Commented 2 years ago2022-01-09 12:54:28 UTC
in vault item: Concrete JungleComment #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.
Commented 2 years ago2022-01-08 03:34:27 UTC
in vault item: hlife_hotdog_compo26Comment #103988
hlife_hotdog, I replaced the download link with one to a copy on my website, I really hope you don't mind, if not I apologize. Your file has been removed from FileFront and The Might Carrot's download won't work for most people anymore after browsers changed how they deal with HTTP links on HTTPS-protected websites. The download is just a few megabytes too large for TWHL's new file size limit of 16MB.
Commented 2 years ago2022-01-07 09:19:12 UTC
in journal: My decisionComment #103985
I haven't known your dramas around here so I don't probably care about those. Stojke put it into good words. What I can add is something I heard in Dune - Life is not a question to be answered, it's a process to be experienced. There's no point in coming here anymore if you don't feel like it, but maybe your curiosity will bring you back in the future at some point. It brings me back, TWHL still is my first tab since 2007 in Firefox :).
Commented 2 years ago2022-01-06 20:10:34 UTC
in vault item: sand_01Comment #103971
It looks good for a first map, but there is simply not enough content (about 45 seconds worth of gameplay) to justify downloading it. I hope you kept mapping
Commented 2 years ago2022-01-06 20:05:39 UTC
in vault item: sand_01Comment #103970
Because this is a single-player map (so it doesn't matter if different people have different versions) and you don't actually use anything from adams.wad (which can't be found anywhere) I have modified the BSP to remove the requirement for adams.wad so the map is playable
Commented 2 years ago2022-01-06 19:41:47 UTC
in vault item: City PrefabsComment #103968
I managed to load the .map by reducing the length of the "wad" property of the worldspawn entity using a text editor. I have taken the liberty of adding an RMF version to the download - I hope that was okay, Soup. Everyone who has trouble opening the .map should be able to open that RMF.
Commented 2 years ago2022-01-03 23:33:09 UTC
in vault item: Clash_b1 (Beta version)Comment #103961
The brushwork/geometry looks impressive, but the texturing is somewhat bland. Maybe that rock texture works better when it's scaled up so that it complements the geometry instead of making it look repetitive? Or perhaps you can find a rock texture with different layers, like the real mesas such as here or here. The center of the map could also use some changes to make it more 'readable' - a couple of big boulders separated by patches of sand should be easier to navigate than a big mass of brown rock.
I also feel that this map needs a clear landmark to make it more memorable and to prevent all sides from looking too similar. Maybe a radar tower or some other man-made structure, something distinct
Thank you for a very helpful and constructive response. These are the kind of quality propositions I was expecting. The map is still an outline, so more detail will be added
Commented 2 years ago2022-01-03 20:47:25 UTC
in vault item: Clash_b1 (Beta version)Comment #103960
The brushwork/geometry looks impressive, but the texturing is somewhat bland. Maybe that rock texture works better when it's scaled up so that it complements the geometry instead of making it look repetitive? Or perhaps you can find a rock texture with different layers, like the real mesas such as here or here. The center of the map could also use some changes to make it more 'readable' - a couple of big boulders separated by patches of sand should be easier to navigate than a big mass of brown rock.
I also feel that this map needs a clear landmark to make it more memorable and to prevent all sides from looking too similar. Maybe a radar tower or some other man-made structure, something distinct.
Commented 2 years ago2022-01-03 12:39:04 UTC
in wiki page: Tutorial: HallwaysComment #103954
This tutorial should give more tips on how to improve the appearance of hallways by discussing its different components (lighting, architecture, ceiling, floor, walls, openings, details...) It isn't good advice to tell people to split their hallways into reusable componenrs, this would lead to poorer optimisation but more importantly, this sort of reuse would be the kind easy to notice (and a technique beginners could have figured out alone). Besides, there's nothing wrong with the clip tool, apart from the minor texture tweaks it sometimes causes, but it's rare and brush manipulation tool is supposed to be before texturing. It never creates invalid shapes, unlike the Vertex tool. Hollow tool on the other should be discouraged, it can encourage bad practice with beginners.
Commented 2 years ago2022-01-03 10:22:06 UTC
in journal: My decisionComment #103953
There is no easy living on earth, always some trouble, always some issues, even so wherever you go you should always praise his name, and you wont find happiness in anything else here, not until we go there where it all began and where home of men is at, and to get there means letting go of yourself and to live by the will of the Lord. To put it in mans tongue - Live for yourself and you will die in vain, live for others you will live again.
If anyone is wondering, the "napal" in "cs_napal" is "napalm" misspelled, not "Nepal".
Farewell dear TWHLer, and best of luck in life!
This map is:
- Four walls. Two of them have "BLODKORVEN" written on them.
- A sand floor.
- A sky.
- Spawn points.
Your de_dustcool looks a lot better from the screenshot and apparently that was your first map? Odd.I also feel that this map needs a clear landmark to make it more memorable and to prevent all sides from looking too similar. Maybe a radar tower or some other man-made structure, something distinct.
EDIT:
EDIT2:
It isn't good advice to tell people to split their hallways into reusable componenrs, this would lead to poorer optimisation but more importantly, this sort of reuse would be the kind easy to notice (and a technique beginners could have figured out alone).
Besides, there's nothing wrong with the clip tool, apart from the minor texture tweaks it sometimes causes, but it's rare and brush manipulation tool is supposed to be before texturing. It never creates invalid shapes, unlike the Vertex tool.
Hollow tool on the other should be discouraged, it can encourage bad practice with beginners.