It's simply good level design. It has too be considering the amount of model rendering it has to do. I'd be careful though, i've seen screens of bigger, more open map environments
Commented 15 years ago2008-11-13 20:01:31 UTC
in vault item: Striker's CompoComment #9571
kay i just renamed a random wad submerged.wad.
HL crapped on me when i got to the ichyasaur(the water fish guy?) i had to ctrl-alt-delete and task manager to get out lawl. = P
Detail and mapping looked really cool up until then. i liked the punchy game_texts too ; )
try to make your stuff as stable as possible or some people will avoid your work altogether, no matter how good the mapping is... i give it a 5 for superb general mapping up until the crash point = )
Commented 15 years ago2008-11-13 16:32:20 UTC
in journal: #5457Comment #40771
Very sorry to hear that. There will be much booze ahead. And I hate to be a jerk off here, but do you know what kind of tuberculosis it is? According to Wiki, one is very, very contagious.
Commented 15 years ago2008-11-13 12:20:45 UTC
in vault item: MuseumComment #10426
Well Jinx, thanks for your O.K. then. Mmm, you know what, I was thinking....., instead of converting your map to VRML, I'm going to go ahead and crank it up a notch more and convert it to the more advance X3D format, which is the next generation version of VRML. Think of it this way, just like HTML + XML will give you XHTML, well then VRML + XML will give you X3D. Also, I will try to see how the map's textures will look like in X3D converted to the Jpeg2000 format, which is a newer, exotic version of the regular Jpeg picture format. I will of course let you know when I get it done. For more info on X3D, check these two links out:
Commented 15 years ago2008-11-12 21:14:32 UTC
in journal: #5456Comment #51505
Thanks for the enthusiasm, guys!
Yep, it's HL:DM. Yep, it's in the final stages of its compile (which has been running all night (after I stopped it at 5:30 last night to add a missing sound effect, sigh)) and will hopefully be released this weekend.
And as for a mod ... yeah. Since I've now started tweaking the SDK, this may well be the last of my levels which will be compatible with standalone HL:DM (although I'm loathe to sever that link, so I'll probably produce both an HL:DM version and a modified "petesdm" version. That still needs a lot of thought (and at this stage, "petesdm" doesn't have anything new (except, y'know, fog support and fixed button handling...); all that is still under consideration!)
Commented 15 years ago2008-11-12 04:47:12 UTC
in vault item: RubbleComment #17133
2fort on steroids.
Very lacking in terms of ambience, it wasn't anything too special. A nice simple TFC map. What I didn't like was the obvious copy-paste action in the bases of both teams. Now I'm not saying that you shouldn't make them different layout-wise, though keeping the smallest details, like cracks or dents identical on both sides really makes the setting much less believable.
Texturing was alright, same with lighting. Architecture, apart from obvious copy-pasting was also neat and did the job right. 4*
Commented 15 years ago2008-11-12 04:37:17 UTC
in vault item: pl-bugscanyon_final2Comment #17168
Prime example of how proper texturing and lighting can cover up most architecture faults. Very, very, very impressive.
First of all, I'm pretty surprised how creative the layout turns out to be. Even though pushing the cart in circles makes no sense, I suppose it actually fits the cartoony TF2 style. Also, the diversity of areas you put the attackers through, both cramped and very open, should give way for some rather awesome gameplay. What I didn't like, however, was your extremely dense placement of ammo and health, both usually at the same place. Either team may get an unfair advantage out of that.
Second, even though architecture is rather blocky and definitely not up to Source standards, it does the job surprisingly well, and, as I said before, is beautifully covered up by good texturing and proper lighting. The setting (some sort of mine?) is made pretty believable with unused payload tracks layed throughout the map. Signs of past battles in the water were also a nice touch.
Another thing making this map bloom is the ambience. Both background and local sounds blend together very well and combined with good lighting provide the map with absolutely awesome atmosphere.
Overall, a great map. I bet this would rock on a 32-player server. -1 star for architecture faults and pickup placement.
I must say I really liked this. Screenie does very little justice. :>
It was overall enjoyable and fairly easy. Visuals weren't anything too special, yet did the job very well. Plenty of background detail made the setting believableand realistic. Lighting and ambience were the strongest parts of the map imo.
Very nice work. My only real complaint is that its way too short. Why'd you decide not to finish this? :<
This comment was made on an article that has been deleted.
Got it working, it runs reasonably well on my older system (P4 3.5ghz, 6800GT, 3GB ram) with the shaders turned down a bit. Good fun, reminds me of the old 4-player co-op arcade games.
Commented 15 years ago2008-11-12 00:23:10 UTC
in vault item: hlife_hotdog_compo26Comment #17171
Really awesome entry. There were tons of puzzles! And they were all pretty creative. I really liked the one where you rotated the cylinders to climb up them. My hl would crash when I would use the lazer gun on the lazer puzzle and when I would jump into the hall of light after the boulder chase but maybe it was something with my computer, im not sure. Lots of thinking obviously whent into making your puzzles! Good luck!
-Also in the maze puzzle I found out a pretty easy way to solve it. Just find the first button and after you push it you can jump onto it and over the wall to the next button and so on lol!!
Commented 15 years ago2008-11-11 23:57:37 UTC
in vault item: MuseumComment #17173
Thanks! The types of art are mixed, but the areas are themed- the two smaller galleries have my friend Carey's art, and some Action HL related stuff. The long central room is all stock art from Max Payne. The lower part of the big room is my friend Kira's photos, and the upper odd pieces are my sisters. Then there's some fun pop culture stuff in the oddball places, like Colbert's portrait
Feel free to use it for VRML if you want, just let me know.
Commented 15 years ago2008-11-11 22:36:26 UTC
in vault item: MuseumComment #17176
Wow, the one thing that I must say that stands out the most is the layout, well thought out and clean. Also, I like how you mixed in classical paintings with some anime pictures as part of the museum's art showcase, that should throw off some people, he,he,he. Right now, all I can do is view your map on Crafty, since the PC that I am using now is not mine and does not have Half Life installed. But once I get my laptop back from the repair shop, I will then check out your museum map in full play mode and then rate your map. (Man, this map would really make a good VRML world too, it's just perfect for it.) Well, keep up the good work, Jinx.
It runs smoothly on max settings, 16x anisotropic and 6x AA
For Ep2 and TF2 I have to run on 0 AA and trilinear to get the same smoothness.
HL crapped on me when i got to the ichyasaur(the water fish guy?) i had to ctrl-alt-delete and task manager to get out lawl. = P
Detail and mapping looked really cool up until then. i liked the punchy game_texts too ; )
try to make your stuff as stable as possible or some people will avoid your work altogether, no matter how good the mapping is... i give it a 5 for superb general mapping up until the crash point = )
* * * * *
i dont know if that's what Rimrook means or not.
HPV and Calumidia seems like a sexual infection :/ ( sorry if I'm a jerk too )
And I hate to be a jerk off here, but do you know what kind of tuberculosis it is? According to Wiki, one is very, very contagious.
Either way it's a wake up call...You soon realise "shit, I haven't done much in life."
Good luck to him.
Kudos to him for trying to get the most out of his last days though.
For more info on X3D, check these two links out:
http://www.web3d.org/x3d/specifications/x3d/
https://en.wikipedia.org/wiki/X3D
Yep, it's HL:DM. Yep, it's in the final stages of its compile (which has been running all night (after I stopped it at 5:30 last night to add a missing sound effect, sigh)) and will hopefully be released this weekend.
And as for a mod ... yeah. Since I've now started tweaking the SDK, this may well be the last of my levels which will be compatible with standalone HL:DM (although I'm loathe to sever that link, so I'll probably produce both an HL:DM version and a modified "petesdm" version. That still needs a lot of thought (and at this stage, "petesdm" doesn't have anything new (except, y'know, fog support and fixed button handling...); all that is still under consideration!)
ATI: Not judg'd yet. Will post results when it is.
Release!
Very lacking in terms of ambience, it wasn't anything too special. A nice simple TFC map. What I didn't like was the obvious copy-paste action in the bases of both teams. Now I'm not saying that you shouldn't make them different layout-wise, though keeping the smallest details, like cracks or dents identical on both sides really makes the setting much less believable.
Texturing was alright, same with lighting. Architecture, apart from obvious copy-pasting was also neat and did the job right.
4*
First of all, I'm pretty surprised how creative the layout turns out to be. Even though pushing the cart in circles makes no sense, I suppose it actually fits the cartoony TF2 style. Also, the diversity of areas you put the attackers through, both cramped and very open, should give way for some rather awesome gameplay. What I didn't like, however, was your extremely dense placement of ammo and health, both usually at the same place. Either team may get an unfair advantage out of that.
Second, even though architecture is rather blocky and definitely not up to Source standards, it does the job surprisingly well, and, as I said before, is beautifully covered up by good texturing and proper lighting. The setting (some sort of mine?) is made pretty believable with unused payload tracks layed throughout the map. Signs of past battles in the water were also a nice touch.
Another thing making this map bloom is the ambience. Both background and local sounds blend together very well and combined with good lighting provide the map with absolutely awesome atmosphere.
Overall, a great map. I bet this would rock on a 32-player server.
-1 star for architecture faults and pickup placement.
Awesome job. :>
It was overall enjoyable and fairly easy. Visuals weren't anything too special, yet did the job very well. Plenty of background detail made the setting believableand realistic. Lighting and ambience were the strongest parts of the map imo.
Very nice work. My only real complaint is that its way too short.
Why'd you decide not to finish this? :<
Got it working, it runs reasonably well on my older system (P4 3.5ghz, 6800GT, 3GB ram) with the shaders turned down a bit. Good fun, reminds me of the old 4-player co-op arcade games.
-Also in the maze puzzle I found out a pretty easy way to solve it. Just find the first button and after you push it you can jump onto it and over the wall to the next button and so on lol!!
Feel free to use it for VRML if you want, just let me know.