Comments

Commented 3 years ago2021-02-01 13:53:42 UTC in vault item: mortise Comment #103239
Great map with high performance and low wpoly. Respect!
Commented 3 years ago2021-02-01 07:27:50 UTC in vault item: Evil Bathroom Carpeting Monster Comment #103238
I'll agree that a carpet doesn't belong in the bathroom, at least.
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 ago2021-02-01 02:37:05 UTC in vault item: HD_FrightNite (for Household DEATH!) Comment #103229
This map has been included in this map pack https://www.moddb.com/mods/household-death/addons/hd-map-pack . I have reuploaded the map by taking the relevant files from that pack, because the download was broken
Commented 3 years ago2021-02-01 02:31:02 UTC in vault item: My first ever map (or first 4) Comment #103227
Broken download
Commented 3 years ago2021-02-01 02:17:02 UTC in vault item: The Box Comment #103223
There is another map called thebox which looks completely different. The name of the .bsp this person posted in the problem section suggests this map is called the_box_v8 or maybe the_box_v9
Commented 3 years ago2021-02-01 02:08:35 UTC in vault item: Toxicity Comment #103220
I have reuploaded this.

It seems Victor-933 has made another map with the same name https://www.17buddies.rocks/17b2/View/Map/57758/toxicity.html , but for HLDM. That's unfortunate.
Commented 3 years ago2021-01-31 17:24:53 UTC in vault item: Evil Bathroom Carpeting Monster Comment #103218
Oh my.... :zomg:
Commented 3 years ago2021-01-31 03:10:08 UTC in vault item: de_watertower Comment #103217
The link works
This comment was made on an article that has been deleted.
Commented 3 years ago2021-01-30 23:55:54 UTC in vault item: Evil Bathroom Carpeting Monster Comment #103215
Carpets belong on walls not floors.
Commented 3 years ago2021-01-30 22:43:52 UTC in journal: :( Comment #103214
I love TWHL. It's fair to say that I've spent a considerable portion of my life here. A lot of the activity is over on the Discord now, but there are definitely fewer old timers around nowadays.
Commented 3 years ago2021-01-28 18:22:45 UTC in journal: :( Comment #103213
I come here from time to time too, it was my home community when I grew up on the internet. Nowadays I still have an uncompleted project for Source but my life requires much more attention these years than my teen passion for Valve games.
Very rarely I come back to mapping again.
Commented 3 years ago2021-01-28 17:24:18 UTC in journal: :( Comment #103212
Out of all the 1 103 people who have submitted a map in the map vault, 69 of us have logged in since the start of the year. We may be a small portion of everyone who has come here for Half-Life mapping, but I bet most of us will be around for a long time and that's not sad :) I think it's a pretty damn amazing achievement for a traditional online community like TWHL that so many are still here - despite Reddit and Facebook and such
Commented 3 years ago2021-01-27 18:42:46 UTC in vault item: Capital Comment #103211
I don't think texturing the map using existing TFC textures would really hinder the map at all. Hell, it might even help it.
Commented 3 years ago2021-01-27 16:33:44 UTC in vault item: sectionattack Comment #103210
I've thought a little about making a CTF map but I haven't started anything other than an xpress remake that's still in beta, I'll look more into a 4v4 style map for my next one
Commented 3 years ago2021-01-27 11:58:36 UTC in vault item: Cs_Canbunk Comment #103209
The world if cs_canbunk gets recovered (insert that picture of the futuristic city here)
Commented 3 years ago2021-01-27 06:52:06 UTC in vault item: sectionattack Comment #103208
Suicidekid put me on to this map. I checked it out and thought the design is pretty good. A lot of times mappers create larger and out of scale mazes. this didn't feel like that. I like the idea of a smaller map, and this has a nice arena feel to it. The weighted flag really helps. It makes the map bigger by slowing down the Flag carrier. Have you ever thought about creating a 4v4 capture the flag map? I know the leagues currently need new ideas and maps to play.
Commented 3 years ago2021-01-24 14:34:53 UTC in vault item: Capital Comment #103207
I'm looking for more TFC CTF ideas. If you have something on paper, send it over. Here's my email:
sicnarf20@yahoo.com
Commented 3 years ago2021-01-24 13:29:16 UTC in vault item: nocturn Comment #103206
This aesthetic is super pleasing to me. vaporwave.bsp
Commented 3 years ago2021-01-23 22:36:48 UTC in journal: Deathmatch with my son Comment #103205
Your son is doing a good job, but you... I think you're getting older. :P

Now I wonder whether I'll have the same 'problem' with my daughter 10 years from now, heh.
Commented 3 years ago2021-01-23 22:19:18 UTC in vault item: ka_turtlehouse Comment #103204
Overall the mapping ability displayed with the odd architecture is amazing. This has so many cool little touches here and there that I'm left wondering whether or not I'm playing goldsrc. There's few little secrets in the house too ;)
The surroundings are a little bare and don't fit the amazing structure of the house. Maybe a garage, driveway, yard, lawn mower, trees etc, etc, could help? The sad thing about spawning outside with knives is it makes the house a feel like a prop rather than a cool battle ground. Maybe that was the intention? There's not much flow and it feels like there's no reason to go inside. I think a battle in the house would do more justice to the hard work that went into making it.
I liked the ac that floats you to side entrances/windows. This was a cool idea. I think there should be an entrance on the roof. There's not much reason to go up there now. Plus once the house has be taken by a team. It can be a tough fight for the invaders. A roof entrance might help? ;)
Also for anyone who wonders about optimizing I check and the highest the wpolys got was 2600. That was outside looking up at the house. The ground and other surfaces are busted up into jagged geometry from the structures base, plus other surfaces are like that in the house. Your Epoly count is 1960 so some geometry could be transferred to that or the 1 unit null method works too.
Keep at it. Hopefully this review doesn't make you mad or quit. You have an instantly recognizable mapping style. I would love to see future endeavors.
Commented 3 years ago2021-01-23 21:24:26 UTC in vault item: fy_dome Comment #103203
This is a fun map! Super chaotic and superb mapping! I think the spawns are too close though. If I play this with a full server half the team dies.
Commented 3 years ago2021-01-23 11:19:38 UTC in wiki page: Tutorial: Scripted Sequences Comment #103202
How do you get an NPC to walk around "randomly"? I just want to make harmless, killable NPCs to walk around with custom .wav files when they are killed or are "used"
Commented 3 years ago2021-01-22 22:31:34 UTC in vault item: Capital Comment #103201
It's a map built for functionality in an arena shooter. The kinds of details this community appreciates are often a hindrance in TFC. The simple texturing style fits well with the simple architecture. I approve!
Commented 3 years ago2021-01-22 16:25:06 UTC in vault item: Capital Comment #103200
The category says "Completed" but the screenshots say "Work in progress. Details and textures to follow."
Commented 3 years ago2021-01-22 03:01:33 UTC in journal: Deathmatch with my son Comment #103199
I swear I used to have reaction times like that.... :walter:

I played vertico a bunch back in the day - this was a nostalgia trip! Great to see you and Scott having a blast together - some of my fondest memories are fragging my dad in Elite Force and Jedi Outcast.

Also also!
My partner and I got a kitten a couple of months ago and we named her River. I only now realised that I probably had that name lodged in my head from you, so thankyou :)
Commented 3 years ago2021-01-21 16:19:08 UTC in journal: #1111 Comment #103198
Comments for a journal entry from more than a decade ago.

A lot has changed.
Commented 3 years ago2021-01-19 19:18:41 UTC in vault item: Capital Comment #103197
This looks awesome but are these the intended final textures?
Commented 3 years ago2021-01-18 18:19:02 UTC in vault item: ka_turtlehouse Comment #103196
Thanks Striker!
Commented 3 years ago2021-01-15 15:54:42 UTC in vault item: Map2Curve v0.81 Comment #103195
Nevermind, I fixed it
Commented 3 years ago2021-01-15 15:53:10 UTC in vault item: Map2Curve v0.81 Comment #103194
Hello, for some reason when I drag the .map file into the .exe, the program runs, but leaves no .rmf file :/
Commented 3 years ago2021-01-14 12:11:29 UTC in vault item: ka_turtlehouse Comment #103192
This is aesthetically very pleasant.
Commented 3 years ago2021-01-14 10:31:43 UTC in journal: The adventures of BurekTech pt. 2 Comment #103191
Nice, good to hear that the project is evolving! I can't wait to see what new wacky things you implement next :P
Commented 3 years ago2021-01-13 22:55:34 UTC in vault item: New Mesa City Comment #103190
9.7/10
Architecture — 10
Texturing — 9.5
Ambience — 10
Lighting — 10
Gameplay — 9

this is a really nice map. i really like the look of the level, it just nails the GoldSRC aesthetic very well. the lighting was also very nice, it blends together with the architecture perfectly. the ambience was also really good, the ambient sounds throughout the level, the train that would sometimes drive through the tracks in the background, and the cute "low poly" brush cars that were also in the background, it was great. now the texturing - i'd give that one a 10 too if there weren't some weird problems, like in the room where you meet the assassins the cables on the wall looked pretty weird. now the gameplay was pretty solid, i liked the combat but i feel like it wasn't as fleshed out as the rest of the level. overall, this is a very good map, i recommend anyone who has the free time to play this map.
Commented 3 years ago2021-01-13 22:29:37 UTC in vault item: Tunnel Vision Comment #103189
9.0/10
Architecture — 8
Texturing — 9
Ambience — 9.4
Lighting — 9
Gameplay — 9.5

a pretty solid map pack! a bit more detail in the level would've been cool but it's just my usual nitpicking :D the levels looked good and i liked the look of the outside areas. now what matters the most (atleast for me) is the gameplay and it was really solid but kinda falls a bit on the easy side (i played on normal difficulty) but i liked the combat sequences, my favourite would have to be the one with the 2 helicopters, that one was really cool. i also liked the secret gauss gun this map pack was longer than i expected, took me around half an hour to beat, but it was a good half hour spent.
this map pack is worth playing.
Commented 3 years ago2021-01-12 14:36:03 UTC in vault item: Hammer Prefabs Compilation Comment #103188
Thanks alot. As a J.A.C.K user, this is quite nice. :)
Commented 3 years ago2021-01-12 12:53:04 UTC in vault item: Map2Curve v0.81 Comment #103187
This is awesome.
Commented 3 years ago2021-01-08 22:50:09 UTC in vault item: aim_saturn Comment #103186
@Masta_Frank01: thanks! Gravity is set to 0.5 with a trigger_gravity that covers the entire playable area.
Commented 3 years ago2021-01-08 10:29:39 UTC in vault item: aim_saturn Comment #103185
Pretty cool map. I love the look of it. I was wondering how you did the low gravity trick? Every time I jump I jump much further than normal.
Commented 3 years ago2021-01-06 21:47:51 UTC in journal: The adventures of BurekTech pt. 2 Comment #103184
damn this is rad as hell
Commented 3 years ago2021-01-06 18:31:46 UTC in journal: The adventures of BurekTech pt. 2 Comment #103183
this is really cool! good luck with your engine and game! really looking forward to this :crowbar:
Commented 3 years ago2021-01-05 17:25:48 UTC in poll: Tis the Season Comment #103182
Winter means little to no work needed in the garden. I also prefer summer outfits, boots and thick coats all the way. Arriving home is always more pleasant in the Winter, when it's dark, cold and wet outside.
Commented 3 years ago2021-01-05 11:14:42 UTC in wiki page: Tutorial: Coding NPCs in GoldSrc Comment #103181
@Saw: those includes must be put in the same file as the rest of the code, so if you've created a new .cpp file for your NPC, then yes, they should be put at the top of that file.
Commented 3 years ago2021-01-05 04:59:14 UTC in wiki page: Tutorial: Coding NPCs in GoldSrc Comment #103180
"#include" is added in our npc's cpp file, right?
Commented 3 years ago2021-01-04 02:13:16 UTC in vault item: TWHL Kart 2020 Comment #103179
Boi this is nuts! I played it with a friend and it's super fun. Well done!
Commented 3 years ago2021-01-02 23:33:24 UTC in vault item: Car Assault v1 Comment #103178
Thanks, cambreaKer! I totally agree it could use more detail - maybe I'll expand and polish it when I feel creative
Commented 3 years ago2021-01-02 23:03:12 UTC in vault item: Car Assault v1 Comment #103177
not gonna lie, this is a pretty fun map. really cool spin on the classic Assault!
one very minor gripe though, the map could use some more detail :)
also it would've been cool if the player could lead the hostages through the vent :D
Commented 3 years ago2021-01-02 20:57:02 UTC in vault item: TWHL Kart 2020 Comment #103176
really great lookin map i gotta say! i really like the theme too, really fits the func_vehicle jam, driving in the track was also pretty cool (when the server didn't lag lol) and the gameplay was solid. i don't really care for the bugginess of the vehicles as it made for some really hilarious moments (like my car getting stuck in a wall at one point)