Commented 4 years ago2020-02-23 00:24:13 UTC
in vault item: dm_perthownedComment #102545
Despite the high detail level, the map could've been better. Sure, a lot of hard work has been put into fleshing out every little piece of geometry, but the layout is actually quite simple, if not boring. Maybe I have missed some places where gaussjumping could be applied, but I felt like there's not enough vents to crawl and ledges, platforms or pipes to jump on, climb or walk. The lack of interaction is a flaw too, the map could have had a lot more moving parts. It wouldn't have been a big issue if many static pieces of detail also didn't look distracting. They tend to attract attention as if they were useable, especially that one yellow valve which I thought does at least something. I often found myself walking up to things and pressing Use in hopes that something will happen, but nothing did. The optimisation... Well, not like anything could be improved as the map is a bunch of very open areas with barely any hallways to serve as VIS-blockers. In some spots the wpoly count would reach the ridiculous amount of +10,000, which didn't impact my framerate much, but Bruce had 10 fps on the map at average. I do understand that this map's excessive detail is part of the idea, but that doesn't make it a better HLDM map. I'd like to mention the good usage of angled geomtry, though. It gives some areas a very interesting look. The curved parts of the map are also well done!
Clearly, a lot of effort has been put into the map. I assume the main goals were to make a very, very detailed map and to only use the stock textures. But as a HLDM map, this one isn't very interactive nor fun, leaving you to admire only its rich detail.
Commented 4 years ago2020-02-22 13:23:08 UTC
in vault item: dm_perthownedComment #102544
Gorgeous map but not the most optimized it could be. With something like this, your VIS settings matter a lot and there are things that can be done to lower the r_speeds and increase frame rates. But overall it is a masterfully constructed map. Bravo.
Commented 4 years ago2020-02-22 03:48:40 UTC
in vault item: dm_perthownedComment #102543
The amount of detail you've managed to cram into this map while still allowing it (just barely!) to compile is nothing short of mastery of the craft. Not that you needed them, but bonus points for the piped-in music in the lobby, and the awesome rocket launch.
Commented 4 years ago2020-02-08 20:58:46 UTC
in vault item: TWHL CubiclesComment #102533
@SourceSkyBoxer, the mod has custom coding so that you can switching between maps with a key press. This no longer appears to work. Best thing to do is to remove the DLLs and just launch the maps from the console.
Commented 4 years ago2020-02-03 20:43:25 UTC
in journal: Back in service!Comment #102530
I always find that the moment I enjoy most and by far in mapping is when I have to set up my PC, install Hammer, etc... Hopefully this is your case too!
Commented 4 years ago2020-01-21 10:41:16 UTC
in vault item: Map2Curve v0.81Comment #102522
@abbadon There's no brush limit for the tool itself, although the maximum number of curve-sides is 384, which is already pretty high for most cases. Usually you wouldn't use the whole object then, but just a small section. In the end it is up to you how much wpoly you want to use (or rather how much you are able to use because of the various engine limits, which is probably what you meant by "un-compilable map").
Commented 4 years ago2020-01-17 06:39:06 UTC
in vault item: Map2Curve v0.81Comment #102515
Thanks again for the report. Apparently you're running M2C without using any information from WAD files. Check out this tutorial I made recently: http://gibshooter.com/map2curve/tutorial-01-create-a-simple-curved-hallway-in-map2curve/ But really it's no big deal, just go to the M2C WAD folder and add your WAD file paths to the WADList.txt file. Without looking at the file myself I can't say if those perpendicular errors are a real problem and why they appear but maybe they resolve themselfs when you're using WAD information.
Furthermore I don't know about Proton and usually I am not testing M2C under linux to make sure everything works there. It is designed to work under Windows, which it does well mostly, at least for myself. The interest this app gets is usually too small for me to put more effort into testing it in different environments.
The skip brush is working as a bounding box and is being generated as an example in this template file. You can remove it by setting bounds to "0" for that particular curve object inside of the presetfile "hallway.txt".
Commented 4 years ago2020-01-16 05:09:00 UTC
in vault item: Map2Curve v0.81Comment #102511
Thanks for the hint Sky, the issue should be resolved in version 0.7. Apparently JACK exports vertices in a different way to Hammer, which created problems during the generation process sometimes, but not always. Hopefully this has been fixed now. Looking forward to further feedback.
Commented 4 years ago2019-12-30 22:32:02 UTC
in journal: The chance is 15%Comment #102493
It's not hard at all for me. I just didn't practice often for Electronics class this semester, so I got a bit lost on the test in Thursday. Today I did that test again, successfully this time. :3
On this motherfucking day.
-admerfourfivesix
It’s a haiku. ^_^
It does carry a certain message and even a whole story behind it, though, but that's up to others to figure out one day.
The lack of interaction is a flaw too, the map could have had a lot more moving parts. It wouldn't have been a big issue if many static pieces of detail also didn't look distracting. They tend to attract attention as if they were useable, especially that one yellow valve which I thought does at least something. I often found myself walking up to things and pressing Use in hopes that something will happen, but nothing did.
The optimisation... Well, not like anything could be improved as the map is a bunch of very open areas with barely any hallways to serve as VIS-blockers. In some spots the wpoly count would reach the ridiculous amount of +10,000, which didn't impact my framerate much, but Bruce had 10 fps on the map at average. I do understand that this map's excessive detail is part of the idea, but that doesn't make it a better HLDM map.
I'd like to mention the good usage of angled geomtry, though. It gives some areas a very interesting look. The curved parts of the map are also well done!
Clearly, a lot of effort has been put into the map. I assume the main goals were to make a very, very detailed map and to only use the stock textures. But as a HLDM map, this one isn't very interactive nor fun, leaving you to admire only its rich detail.
Not that you needed them, but bonus points for the piped-in music in the lobby, and the awesome rocket launch.
We're discussing it in TWHL's Discord server, please join us! https://discord.gg/hs9wgbx
Happy mapping on GoldSrc.
Might just see if I can just go to a Internet cafe that has one
Let's revive this hellhole.
Let's make it to 200, everyone.
There's no brush limit for the tool itself, although the maximum number of curve-sides is 384, which is already pretty high for most cases. Usually you wouldn't use the whole object then, but just a small section.
In the end it is up to you how much wpoly you want to use (or rather how much you are able to use because of the various engine limits, which is probably what you meant by "un-compilable map").
Apparently you're running M2C without using any information from WAD files.
Check out this tutorial I made recently:
http://gibshooter.com/map2curve/tutorial-01-create-a-simple-curved-hallway-in-map2curve/
But really it's no big deal, just go to the M2C WAD folder and add your WAD file paths to the WADList.txt file.
Without looking at the file myself I can't say if those perpendicular errors are a real problem and why they appear but maybe they resolve themselfs when you're using WAD information.
Furthermore I don't know about Proton and usually I am not testing M2C under linux to make sure everything works there. It is designed to work under Windows, which it does well mostly, at least for myself. The interest this app gets is usually too small for me to put more effort into testing it in different environments.
The skip brush is working as a bounding box and is being generated as an example in this template file. You can remove it by setting bounds to "0" for that particular curve object inside of the presetfile "hallway.txt".
Apparently JACK exports vertices in a different way to Hammer, which created problems during the generation process sometimes, but not always. Hopefully this has been fixed now.
Looking forward to further feedback.
GPA: 4.53
Status: passed the semester with a 5
A shame no-one will ever find this. Except probably potatis somehow.
Today I did that test again, successfully this time. :3