Commented 3 years ago2021-07-30 02:40:12 UTC
in vault item: dm_leveldirectorComment #103632
In the end, it was a brilliant plan. Write your own minicompo and then make a gorgeous map to win it. Also I think being the only entrant but nevermind that.
Commented 3 years ago2021-07-29 13:30:36 UTC
in news: TWHL Tower: SourceComment #103629
Submissions are open until December 1st 2021
You know what's funny, I think by the time we retire and TWHL is still present, the submission timeframe will again be lowered to about a month or two.
With that being said, at last I'll have the courage to produce something too for this compo.
Commented 3 years ago2021-07-28 22:03:02 UTC
in wiki page: Tutorial: Detailing MapsComment #103628
I feel there should be more things added like how you can replicate the examples shown, and some more things like floor detailing, and whatever else can be thought up
Commented 3 years ago2021-07-22 14:02:16 UTC
in vault item: meatworldComment #103620
Good, but I didn't like the following things:
Most enemies are easy to run past. You don't even have to shoot that much.
Could do more interesting open areas than those that are there. The portal frames are cool, etc., but the open areas are still rather underdetailed. Conveyors and those trench thingies don't help much.
Texture tiling is a bit too noticeable, mostly because of the previous point.
You get the shotgun but don't even get to use it properly.
The ending is abrupt. It's bad, because it made me and will likely make many other people try noclip'ing around the map to make sure it was truly the end.
Could've put something in the piss pool or whatever you call it, the yellow water thing. Either a goodie or a hazard. Could've also put more piss pools around the map.
The technical flaws that I've noticed:
You can skip the HEV suit, and will have to play the rest of the map without it. Nothing prevents you from doing that.
The third teleport's trigger_teleport seems to be active from the start, with no need to press the button.
The scientist before and after seems to change heads while you're not looking.
Don't be discouraged by all that, though. If I don't mention something, it's nicely done And no stars cuz I suck at rating.
Oh, nice! I really like your idea of of using _dev entities for test builds. I'm sure your script would be useful for some people.
This is giving me some ideas for improving MESS, a compile tool I made a while ago. Automating and speeding up the level-design process is an important reason why I made tools like MESS and WadMaker (and SpriteMaker, soon), and I'm thinking about making a 'smart' compile script that only runs csg with -onlyents if it does not detect any brushwork or lighting changes since the last compile.
Made some basic scripts to move stuff around and export and import entities in the past but had no need to go further. Having a script to remove dev entities might be really useful, though!
Scrum.. now it feels more like product development rather than a hobby
@Little-Bot No problem! I do have plans to change the tripmine model to a non-HL1 model (Kinda weird that T's have HECU gear). That was just prep for it on my end.
@I have a plan Ok, fix it. Thx for the tips. Btw, I saw an error about the missing trip mine model in the FGD. Managed to fix it by just using the p_tripmine.mdl file.
@Little-Bot Most of the entities that don't use models are going to appear as pink 16x16 cubes If you don't use the custom made set, especially the new entities in the game. I have a custom set of sprites for this FGD available here for most of the point entities: Retro Hammer Icon Sprites
The regular Hammer sprites will work if you manually edit them in. Specifically, You'd have to change this area: @PointClass iconsprite("sprites/Hammer/lightsrc.spr") base(Targetname, Target, Light) = light to this: @PointClass iconsprite("sprites/Hammer/lightbulb.spr") base(Targetname, Target, Light) = light to get the OG one back (provided you have it in the right directory, which should be here sprites/Hammer/lightbulb.spr).
@StanleyLikesCyan: For me, this works to really embed textures into a bsp file: -wadautodetect -wadinclude "..." I'm not using "-nowadtextures". This is using the "Vluzacn's ZHLT v3.4" tools. Hope that helps!
Commented 3 years ago2021-07-13 16:50:28 UTC
in wiki page: aiscripted_sequenceComment #103609
I have noticed that the AI Schedule when done (m_iFinishSchedule) seems to have an effect for me; when using this entity to place a headcrab in a ventilation duct with a transparent, breakable entrance, the headcrab will fling itself at the player on sight with m_iFinishSchedule set to Default AI (0), but will wait until the vent is broken when that keyvalue is set to Ambush (1).
For some reason, even after doing -nowadtextures as well as -wadinclude. After I compile my map, remove the wad file from the valve directory, and load up the map again just to see if it works without requiring the wad file, it doesn't. Please help, I've tried searching on many sites and they all tell you the same thing and it never works.
This comment was made on an article that has been deleted.
Jump pads were always a big element of the padmaps that this is inspired by, so they were always going to be included!
Oh yeah, good map or something.
With that being said, at last I'll have the courage to produce something too for this compo.
- Most enemies are easy to run past. You don't even have to shoot that much.
- Could do more interesting open areas than those that are there. The portal frames are cool, etc., but the open areas are still rather underdetailed. Conveyors and those trench thingies don't help much.
- Texture tiling is a bit too noticeable, mostly because of the previous point.
- You get the shotgun but don't even get to use it properly.
- The ending is abrupt. It's bad, because it made me and will likely make many other people try
- Could've put something in the piss pool or whatever you call it, the yellow water thing. Either a goodie or a hazard. Could've also put more piss pools around the map.
The technical flaws that I've noticed:noclip
'ing around the map to make sure it was truly the end.- You can skip the HEV suit, and will have to play the rest of the map without it. Nothing prevents you from doing that.
- The third teleport's
- The scientist before and after seems to change heads while you're not looking.
Don't be discouraged by all that, though. If I don't mention something, it's nicely donetrigger_teleport
seems to be active from the start, with no need to press the button.And no stars cuz I suck at rating.
This is giving me some ideas for improving MESS, a compile tool I made a while ago. Automating and speeding up the level-design process is an important reason why I made tools like MESS and WadMaker (and SpriteMaker, soon), and I'm thinking about making a 'smart' compile script that only runs csg with -onlyents if it does not detect any brushwork or lighting changes since the last compile.
Made some basic scripts to move stuff around and export and import entities in the past but had no need to go further.
Having a script to remove dev entities might be really useful, though!
Scrum.. now it feels more like product development rather than a hobby
No problem!
I do have plans to change the tripmine model to a non-HL1 model (Kinda weird that T's have HECU gear). That was just prep for it on my end.
Ok, fix it. Thx for the tips. Btw, I saw an error about the missing trip mine model in the FGD. Managed to fix it by just using the
p_tripmine.mdl
file.Most of the entities that don't use models are going to appear as pink 16x16 cubes If you don't use the custom made set, especially the new entities in the game. I have a custom set of sprites for this FGD available here for most of the point entities: Retro Hammer Icon Sprites
The regular Hammer sprites will work if you manually edit them in.
Specifically, You'd have to change this area:
@PointClass iconsprite("sprites/Hammer/lightsrc.spr") base(Targetname, Target, Light) = light
to this:
@PointClass iconsprite("sprites/Hammer/lightbulb.spr") base(Targetname, Target, Light) = light
to get the OG one back (provided you have it in the right directory, which should be heresprites/Hammer/lightbulb.spr
).For me, this works to really embed textures into a bsp file:
-wadautodetect -wadinclude "..."
I'm not using "-nowadtextures".
This is using the "Vluzacn's ZHLT v3.4" tools.
Hope that helps!
m_iFinishSchedule
set to Default AI (0
), but will wait until the vent is broken when that keyvalue is set to Ambush (1
).You nailed the city atmosphere, reminds me cs 1.6 maps.
Good pace, action packed. Lovely map. Goldsrc rocks !
@s0nought
I hide all my cheats in the skull. There's a chance they may evaporate that way, but... it works pretty well.
Keep up the good work
Congratz
P.S. Don't forget to offer me the tester position >:D