Commented 3 years ago2021-04-21 21:17:50 UTC
in vault item: New Mesa CityComment #103531
AK47NATOR said:How do you manage such good lightning? I try really hard to make the lightning in my map as best as I can. And yet, this is way more pleasing to look at.
Commented 3 years ago2021-04-21 13:26:21 UTC
in vault item: New Mesa CityComment #103530
How do you manage such good lightning? I try really hard to make the lightning in my map as best as I can. And yet, this is way more pleasing to look at.
This comment was made on an article that has been deleted.
Commented 3 years ago2021-04-16 15:49:52 UTC
in journal: A nickel but no dimeComment #103518
@Testsu0, sure! I'll wait for the package though and then practice a bit more since I'm not sufficiently skilled to play with someone yet, and I'll give you a notice. I sometimes go to Jamplay for some tips and tricks, there are some very awesome teachers there!
@NineTnine, JR is funny and often times it amuses me a lot to see how astonished he is at some piece of new info (ofc, I assume a lot is a bit of theatre).
Commented 3 years ago2021-04-16 14:28:12 UTC
in journal: Opening a new chapterComment #103516
Yes, I cheated a tiny bit. One morning, I had a test in Computer Architecture. I took out my phone and opened a PDF with some of the lessons we needed to learn, cuz' I was lazy and there were many lessons. The time limit was about 15 minutes, and there were 20 questions, and I managed to get about 90% lol.
I'm gonna have another test from the same subject in Monday, buuuuut I'm pretty sure I won't cheat on that one. It's gonna be easier and will have fewer lessons since this is pretty much the end of the school year. Other than that, I got a German test, a Maths test, and a Databases test by the 26th of April. Then I'm finally a free bird, at least for a little while.
Commented 3 years ago2021-04-13 20:27:49 UTC
in vault item: dm_igniteComment #103505
I think the small, square layout is fine - it's guaranteed action even with a small number of players. I like how some weapons are put in vulnerable spots (top of the crane, inside containers), forcing players to take risks, and how the water pool warns nearby players when someone picks up the AR2. The map also feels like a believable place.
What I like about the outer wall is how you chose a distinctive color to mark the boundaries of the playable area. But it's too thick for sheet metal, and there's an invisible wall above it. Putting barbed wire on top of it would make it clear to players that they can't jump across.
I'm not sure about the underground hallway. It's a bit too disconnected from the rest of the map, and with a charger, infinite ammunition and only 2 entrances that offer no cover, it's probably an overpowered camping spot. If only other players could flood that room to discourage such behavior...
The fenced area next to the crane is a bit confusing to navigate - it's a bit of a dead-end and the 'exit' isn't easy to spot due to the low contrast between fences and the dark wall behind it. The nearby shed is also a bit too dark for my taste, especially because the wall behind it is also dark, so players silhouettes won't stand out against it either. The ladder to the top of the crane isn't clearly visible and it doesn't extend all the way to the bottom, so it doesn't look climbable. The crane base is also hard to get onto, as you can only crouch-jump onto it from a few specific places. Either make the platform visibly unreachable, or make it reachable from everywhere. The platform and its sides also disappear when you look at it from certain angles (because it's a single brush, and its faces are one-sided). It also looks like you could crouch underneath it. Maybe make it darker and put some concrete underneath it, to make it more visibly inaccessible.
Finally, about the 3D skybox, I'm a bit worried about an oil refinery being located in the middle of a residential area. It would be more believable to have residential buildings on one side of the junkyard, and some factories on the other side, with a refinery further away in the background.
Woa, that's awesome! Core Decay sure looks like a very nice retro FPS, I can't wait to try it. Please post an announcement here when it will be ready, I'll surely forget by then.
Maybe after you get some professional experience you can come back and tell us, or do a vlog about how level design is done professionally and how having worked with Hammer for years has helped you transfer your skills there, comparisons etc.
Yoo, congrats! Core Decay looks like it hits a lot of my buttons from that announcement trailer, looking forward to seeing more of it and the other title you're working on! ^_^
Commented 3 years ago2021-04-07 09:14:05 UTC
in vault item: dm_igniteComment #103491
Good start so far, here's some of my thoughts:
Some of the areas outside the map that are visible seem quite empty - consider what the world outside the map looks like - for a junkyard, there'll be roads leading to the entrance, maybe cars parked outside, streetlights, and that kind of thing.
I also notice that there's areas of the map that are fairly flat and undetailed - it'd be great to see more terrain work, and more detail in the landscape - such as piles of rubbish, or more buildings. Maybe even some Combine buildings, if you want to go that way.
One thing that stands out to me is that the map's layout is a square. You've got some variation with the underground section - which is good, but in the end, there's parts of the map where you can see from one side to the other which isn't the best for gameplay. Maybe you could change the layout of the map - take a look at the layouts of other HL2DM and CS maps to see how they have paths that connect together in different areas, and let the players move about in multiple ways while still not being able to see the entire map from any one area. If you want to keep the square layout, you could add more walls or props to block sight lines. Remember that variation can be vertical as well, maybe you could add an extra level to the building or make the rooftop accessible to increase verticality. The basement only has one entrance and one exit, which can often make gameplay more predictable - maybe some extra entrances to the basement area would help.
Take a look at what audio options you have, such as soundscapes and ambient entities. Currently the map is silent, and could do with some extra ambient effects to make it feel more "realistic". Some of the HL2 maps have great background sounds such as the Combine announcement system, scanners, trains going past, birds singing, and other effects. This really helps to improve a map's atmosphere.
Nice looking coffee machine by the way.
Happy birthday.
@NineTnine, JR is funny and often times it amuses me a lot to see how astonished he is at some piece of new info (ofc, I assume a lot is a bit of theatre).
@Oskar Potatis, you are correct. Thank you!
Good luck with the finals and keep doing your best
One morning, I had a test in Computer Architecture. I took out my phone and opened a PDF with some of the lessons we needed to learn, cuz' I was lazy and there were many lessons. The time limit was about 15 minutes, and there were 20 questions, and I managed to get about 90% lol.
I'm gonna have another test from the same subject in Monday, buuuuut I'm pretty sure I won't cheat on that one. It's gonna be easier and will have fewer lessons since this is pretty much the end of the school year.
Other than that, I got a German test, a Maths test, and a Databases test by the 26th of April. Then I'm finally a free bird, at least for a little while.
Good luck with your graduation and job applications!
Good to see another JRE fan, I haven't seen that episode with Paul but the David Choe episode from last year is a personal favorite of mine!
also that coffee machine looks awesome. i love me some coffee
I'm a bit sad to learn about The Core's decay though...
(yes)
What I like about the outer wall is how you chose a distinctive color to mark the boundaries of the playable area. But it's too thick for sheet metal, and there's an invisible wall above it. Putting barbed wire on top of it would make it clear to players that they can't jump across.
I'm not sure about the underground hallway. It's a bit too disconnected from the rest of the map, and with a charger, infinite ammunition and only 2 entrances that offer no cover, it's probably an overpowered camping spot. If only other players could flood that room to discourage such behavior...
The fenced area next to the crane is a bit confusing to navigate - it's a bit of a dead-end and the 'exit' isn't easy to spot due to the low contrast between fences and the dark wall behind it. The nearby shed is also a bit too dark for my taste, especially because the wall behind it is also dark, so players silhouettes won't stand out against it either. The ladder to the top of the crane isn't clearly visible and it doesn't extend all the way to the bottom, so it doesn't look climbable. The crane base is also hard to get onto, as you can only crouch-jump onto it from a few specific places. Either make the platform visibly unreachable, or make it reachable from everywhere. The platform and its sides also disappear when you look at it from certain angles (because it's a single brush, and its faces are one-sided). It also looks like you could crouch underneath it. Maybe make it darker and put some concrete underneath it, to make it more visibly inaccessible.
Finally, about the 3D skybox, I'm a bit worried about an oil refinery being located in the middle of a residential area. It would be more believable to have residential buildings on one side of the junkyard, and some factories on the other side, with a refinery further away in the background.
So... that nuclear sign in The Core Decay's logo... getting 3DRealms' attention was the plan all along, right? ^_^
Congrats dude! Hard work pays off!!
Also Core Decay looks pretty awesome
Maybe after you get some professional experience you can come back and tell us, or do a vlog about how level design is done professionally and how having worked with Hammer for years has helped you transfer your skills there, comparisons etc.
Now that you're in 3DR do you think you can chase up the Duke Nukem Forever 2001 build for us?
Congrats man, looking forward to seeing your maps!
Some of the areas outside the map that are visible seem quite empty - consider what the world outside the map looks like - for a junkyard, there'll be roads leading to the entrance, maybe cars parked outside, streetlights, and that kind of thing.
Take a look at what audio options you have, such as soundscapes and ambient entities. Currently the map is silent, and could do with some extra ambient effects to make it feel more "realistic". Some of the HL2 maps have great background sounds such as the Combine announcement system, scanners, trains going past, birds singing, and other effects. This really helps to improve a map's atmosphere.
It's supposed to be " Anyhow i can't get the 'Scanning Light' to appear and disappear"
I will edit the description
Texturing — 9
Ambience — 7
Lighting — 6
Gameplay — 8
I like it
But really, a lame ending after rescuing barney from the HECU Soldier
Texturing — 10
Ambience — 10
Lighting — 10
Gameplay — 8
very cool of you to include the .map file