Commented 2 months ago2024-02-03 12:49:21 UTC
in vault item: SanitationComment #105954
Excellent, very good on all the aspects. Layout, design, brushwork, detail...all almost perfect. I really have no complaints on this map, and it was a blast playing it with friends.
The rising radiation flood mechanic is good at forcing players to adapt their gameplay and strategies, and there are plenty of spaces and items to switch between different ways to play and move across the map.
For being done in 1.5 months, it is an incredible job.
Commented 2 months ago2024-02-03 12:44:11 UTC
in vault item: AmplifiedComment #105953
Great brushwork and layout design ( MAP2Curve wasn't used in this! ), as well as great use of vanilla textures, which blends all perfectly.
However, there is an issue that stops me from rating 5/5 this map: The "map wide kill zone".
The cooldown for it is very short, and as seen in game sessions, it can be almost constantly triggered. It also doesn't help that it isn't clear which zones are affected or not, or the small range of visual effects indicating that it is activating, as well as the fact that the kill zone lasts for several seconds. All of this makes players lose health and die for a couple of times, while being confused of what's going on.
The jumppads under the swinging platform aren't very useful, and it is easy to get trapped into the pit at the map center, but these are small complaints.
Commented 2 months ago2024-02-03 12:11:44 UTC
in vault item: Upsilon_AnnexComment #105952
Very well detailed map, with lots of care around. However, there are two big cons that plays negatively towards your map:
The map is too dark. Even after rising the brightness and gamma settings over the default ones, a lot of places have shadows strong enough for playermodels to blend in, as well as corridors in total darkness. While this would be acceptable somewhat in SP, it is not in MP, as it's easy to miss not only other players, but also items as well. It also doesn't help make the player being disoriented, as mentioned next
The layout is relatively complex, with several "dead end" rooms, corridors that make you run in circles easily, and being kinda big. Also at the train section, the navigation is weird when you come from the lower level, as you have to jump several times and avoid falling into the deep.
If you could raise the general brightness, add more entrances / exits to several rooms, as well as some playerclips around to help navigation, it would improve vastly the map.
Commented 2 months ago2024-02-03 11:27:20 UTC
in vault item: Area47Comment #105951
Played it yesterday with some friends. While super rough, one can tell that you have ambition, as many different things in the map are present, like a camera, lifts, or teleports.
The issue with a big map, is that you have to extend yourself, and having to take care of many things. Therefore, making in the future smaller ones, will help you focus better in other tasks.
I also recommend you to focus first on planning the gameplay itself, on the layout, to see if it is fun or not, before you start decorating it. While the idea with the vehicles isn't bad, they are placed into tight places, where it is hard to drive around ( and often one can't go further ahead ).
There's potential on the map, one can see what you were aiming for. Hopefully you will keep improving your skills as time goes, so your future projects are better.
This comment was made on an article that has been deleted.
Commented 2 months ago2024-02-02 01:53:19 UTC
in wiki page: multi_managerComment #105949
I think that's Sven Co-op-specific, isn't it? opens up the code
Yeah, there's nothing in HL SDK that points to the parsing of #N there. It is always USE_TOGGLE. Either way though, good to know!
Commented 2 months ago2024-02-01 20:16:02 UTC
in wiki page: multi_managerComment #105948
multi_manager supports triggerstates, by default its use-type is "Toggle".
Add a "#x" at the end of the value, where "x" is the triggerstate value:
"0.001#0" means to trigger via use-type Off after 0.001s
"0.001#1" means to trigger via use-type On after 0.001s
"0.001#2" means to trigger via "killtarget" triggerstate after 0.001s
multi_manager is basically a trigger_relay now with this knowledge!
Also, version 1.2 just dropped. This adds support for extended static lifts, and functional lifts that start already extended.
I highly recommend updating your local copy to this version.
Commented 2 months ago2024-01-30 04:35:05 UTC
in vault item: 2024 Exercise #2: DentistComment #105941
Stanley walked in and entered the infamous dentist's office. While this was a mere supersition inherited from his childhood, he still feeled a little bit nervous about going in.
Commented 2 months ago2024-01-28 10:07:52 UTC
in vault item: A Cool IdeaComment #105939
4/5
Although this costume campaign is short, it's still a fun map to be played under an hour.
The Level Design... Like the wall, decorations could be improved upon further update.
I also wonder if the map make a use of info_node? So that would help the AI Traverse and find the player.
问题报告:在反恐精英(25周年更新)中进入样品地图后,当您的落脚点位于此区域时,游戏可能会崩溃。
Problem Report: After entering the sample map in Counter-Strike (25th Anniversary Update), the game may crash when your foothold is located in this area.
Commented 2 months ago2024-01-25 21:10:22 UTC
in journal: A new homeComment #105929
Thanks ❤️ It's been another month here and I feel so calm and content... it feels almost like first love.
Unfortunately I won't be starting any family in the future, unless you count a family of two (🤞). I love kids and I am a proud uncle, but I know my limits and I may be capable of being a good partner, friend, brother, son, uncle... But I don't have it in me to be the father a child deserves. It's alright though. I get to enjoy the freedom of doing whatever and going wherever, when I feel like it, and to have more time and energy for all the people in my life. A small part of me wishes things were different... But I am glad for the life I get to live, childless.
SSC_TAS, you should give it a try if you can. Sweden isn't right for me (except in the summer, then it's lovely), but a lot of people love it. I have many immigrant friends back in Sweden who do - I'll never understand why. There's one major downside to keep in mind (other than the climate), in both the Nordics and the German-speaking parts of Europe, many people, especially immigrants, struggle making friends. The natives aren't as open to strangers as most other Europeans and a lot of people are happy just keeping the same friends they've had since school. So if you're introvert it can be tough making local friends. That said, it might be the perfect place for you
added bugfixes, now lightmap resize works
aaalso added cull face feature
full VIS editor (but button create new leaf not works because still don't know how to add new leaf, game cant see new leaves)
fps optimization
updated cmd line options
Commented 3 months ago2024-01-23 08:19:04 UTC
in journal: Back Being an MDComment #105920
Damn. I'm sorry to hear that it didn't work out. However, I'm happy to hear you were able to return to your previous calling. I suspect it wasn't too difficult getting a new position, given your decades of experience.
Commented 3 months ago2024-01-22 20:02:06 UTC
in vault item: EscapeTheFacilityComment #105917
Just tried it out, that was sweet, I really enjoyed the detailing and the classic old school style, well timed scripted sequences along with fitting music choices, I specially liked the intro cutscene and barney's security post.
The only thing I have to nitpick is that you forgot to set which type of material the pushable crate is, you have it on Glass which is the default so when you whack it with the crowbar you get the broken glass decals.
Also this is just a suggestion but I think windows would look better if you add some borders to them (can be used on doors too) but anyways it still looks fine overall and I enjoyed it.
You can simply copy and paste image files into your post, assuming they're in a web format. Otherwise upload the image elsewhere and then post an image link.
On topic: Always happy to hear about more single player content in the works.
the image problem was being discussed today in the shout box so that's probably why you couldn't, anyways I'm very excited to hear there's a single player mod in the works since the multiplayer maps I've seen from you are amazing so I can't wait to see what you come up with for SP : )
Commented 3 months ago2024-01-22 13:03:35 UTC
in vault item: Get to the water towerComment #105914
Hey, thanks for playing. I have to admit, I got lazy and tired towards the end so i just put up invisible walls. The citizens were there just to open the door, didn't have any other plans for them. If I knew how to import custom models, I would have probably made the forest a bit more eye catching. That, or part of the gameplay.
pretty comfy, nicely detailed and good music choice, the shaking is a bit too strong imo though.
I feel like this could be used as one of those "waiting for players to join" rooms along with the start button that some SC maps have. It'd be pretty cool >and fitting to wait in a place like this.
PS: I managed to jump on that window and saw the secret texture : )
Right, didn't knew that people notice the shake was a bit too strong but well one of my friends also complain that the shake annoyed him xD
and about the "waiting for players to join" rooms idea, idk... I don't know how to make it, SC is kind of complicated to make map on it, that's why I never post a SC maps on #work-in-progress discord channel.
and yes, the secret texture... pakman maybe i will just replace it with admer instead :troll:
Ah yes, the big gap... I didn't expect that people would notice it.
Thanks for the suggestion, my mapping skills was still bad at that time... until now for some reason. :<
Commented 3 months ago2024-01-21 06:56:25 UTC
in vault item: Get to the water towerComment #105907
Enjoyed this map too. The combat was fine, the less the better because the enemies are boring in HL2. I really wanted to explore that forest though, invisible walls never help. I could not get the citizen to follow me, or was that intended?
The sit1 animation in barney.mdl is one of the special ones which contain sequence event ID 1003s. These will try to trigger entities in your maps, and this could be unintentional. It's important to check with Half-Life Asset Manager (modern, feature-rich descendent of HLMV. Use it instead of HLMV) for these events in the animation you want to use. If such events exist, then you can either:
Take advantage of it by naming entities you want to get triggered as part of the choreography, just like introchair, or
Avoid naming any entity in the map with the options value of the event[s]
The rising radiation flood mechanic is good at forcing players to adapt their gameplay and strategies, and there are plenty of spaces and items to switch between different ways to play and move across the map.
For being done in 1.5 months, it is an incredible job.
However, there is an issue that stops me from rating 5/5 this map: The "map wide kill zone".
The cooldown for it is very short, and as seen in game sessions, it can be almost constantly triggered. It also doesn't help that it isn't clear which zones are affected or not, or the small range of visual effects indicating that it is activating, as well as the fact that the kill zone lasts for several seconds. All of this makes players lose health and die for a couple of times, while being confused of what's going on.
The jumppads under the swinging platform aren't very useful, and it is easy to get trapped into the pit at the map center, but these are small complaints.
Overall, great job, for being done in ~15 days!
The issue with a big map, is that you have to extend yourself, and having to take care of many things. Therefore, making in the future smaller ones, will help you focus better in other tasks.
I also recommend you to focus first on planning the gameplay itself, on the layout, to see if it is fun or not, before you start decorating it. While the idea with the vehicles isn't bad, they are placed into tight places, where it is hard to drive around ( and often one can't go further ahead ).
There's potential on the map, one can see what you were aiming for. Hopefully you will keep improving your skills as time goes, so your future projects are better.
opens up the code
Yeah, there's nothing in HL SDK that points to the parsing of
#N
there. It is alwaysUSE_TOGGLE
. Either way though, good to know!Add a "#x" at the end of the value, where "x" is the triggerstate value:
"0.001#0" means to trigger via use-type Off after 0.001s
"0.001#1" means to trigger via use-type On after 0.001s
"0.001#2" means to trigger via "killtarget" triggerstate after 0.001s
multi_manager is basically a trigger_relay now with this knowledge!
Also, version 1.2 just dropped. This adds support for extended static lifts, and functional lifts that start already extended.
I highly recommend updating your local copy to this version.
(great map, it has that special 2011 TSP ambient)
Awesome work btw.
4/5
Although this costume campaign is short, it's still a fun map to be played under an hour.The Level Design... Like the wall, decorations could be improved upon further update.
I also wonder if the map make a use of info_node? So that would help the AI Traverse and find the player.
I might have to take a look at the template and do the fix again.
Problem Report: After entering the sample map in Counter-Strike (25th Anniversary Update), the game may crash when your foothold is located in this area.
Thank you for your work, it looks very good. Is there a map available for interactive preview?
The wall and floor texturing is a little simple, but has a nice palette so it's not too noticeable.
Good job, keep it up.
doors/doormove.wav
anddoors/doorstop.wav
ifmovesnd
andstopsnd
are non-zero.Unfortunately I won't be starting any family in the future, unless you count a family of two (🤞). I love kids and I am a proud uncle, but I know my limits and I may be capable of being a good partner, friend, brother, son, uncle... But I don't have it in me to be the father a child deserves. It's alright though. I get to enjoy the freedom of doing whatever and going wherever, when I feel like it, and to have more time and energy for all the people in my life. A small part of me wishes things were different... But I am glad for the life I get to live, childless.
SSC_TAS, you should give it a try if you can. Sweden isn't right for me (except in the summer, then it's lovely), but a lot of people love it. I have many immigrant friends back in Sweden who do - I'll never understand why. There's one major downside to keep in mind (other than the climate), in both the Nordics and the German-speaking parts of Europe, many people, especially immigrants, struggle making friends. The natives aren't as open to strangers as most other Europeans and a lot of people are happy just keeping the same friends they've had since school. So if you're introvert it can be tough making local friends. That said, it might be the perfect place for you
aaalso added cull face feature
full VIS editor (but button create new leaf not works because still don't know how to add new leaf, game cant see new leaves)
fps optimization
updated cmd line options
- Sun Tzu
The only thing I have to nitpick is that you forgot to set which type of material the pushable crate is, you have it on Glass which is the default so when you whack it with the crowbar you get the broken glass decals.
Also this is just a suggestion but I think windows would look better if you add some borders to them (can be used on doors too) but anyways it still looks fine overall and I enjoyed it.
Hoping to see more from you in the future!
On topic: Always happy to hear about more single player content in the works.
and about the "waiting for players to join" rooms idea, idk... I don't know how to make it, SC is kind of complicated to make map on it, that's why I never post a SC maps on #work-in-progress discord channel.
and yes, the secret texture... pakman
maybe i will just replace it with admer instead :troll:
Thanks for the suggestion, my mapping skills was still bad at that time... until now for some reason. :<
sit1
animation in barney.mdl is one of the special ones which contain sequence event ID 1003s. These will try to trigger entities in your maps, and this could be unintentional. It's important to check with Half-Life Asset Manager (modern, feature-rich descendent of HLMV. Use it instead of HLMV) for these events in the animation you want to use. If such events exist, then you can either:introchair
, or