Comments

Commented 3 years ago2021-08-30 01:23:52 UTC in journal: #1 Comment #103690
Hai thar NineTnine
Commented 3 years ago2021-08-29 23:21:20 UTC in journal: #1 Comment #103689
sorry guys, I'm 19 years late to the party. I see I missed the 2012 "oh hai thar" meme phase
Commented 3 years ago2021-08-29 21:51:11 UTC in journal: You want to play a little game? Comment #103688
Happy 26
Commented 3 years ago2021-08-29 16:23:09 UTC in journal: #1 Comment #103687
Am glad to see people still come here and write very nice letters on a quadriyearly basis. 'w'
Commented 3 years ago2021-08-29 15:53:41 UTC in journal: You want to play a little game? Comment #103686
Happi birthday! 'w'
Commented 3 years ago2021-08-28 23:41:40 UTC in wiki page: monster_cockroach Comment #103685
:)
Commented 3 years ago2021-08-28 23:40:05 UTC in wiki page: monster_bigmomma Comment #103684
Big momma also know as Gonarch:
User posted image
Commented 3 years ago2021-08-28 23:36:23 UTC in wiki page: monster_barney Comment #103683
Here is your BEER
Commented 3 years ago2021-08-28 22:35:26 UTC in wiki page: monster_barney_dead Comment #103682
OH NO! barney is ded
Commented 3 years ago2021-08-28 22:31:48 UTC in wiki page: monster_hevsuit_dead Comment #103681
:0
Commented 3 years ago2021-08-27 16:07:21 UTC in vault item: Janitor Simulator Comment #103680
Fun little idea, but I definitely agree with what Windawz said. It's basically a series of triggers and zero input from the player. You could do a lot with this idea using different tricks to show the bins being emptied or the pools of water being mopped up. Sound effects, actually requiring the player to "use" the things they're supposed to be working on and some rendering tricks.

The actual design of the small play area is a little bland looking as well.
Commented 3 years ago2021-08-27 07:14:55 UTC in vault item: Spirinity (Spirit + Trinity) Comment #103679
very good mod, i've commited several warcrimes using this as my base mod thank!
Commented 3 years ago2021-08-25 22:57:47 UTC in vault item: Janitor Simulator Comment #103678
Lighting isn't anything special but I wouldn't call it poor. Some of the door lights are nice-looking. Too white indeed, but there's some color, which is good. What is good as well is that you're using texture lights.

The map's main problems crop up shortly after the start. A ghostly game_text tasks the player with getting some soda to drink. There's a tiny bit of ambience (should've added a tiny bit more in spots) and some scientists to entertain you.

But then comes the soda part. All the player has to do is walk up to the vending machine, only for another game_text to pop up and explain what's just happened. No feedback of any sorts - not a soda can popping out, nothing, sadly. Oh yeah, you forgot to add the word "mop" to "Grab the freaking and do the job". Nice testers you've got :D

The next task is to grab the mop and get rid of those stinky puddles all around. The mop has been in the start room all along, but you absolutely had to drink a soda first! No way around! It's sad that grabbing the mop doesn't produce any sound effects. You should've added at least one and it'd be a very nice improvement already!

This is where Janitor Simulator turns into Trigger Simulator. All the player has to do is run over the puddle. Yes, being a janitor is that simple! Jokes aside, I understand that there aren't any obvious improvements that may come to mind. As an idea, however, you could've made the player press the Use key on a puddle several times to gradually remove it, or something. And again, you at least should've added a splashy sound effect to make it more satisfying.

The Trigger Simulator continues, and now you have to get the garbage out of the trash bins. This is where feedback is completely thrown out the window. What you have to do is to walk up to each trash bin and that's it, with one caveat - all walking up does is increment an invisible counter. No sound, no animation or anything similar. No feedback.

Finally, to end the shift, our janitor needs to push a nearby cleaning cart into the now unlocked disposal unit. Another such cart, looking literally the same as the other, can be seen inside the start room. To my surprise, there's no way to push it out and trick the disposal unit. It is good you have considered it.

What you haven't considered, though, is that a dumbass like me might decide to jump into the disposal unit along with the cart! I got the "You're Winner" text as the unit was crushing me down along with the trash. Now, you could've clipped it off, however I don't remember if there's an easy way to do that to a pushable object. Alternatively, the disposal unit could've had a different shape. Or you could've taken the possibility into account. All up to you.

Good job either way. You should improve your lighting by having it less bright and less white, as pointed out above (just don't make it too dark), and also have more feedback and consideration put into your gameplay pieces.
Commented 3 years ago2021-08-24 15:54:59 UTC in vault item: Janitor Simulator Comment #103677
I enjoyed this very much!
Commented 3 years ago2021-08-22 23:50:11 UTC in vault item: Janitor Simulator Comment #103676
/\ Thanks for the feedback from The Skeleton

Yeah, I made this map on rush cause I wanted to released it very early before I kept forgetting that this exist
The purpose of this one map was just playing as a Janitor. To achieve something like this, I had to put many trigger_relays and multisource.
And yeah that's about it. I wanted to make some of the area half bright but, I just wanted to make the map simple and playable
Commented 3 years ago2021-08-22 15:34:30 UTC in vault item: Janitor Simulator Comment #103675
4.4/10
Architecture — 4
Texturing — 5
Ambience — 4
Lighting — 4
Gameplay — 5

The map doesn't have much to show, there's no story, no shooting, no puzzle, also the purpose of the map is to put the player in the point of view of a janitor that I guess is in black mesa because of the textures, the map lighting is poor, the map is too bright and too white. The texture of the computer screen could be different and the same applies to the texture of the scientist's desk. The map architecture is simple and not very interesting, it's not a good map, but it's a good joke map. (Also if I made any writing errors, I'm sorry I'm still learning American English)
This comment was made on an article that has been deleted.
Commented 3 years ago2021-08-16 13:47:38 UTC in vault item: Vehicle Prefabs Comment #103673
Your prefabs are great! and they helped me a lot, and they are very realistic. Amazing work with the prefabs!!!
Commented 3 years ago2021-08-14 19:28:57 UTC in vault item: Never Ending Comment #103672
Absolutely mind-blowing. Brilliant design - I love the massive, imposing A-frame doorways.
Commented 3 years ago2021-08-13 16:29:20 UTC in poll: Tis the Season Comment #103671
summer, in Brazil it's called "Verão"
Commented 3 years ago2021-08-12 22:43:00 UTC in vault item: Scooby_Rats Comment #103669
Update:

Bad news! It's turned into a bit of a server-emptier. I think 98% of the problem is including the crossbow. In a map so open it just turns into crossbow sniping and no action
Commented 3 years ago2021-08-12 14:31:47 UTC in wiki page: info_texlights Comment #103668
The presence of this entity will not override the lights.rad file - both the values specified in this entity and the lights.rad file will be used by HLRAD.
Yeah, but which one takes precedence? If both contains texlight entry for the same texture, which one will be used?
This comment was made on an article that has been deleted.
Commented 3 years ago2021-08-12 08:56:24 UTC in wiki page: Sentences.txt Comment #103666
By yours truly.

Let this be the definitive guide for sentences.txt, especially for the scant information on the modifiers.
Commented 3 years ago2021-08-12 06:05:19 UTC in vault item: Textures up to 544x544 Comment #103665
Do a few extra pixels even make any difference beyond 512x512?
Out of curiosity, does 8192x32 work? :biggrin:
Commented 3 years ago2021-08-11 15:56:42 UTC in wiki page: Tutorial: Changing Levels Comment #103664
why can't you do one-way level change by omission? does it affect some parts of the game?
Commented 3 years ago2021-08-11 11:47:51 UTC in news: TWHL Tower: Source Comment #103663
Guess this is legit now
good luck y'all
Commented 3 years ago2021-08-10 15:22:52 UTC in journal: #6666 Comment #103662
I think it was The Number of the Beast by Iron Maiden. Here you are:
Commented 3 years ago2021-08-10 05:00:17 UTC in journal: #6666 Comment #103661
Can't, it's a private video. :'(
Commented 3 years ago2021-08-09 22:50:29 UTC in vault item: Scooby_Rats Comment #103660
This was lovely. Played it with 2 other people only, but pretty sure it would've been brilliant with more. Lots, lots of gimmicks. The usage of trigger_gravity is fun as heck.

And no stars cuz I suck at rating.
Commented 3 years ago2021-08-09 22:39:15 UTC in vault item: dm_dust2_2020 Comment #103659
Dude, this is just ridiculous. Some of the tricks and technical execution on display here are awe-inspiring. We were having a game on the TWHL server and there was a moment while i was dead, looking up into the sky... "Those clouds are fucking moving..."

Awesome. Awesome, awesome, awesome.
Commented 3 years ago2021-08-09 13:53:57 UTC in vault item: de_dust2_thera_b5 Comment #103658
@Suparsonik
I've seen maps named like this before. The "_b5" suffix would stand for beta 5, i think... Meaning the map is under development and the final version of the map would normally have no such suffix. Seems like in this case the map would be in it's final stages before a last pass/polish.
Commented 3 years ago2021-08-09 02:13:34 UTC in vault item: de_dust2_thera_b5 Comment #103657
Not sure why this is in the unfinished section either.
Commented 3 years ago2021-08-09 02:12:06 UTC in vault item: de_spqr_b2 Comment #103656
Wait, this looks finished. Why is this in the unfinished section?
Commented 3 years ago2021-08-09 00:17:27 UTC in vault item: de_dust2_thera_b5 Comment #103655
Your maps are absolute 5 stars. Amazing. Big thumbs up.
Commented 3 years ago2021-08-08 21:56:17 UTC in vault item: Scooby_Rats Comment #103654
Absolutely great. Really looking forward to playing this with more people.
Particularly love all the animated bits - owl out the window, the door slats, etc. Lovely, lovely work.

Added to the TWHL server rotation
Commented 3 years ago2021-08-08 15:30:36 UTC in vault item: de_dust2_thera_b5 Comment #103653
Awesome map, the freakin' drunken cats killed me! 🤣
Commented 3 years ago2021-08-08 14:03:24 UTC in wiki page: Tutorial: Stairs Comment #103652
For the love of everything that is nice, do not use 16u rising and 32u going! Those are Goliath-scale stairs you got there.

12 by 16 would be more human scaled. If you're spooked of 12 not being on grid, have your stairs in groups of four, which measures a neat 48 by 64.
This comment was made on an article that has been deleted.
Commented 3 years ago2021-08-06 13:44:31 UTC in vault item: Amaphel Comment #103650
8.4/10
Architecture — 8
Texturing — 9
Ambience — 9
Lighting — 7
Gameplay — 9

This is really excellent. I love the aesthetic, and you've managed to fit a lot of layout into a relatively small space. The inaccessible, but visible areas like the conveyer belts are a really nice bit of world-building, too.
It feels very much like a classic Quake arena or Unreal Tournament map - one of the levels my colleagues and I would spend hours after work playing on the LAN.
I particularly like the weapon and item placement - it feels like a lot of thought went into the gameplay, and retaining that classic deathmatch feeling.

If I had one bit of constructive criticism, it would just be that you've used all those lovely rendermode solid grates for ceiling and wall detail, but none of them cast shadows. That could've been a nice bit of extra spice on top of what is already a really cool environment.

Awesome work.

Added to the rotation of the TWHL server:
109.169.42.68:53500
Commented 3 years ago2021-08-05 02:20:40 UTC in vault item: dm_leveldirector Comment #103648
Was baselessly accused of revealing secrets regarding cat. 0 stars.

Map is alright, I guess. 1 star.

EDIT: I HAVE SEEN THE LIGHT. FIVE STARS.
Commented 3 years ago2021-08-02 20:01:39 UTC in wiki page: Tutorial: Dimensions Comment #103647
I must add that the 16HU to 1ft conversion is useful in at least one thing: stairs. If applying the aforementioned conversion to everything else makes people look short, then completely ignoring it and making steps rise 16HU makes them even tinier! 12HU rising and 16HU going sounds about right.
Commented 3 years ago2021-08-02 19:41:40 UTC in journal: #4 Comment #103646
facemask
Commented 3 years ago2021-08-02 00:38:25 UTC in journal: #2 Comment #103644
This comment was made on an article that has been deleted.
This comment was made on an article that has been deleted.
This comment was made on an article that has been deleted.
Commented 3 years ago2021-07-31 20:07:57 UTC in wiki page: monster_human_grunt Comment #103640
How i spawn the Human-Grunt with balaclava and shotgun?
This comment was made on an article that has been deleted.
Commented 3 years ago2021-07-31 08:51:43 UTC in wiki page: Tutorial: Permanently locked doors Comment #103638
An alternative is to set the master to a multisource, and to make sure at least one entity (e.g. func_button) in an unreachable area targets the multisource. This way you don't have to name the doors. And you can see/sort/mark the locked doors in the entity report by filtering the master property to the name of the multisource.