Commented 12 years ago2012-07-28 10:28:37 UTC
in journal: #7917Comment #38573
Yes, it is my birthday today. It has become a tradition to me to come up with somekind of subliminal message to announce my birthday. Last year, it was a qr code, the year before that, it was binary code. This year it was just an ASCI cube with ASCI character forming the number 29 on YourWorldOfText. But like i said, someone thought he was funny and ERASED it, and what i get instead is a bunch of nonsense, people calling each other fagot. Appreciate it.
Well, i guess that if you knew what i was trying to say with this, you wouldn't ruin it, so you're all forgiven.
Commented 12 years ago2012-07-28 01:20:09 UTC
in journal: #7915Comment #43669
I'll be the Executive General Manager of the mod. (That is, I do nothing useful, actively hinder project development, and then take all the credit once it's done.)
Commented 12 years ago2012-07-27 17:06:15 UTC
in journal: #7915Comment #43676
Well, Urby, they haven't released source code for Portal, Portal 2, TF2, the L4Ds, I doubt they'll release anything for CS:GO or DOTA 2, but they did release code for Ep1 and Ep2. So I think that's the only chance we'll ever get. No Ep3, no code. No code, no mods more complex than mappacks for HL2 on the '09 branch.
And then when mods are gone, PC gaming dies, and not just in the minds of retailers. There will be a burgeoning PC film making industry, however.
2much: Code a VMF to RMF converter, please. The lack of brush dimension memory in Hammer 3.x is painful to work with once you've used 4.
Commented 12 years ago2012-07-27 16:36:04 UTC
in journal: #7915Comment #43678
I just started working on my map series yet again after my vacation. The second map is going slow, I've test 2 environments so far and both have taken eons to compile, then hammer just freezes. Hoping the Large City idea pans out! At least now I have some lines form Archie in the first map.
EDIT: And don't say that Urby! I want to believe that one day I will be using Hammer 2 for EP3. With a sparkling new and beautiful Source engine. drools
Commented 12 years ago2012-07-27 14:55:35 UTC
in journal: #7915Comment #43675
Tell you what, when Valve releases a full code-base for a modern version of the Source engine, (Likely Ep3) and I have access to it, I'll choose one of my many ideas and start working on it.
It will likely feature guns. And possibly things to shoot with them.
Commented 12 years ago2012-07-27 13:50:35 UTC
in vault item: zm_hlfireComment #20056
Belive me people who play zm to them it's always dark (plugin) so i didn't do anything special with the lighting. Neither with the terrain because they are gonna kill zombies lol
Commented 12 years ago2012-07-27 13:02:36 UTC
in vault item: zm_hlfireComment #20055
Ok i played through this very quickly. this feels very much like one of your earlier maps, because the scale is squished weirdly in many places, and many new mappers do this, amirite?
Agreed with dimbark the lighting is really plain, but other than that i feel like this is really solid, good work.
alos if you edit this ever, increase the back clipping plane, cuze rock terrain drops out if you are on the edge of the map.
Commented 12 years ago2012-07-27 12:45:22 UTC
in journal: #7915Comment #43673
plenty of places do tutorials, and vdc seems the best site for all things source, so i think it's kinda a waste of time to invest too much efforts into tutorials, but meh maybe i'm wrong.
Commented 12 years ago2012-07-27 12:10:03 UTC
in journal: #7915Comment #43672
Funny you should mention it, I have been trying to complete my horror themed mod for the last two years. However, when I say "complete" I mean to say "start". I think I have restarted roughly six times, I personally blame lack of planning and mappers block.
Commented 12 years ago2012-07-26 19:26:49 UTC
in vault item: Gasworks ReduxComment #20050
If by "big open underground part" you mean the place filled with all the water. I shrank it, I didn't really like it and never found myself having any good gameplay down there, in fact when I've played the original map I rarely even noticed people down there at all, so I made it smaller and easier to navigate.
Commented 12 years ago2012-07-25 23:14:54 UTC
in journal: #7913Comment #54446
By the sound if it we won't be going to Brisbane after all. We are supposed to spend today shopping in the Gold Coast and tomorrow in Warner Bros Movie World. I will have to tell my other friend that I won't have an opportunity to meet him before he drives down here. :
And I've always wanted to watch Lost, if only to see what everyone was going on about. Maybe I shall when we get back.
This comment was made on an article that has been deleted.
Commented 12 years ago2012-07-25 03:17:42 UTC
in vault item: Gasworks ReduxComment #20049
I agree with above, but i feel this is a really nice remake of the the original, with tons of exploration.
I love the little details here and stuff like light fixtures, the rebar coming out of the broken concrete, window trims and the ruptured pipe are all well done, except some of these detail items are proportioned a little strangely, e.g., the window panes are too fat, or the stairway railing is too "tall" on the z axis(up and down), and the y axis is way too skinny.
These are not big deals, especially if this map is more focused on gameplay, but each of these instances is a visual distraction nonetheless.
also, did you do redo the big open underground part? I couldn't find it on my quick run-through, and i feel it was the strongest/coolest part of the original map.
Anyhoo nice work sir, hope to see more from you, i feel this has a lot of potential! =)
Happy birthday!
Also, stop giving him attention.
But happy birthday all the same! Or, if you prefer, LEVEL UP.
Well, i guess that if you knew what i was trying to say with this, you wouldn't ruin it, so you're all forgiven.
Is it your birthday?
Someone thought he was funny and cleared the worldoftext page. Thank you for ruining my subliminal message.
Basically what i had made on that page, was an ASCI cube with ASCI characters forming the number 29. Apparently, people didn't get it.
I'm In.
Hahaha awesome
[edit]
Do a drop it.
No Ep3, no code. No code, no mods more complex than mappacks for HL2 on the '09 branch.
And then when mods are gone, PC gaming dies, and not just in the minds of retailers. There will be a burgeoning PC film making industry, however.
2much: Code a VMF to RMF converter, please. The lack of brush dimension memory in Hammer 3.x is painful to work with once you've used 4.
EDIT: And don't say that Urby! I want to believe that one day I will be using Hammer 2 for EP3. With a sparkling new and beautiful Source engine. drools
Why are people still waiting for that again? It's not coming out, you know that right?
It will likely feature guns. And possibly things to shoot with them.
Neither with the terrain because they are gonna kill zombies lol
Agreed with dimbark the lighting is really plain, but other than that i feel like this is really solid, good work.
alos if you edit this ever, increase the back clipping plane, cuze rock terrain drops out if you are on the edge of the map.
3 stars, easily 4 or 5 with a little more work
edit
I was able to open it using WinRar
community sp mod tho, i'm so in
I just don't see that happening with the shitty tutorial system we have.
It would be great to start going full on source here.
try this link but i don't have any problems with downloading the file and extracting it.
https://www.dropbox.com/s/a8zz8k7m0q0ppxr/zm_hlfire.zip
The lighting is rather bland, though, and some shadows are rather distorted.
The geography was okay. The mountains weren't too bad, but the ground itself could've used more pizass.
Other than that, decent architecture, I like the setup.
And I've always wanted to watch Lost, if only to see what everyone was going on about. Maybe I shall when we get back.
The numbers on the screen in White Forest along with the Dharma Initiative logo.
I love the little details here and stuff like light fixtures, the rebar coming out of the broken concrete, window trims and the ruptured pipe are all well done, except some of these detail items are proportioned a little strangely, e.g., the window panes are too fat, or the stairway railing is too "tall" on the z axis(up and down), and the y axis is way too skinny.
These are not big deals, especially if this map is more focused on gameplay, but each of these instances is a visual distraction nonetheless.
also, did you do redo the big open underground part? I couldn't find it on my quick run-through, and i feel it was the strongest/coolest part of the original map.
Anyhoo nice work sir, hope to see more from you, i feel this has a lot of potential! =)
Some guys play the PS2 version of HL in one episode, as well.