Commented 15 years ago2009-01-30 10:12:34 UTC
in journal: #5612Comment #52162
It's funny though, I'm on the other side of Aus, normally very hot here and there's been a ridiculous amount of downpours the last couple of days. It's 10 at night right now and I can't see a single star because of the storm clouds.
Commented 15 years ago2009-01-30 05:04:12 UTC
in vault item: Map a room: SpaG's roomComment #17262
Beautiful Stuff SpaG! = )
Superb General mapping in every area i can think of, and more of the size of room i was expecting/hoping people would make. = )
I love the crisp contrast of the lighting and the toggleable floods. The level of detail is excellent and rarely seen in HL maps. You made great use of the original textures plus a couple others, only except for the crates; i mean, they look fine, but a custom texture for the crates would have made it real hard for me to tell if this was a source or goldsource map.. = )
My only other comment is i whish that switch did something... I kept jumping on it trying to make it work!
Commented 15 years ago2009-01-29 23:39:43 UTC
in journal: #5611Comment #47255
Guinea Pirate got it right, but not for the right reasoning.
Prostaglandin causes vasodilation of the ductus arteriosus. This baby has coarchtation of the aorta, and when oxygenated blood traverses through the aorta after birth, the ductus starts shutting down, causing a hypoperfusion state in the systemic circulation.
Commented 15 years ago2009-01-29 20:51:09 UTC
in journal: #5611Comment #47265
End process tree and reboot baby.exe WARNING: baby.exe takes roughly 9 months to reboot. By ending process, you will not lose any unsaved emotional data. It will just turn into sadness.
Commented 15 years ago2009-01-29 18:47:34 UTC
in journal: #5611Comment #47249
Its very clear, the power supply has been damaged, clean it out our install a new 400W one. Also sounds like there isnt a lot of RAM in this child, try running memtest to see whats wrong with the kid. If all of this fails reinstall his OS.
Commented 15 years ago2009-01-29 13:31:59 UTC
in vault item: LightComment #17261
You have a couple of monstermakers that don't have a targetname and no monster type specified. Im not sure if that is causing the SPAWNED A NULL ENTITY error, but if it is, either make the monstermakers work or delete them.
Why do you have those in your map if they don't serve a purpose?
Do you have a problem with your lights or something as well?
One other thing i noticed: try not to capitalize entity names and targetnames. Use lower case characters only, and no weird chars like !@#$%^&* etc. Not that you have those, its just so you know.
And finally, a word of advice: move the VIS groups and the Texture Bare to the left, to enlarge the 2D and 3D windows.
Commented 15 years ago2009-01-29 13:05:15 UTC
in journal: #5610Comment #56327
No daubster, not 8 years old,but 15. I even wasn't expecting you to laugh, but just to maybe to give a little smile ( I don't ever expect a person from twhl to laugh).
Commented 15 years ago2009-01-29 11:23:33 UTC
in journal: #5610Comment #56323
"Really, all the people I showed this video liked it(many laughed)" I honestly can't think of anyone who'd wholeheartedly find the video funny and wouldn't be 8 yrs old/seeing a computer game for the first time.
Commented 15 years ago2009-01-29 09:41:05 UTC
in vault item: LightComment #17260
Hmmm... It seems you have a monster maker with an incorect spawned entity field. Try copying the monster_name and pasting it in the monstermakers entity to spawn field. (It says that even when the map has it triggered, so I'm sure that's your problem.)
Commented 15 years ago2009-01-29 08:08:47 UTC
in vault item: compo26_darktreeComment #17259
First thing i want to mention is i played this map stone sober, and could only find the first pyramid, and after awhile i just gave up. then, upon coming home one night all fucked up i found like the first 5 right away! GO FIGURE = )
Things i liked:
+music +some nice structures and the pirtate guy was lolz. +some of the effects like the pyramids and some of the contraptions +mostly nicely textured +a neat "feel" to the area
-i couldn't get any farther than the puzzle where you have to hit the button and run to the trap doors. I tried like 10 times and then tried 10 more times with hax, but i still couldn't get it. this is the point i gave up.
-at first i didn't like the fact that one pyramid would not show until the preceding one was located, and even then you have to be a minimum distance away to see it in the first place... then i thought those aspects were sorta fun i guess.
-Mad because i couldn't get past the trapdoor pyramid and see the other neat setups.
If you were to do this again i would consider using HLife_hotdog's "hint" system. that way you can choose whether or not you want a hint, and you can still complete the game if you get stuck on the puzzle.
Commented 15 years ago2009-01-29 08:07:22 UTC
in vault item: cooproom_hlife_hotdogComment #17258
Whoa this is really pretty amazazing, even if you've abussed the definition of "a room" a bit1
++concept, even in all it's symmetry is spectacularlly pulled-off. ++Great textures ++superb brushing +lighting pretty good. +great use of transparent textueres for the foliage +good use of ambient sounds +some neat use of rendering properties for effects +neat use of sprites for fake hdr
-symertricalnish nature leads to repativeness, in the hallways and especially in the "holding tanks". -would have liked to seen some animal things in the holding areas, or some kind of movement/interatcion. a neat thing too would have been to make those panels attached interactive, lik in the aliens movie, where pressing a plunger "gasses" the aliens.
All things considered, a really great display of overall mapping, and i was truly shocked by the level of quality and the quickness of which you completed your "room".
Commented 15 years ago2009-01-29 08:06:38 UTC
in vault item: rooms_basementComment #17257
well there isn't so much to talk about, and because i is source noob too, i'm afraid my i don't really have any great suggestions.
I like the room small as it is, and how it "flows" i guess. Theres a bit of eye candy with the nice detailed duct work (or are thosee models?) and the ligt fixtures and fenced-in area. I don't like the cords going from light to light tho, i think metal conduit would look better, or if the wires were thinner and rounder they would look more realistic.
The smallness of the room is nice for that gun that shoots the bouncy, charged particles all over, as it bounces 100 times before it fizzles out... if you can get it in between the nook of the propane tank and the wall it does quite a neat light show for you = )
Lighting was a tad too bright imo for a room like that. a service area where no routine work is done would be very minimally lit in most cases.
Anyway, i like the map, sorry for the over-analysis, but maybe something will be helpful? i rate 5 for entering the source coop while so many other people sit on the sidelines....(i swear how many people here actually map?! = )
EDIT:
Lol.
Fun times.
Fun times.
Thanks again!
I will make a better map from now on
Superb General mapping in every area i can think of, and more of the size of room i was expecting/hoping people would make. = )
I love the crisp contrast of the lighting and the toggleable floods. The level of detail is excellent and rarely seen in HL maps. You made great use of the original textures plus a couple others, only except for the crates; i mean, they look fine, but a custom texture for the crates would have made it real hard for me to tell if this was a source or goldsource map.. = )
My only other comment is i whish that switch did something... I kept jumping on it trying to make it work!
Superb entry, 5 from me.
* * * * *
Prostaglandin causes vasodilation of the ductus arteriosus. This baby has coarchtation of the aorta, and when oxygenated blood traverses through the aorta after birth, the ductus starts shutting down, causing a hypoperfusion state in the systemic circulation.
WARNING: baby.exe takes roughly 9 months to reboot. By ending process, you will not lose any unsaved emotional data. It will just turn into sadness.
The music sounded promising at first, but then meh.
Keep trying though, this was at least better than that gmod one you tried.
a good environment can keep the stressful work of a modern-day media artist calm and cool about his work...
...I showed up again today and the guy was in a robe only.
Why do you have those in your map if they don't serve a purpose?
Do you have a problem with your lights or something as well?
One other thing i noticed: try not to capitalize entity names and targetnames. Use lower case characters only, and no weird chars like !@#$%^&* etc. Not that you have those, its just so you know.
And finally, a word of advice: move the VIS groups and the Texture Bare to the left, to enlarge the 2D and 3D windows.
I even wasn't expecting you to laugh, but just to maybe to give a little smile ( I don't ever expect a person from twhl to laugh).
I just didn't laugh :/
Keep trying.
I honestly can't think of anyone who'd wholeheartedly find the video funny and wouldn't be 8 yrs old/seeing a computer game for the first time.
It's horrible.
Things i liked:
+music
+some nice structures and the pirtate guy was lolz.
+some of the effects like the pyramids and some of the contraptions
+mostly nicely textured
+a neat "feel" to the area
-i couldn't get any farther than the puzzle where you have to hit the button and run to the trap doors. I tried like 10 times and then tried 10 more times with hax, but i still couldn't get it. this is the point i gave up.
-at first i didn't like the fact that one pyramid would not show until the preceding one was located, and even then you have to be a minimum distance away to see it in the first place... then i thought those aspects were sorta fun i guess.
-Mad because i couldn't get past the trapdoor pyramid and see the other neat setups.
If you were to do this again i would consider using HLife_hotdog's "hint" system. that way you can choose whether or not you want a hint, and you can still complete the game if you get stuck on the puzzle.
Anyway, nice entry man!
++concept, even in all it's symmetry is spectacularlly pulled-off.
++Great textures
++superb brushing
+lighting pretty good.
+great use of transparent textueres for the foliage
+good use of ambient sounds
+some neat use of rendering properties for effects
+neat use of sprites for fake hdr
-symertricalnish nature leads to repativeness, in the hallways and especially in the "holding tanks".
-would have liked to seen some animal things in the holding areas, or some kind of movement/interatcion. a neat thing too would have been to make those panels attached interactive, lik in the aliens movie, where pressing a plunger "gasses" the aliens.
All things considered, a really great display of overall mapping, and i was truly shocked by the level of quality and the quickness of which you completed your "room".
5 stars for superb work in all areas. pwn.
I like the room small as it is, and how it "flows" i guess. Theres a bit of eye candy with the nice detailed duct work (or are thosee models?) and the ligt fixtures and fenced-in area. I don't like the cords going from light to light tho, i think metal conduit would look better, or if the wires were thinner and rounder they would look more realistic.
The smallness of the room is nice for that gun that shoots the bouncy, charged particles all over, as it bounces 100 times before it fizzles out... if you can get it in between the nook of the propane tank and the wall it does quite a neat light show for you = )
Lighting was a tad too bright imo for a room like that. a service area where no routine work is done would be very minimally lit in most cases.
Anyway, i like the map, sorry for the over-analysis, but maybe something will be helpful? i rate 5 for entering the source coop while so many other people sit on the sidelines....(i swear how many people here actually map?! = )