a fresh experience due to the surprise factors. If you'd want a randomized enemies placement, try the map trigger happy 2.5 (on planetphillip), and marvel at its mapping involving extensive randomised triggers.
Commented 11 years ago2012-11-15 08:54:15 UTC
in journal: #8029Comment #63333
How about a zombified HECU soldier? More health than the average zombie because of the bulletproof vest, and maybe have them holding a combat knife.
As for replacements for the grunts themselves, that would depend on whether you would prefer a somewhat more realistic style, or how far you would be willing to go towards the non-realistic/cool side of the spectrum.
And in the maps you could place a large amount of enemies, and then set the mod up so each enemy has an 85% chance of spawning or something. Maybe add an entity property so that you can set whole groups to spawn together. So there might be some parts where you're expecting a large battle, but then you get there and there are only a few enemies there. And then there are some parts where there are just a load of enemies.
Commented 11 years ago2012-11-15 01:21:59 UTC
in journal: #8028Comment #67069
Yeah my contact page is still nothing I'm proud of, should probably talk to Ash to see what he can whip up. But overall I'm happy with my site, I wanted to keep it clean and simple. Loads fast and it's focused.
EDIT: Just revamped the contact page. The submit form isn't working but it probably will by tomorrow.
Thanksgiving is an American holiday where we make a big feast and be thankful for all that we have.
...must ...not ...photoshop
[EDIT] Wait, there are periods after each letter. So it's an acronym or something.
DIGITAL
ARBITRARY
MINE
NEUTRALIZING--
INTERNATIONAL
TECHNICHIANS
derp
Frankly, with the map you've got, I wouldn't know what to suggest for the texturing either. Texturing and the architecture should go hand in hand, and with all those thin little walls... yeah, to texture that well, you'd either need to rethink the architecture or have some custom textures and a very creative mind.
And you'd be suprised how much better a non-fullbright map looks, even in you've got enough light to light up everything anyway. If you're still in the testing stage, might be worth leaving til later just to keep compile times down though.
There's a small problem in the center though. I think I should make the walls higher so that the teams can't see each other at round start.
If you just give us a layout that you haven't really tested yourself, you're not gonna get too good of a response.
Secondly, it's full-bright on purpose, but I said it in case someone just comments to say it.
Nah, just looking for some input about if this map layout plays well.
First off, tell us why is it bad textured, do you know how to use apply texture tool?
Second, full bring, leak? Need any help with that/more explanation?
Or anything else at all, just ask dude, dont be shy.
I just dont have that many different models or ideas to use this with. And certainly having 50 different reskins in the mod doing slightly different things is kind of boring since they are still the same enemy.
An alien slave that throws fire, a houndeye that charges up and then explodes, a faster bullsquid that spits 5 snot balls at once (that doesn't actually require any coding, other than the models .qc file) :P.
Penguinboy is GLaDOS and is planning to kill us all.
http://www.gamefront.com/files/files/870199/de_cabbage_by_matt_pike.zip
But if I did I'd SO MAKE IT GO MARTYRDOM. (Drops a live grenade on death)
I'd take any ideas for special soldiers you'd have, with models that can fill the role hopefully.
The point of this mod was only because I have no mappers for the MAIN mod I'm making, so that this little mod can let you play half life and any other mods while giving you a fresh experience due to the surprise factors. If you'd want a randomized enemies placement, try the map trigger happy 2.5 (on planetphillip), and marvel at its mapping involving extensive randomised triggers.
As for replacements for the grunts themselves, that would depend on whether you would prefer a somewhat more realistic style, or how far you would be willing to go towards the non-realistic/cool side of the spectrum.
And in the maps you could place a large amount of enemies, and then set the mod up so each enemy has an 85% chance of spawning or something. Maybe add an entity property so that you can set whole groups to spawn together. So there might be some parts where you're expecting a large battle, but then you get there and there are only a few enemies there. And then there are some parts where there are just a load of enemies.
And thanks Captain T
EDIT: Just revamped the contact page. The submit form isn't working but it probably will by tomorrow.
I try to run twice a week usually just combine it with my workout.
At work I stand many hours in a row... Not really exercise.
Yikes. D: