Commented 15 years ago2008-11-11 03:51:51 UTC
in journal: #5454Comment #59887
Fixed it up a bit as you guys say, the picture shown below is a bit outdated because I have lowered/increased the contrast and increased the brightness.
Commented 15 years ago2008-11-10 10:06:57 UTC
in vault item: pl-bugscanyon_final2Comment #17174
Not too bad a map
4/5 stars -some blocky areas -too many control points all at once -red team isnt given enough time to setup to defend the 1st control point with the long travel time +good texturing +good lighting +good effort +good control point setup other than the distance to some spawnpoints
"Omg why did they make it THAT complicated ? And not just use a Brush-based Ent ?"
dude, just calm down, it ain't that hard...
i mean come on, it's very easy to use, not to mention how awesome it is to have a ingame editor. (kinda like with crysis's editor, sandbox 2)
if you find it too inconvenient to type in all the commands, just bind the commands, like i did, i bound delete to "nav_delete" so i can easily delete parts.
btw, nice tut, even though i already knew how to do this.
It's nice that someone bother to bring this up. Let me make a few comments on them, as I've used these on three maps so far:
1) They can cause increased lag. watch the "ms" reading under rspeeds, and you'll see it go up 2-3ms when they are enabled. Your mileage may vary, though, and the number of them used might effect it as well.
2) These don't replace using properly sized regular textures- most of the default HL textures are blurry because their dimensions are not strictly 16, 32, 64, 128, 256 and they get sampled down. It just seemed funny to see you applying detail textures to textures that look twice as blurry as they should to begin with.
3) The two numbers after the dt name in the detail textures file are its scale. This is inverse, though- the larger the number, the more times it repeats and the smaller it is compared to the regular texture. For the purpose of adding fine detail, I scale these up to 8 or ever 14 sometimes. Putting it on at a 1 to 1 ratio seems sort of pointless... why not just merge the two textures in photoshop and use that? The scale of the plating dt looks way off, btw, it's huge.
4) Don't bother going nuts with this. Adding them to the primary wall and floor textures makes sense, but beyond that nobody will probably notice.
5) For an actual example of how these look in-game, check out my Temple map. And you are free to use the detail textures included with it or Art Museum in your own maps, just credit me.
Commented 15 years ago2008-11-09 17:29:11 UTC
in vault item: Striker's CompoComment #17170
Thank you . I hope you will rate the same at my upcoming dedication for you know who you are "The questions were too easy" : actualy , I wanted to make them easy and actualy in the beginning project there were supposed to be more than 2 maps and 5 question chambers .
Commented 15 years ago2008-11-09 15:51:34 UTC
in vault item: Striker's CompoComment #17166
I loved the beginning of your map, it was very detailed and original (4.8/5). After the rotating stair I thought it was OK (3.3/5). I give you 4/5, I would have given you a 5/5 if the rest of the map kept the same quality as the beginning. The questions were too easy, the water room too hard, but the map was fun and the way the first question was presented was great. Good work, Striker.
Commented 15 years ago2008-11-08 19:19:01 UTC
in vault item: Striker's CompoComment #17158
I'm trying to be helpful. I haven't said anything bad or good about your map, I just pointed out an error.
I have activated the fan and blew up the container. I can't figure out what to do next, I have even tried with noclip but I can't get anything to happen except me dying at the end of the tunnel. Have I reached the end? If not, could you please send me a PM and let me know what to do?
Commented 15 years ago2008-11-08 16:21:50 UTC
in vault item: WATERComment #17152
Yea I had to noclip to find that part also. And the keys didn't work for me either. Other than that this entry was pretty cool, The water levels changing to bring you to new parts was really neat and reminded me of the water temple from zelda. The colorful locked doors looked pretty cool but im sure if they worked and opened in some mechanical way they would add a lot more to the map. Overall It was a pretty fun puzzle but I think better textures and lighting and maybe some more detail would make this puzzle map more enjoyable.
Commented 15 years ago2008-11-08 03:56:07 UTC
in journal: #5450Comment #39904
Like it or not, America is the most powerful country in the world. You can debate it until the cows come home, but everything that happens in America will eventually affect everyone else, too.
Commented 15 years ago2008-11-07 20:26:34 UTC
in journal: #5450Comment #39906
@ WC - The US isn't all that impressive tbh, it is just that America is constantly feeling like they are the 'western' leader (and while acting like that they seem to have made more international conflicts then creating a global sense of peace, which your most strongest military can't seem to end either)...and for somewhat the weak position of Europe, they have become that leader. But anyways, the growth and empirelism 'threat' of China and likewise countries are more impressive than the failing economy of America still hopelessly to pretend being such a strong country while clearly things haven't been coming along so nicely. But heh, i'm not anti-american or something. I hope things will change for the better.
Insane system reqs. Compared to my current system that is. Hunter told me L4D system reqs have the same system reqs as Ep2. But no, the minumum system reqs for L4D are twice the system reqs for L4D. Crazy.
Commented 15 years ago2008-11-07 08:34:56 UTC
in vault item: WATERComment #17164
I'm gonna make this short and sweet: Lots of fun! Like you said though... it is incomplete.
The green key does not work with the green door. I had to noclip through it to press the button behind it. And the red button is obviously not scripted yet, as it does not function either. I love the room with the "appearing" floor. While I like how it splits off into two directions, it is possible to never find the "other" direction if the user doesnt think about it. Maybe try and force the user to find the alternate route within that room before he can leave. I actually only found it by accident while noclipping around to see if I had missed anything after I felt I had found the end of what you had mapped. I liked the room with the Alien Controllers and the breakable shields you can hide behind.
The only other critique I can think of off the top of my head is that you could add some detail in to some of the rooms to set them apart from the others... fallen debris in a corner, or, a lit torch on a side of a wall, a painting... something
Lots of fun! Continue to work on this nice little puzzle!!
Commented 15 years ago2008-11-07 06:29:58 UTC
in journal: #5450Comment #39907
I think the problem with him being elected right now is that in the midst of America's new liberal circle-jerk we'll all become so unjustifiably satisfied with our president that we won't even care what moves he makes, and anything will be acceptable after the fucked up regime everyone just lived through. In other words, we're so used to a bad president that a sub-par one is now enough to satisfy any random guy. Let's hope the next four years is better than I foresee.
Commented 15 years ago2008-11-07 05:43:02 UTC
in journal: #5450Comment #39917
I don't think it would be followed as much as it was outside the USA if people weren't afraid the USA would get another bad president like Bush. Not saying McCain/Obama would/will be that bad, absolutely not, but I still think it's thanks to Bush (and others) the election got as much attention as it did outside the USA.
Commented 15 years ago2008-11-07 01:48:38 UTC
in journal: #5443Comment #39884
Far Cry 2 is a traditional shooter. Story isn't typically emphasized in a shooter (except for the Half-Life series). BioShock was another shooter with a pretty good story, but I got tired of the repetitive gameplay.
Hello world!
But, nice job nonetheless ;>
It looks a lot better and fits a lot better with the walls now.
I amazed at how good it is for a trick map!
http://i211.photobucket.com/albums/bb161/prototstar/testmap0018.jpg
Good job.
4/5 stars
-some blocky areas
-too many control points all at once
-red team isnt given enough time to setup to defend the 1st control point with the long travel time
+good texturing
+good lighting
+good effort
+good control point setup other than the distance to some spawnpoints
And not just use a Brush-based Ent ?"
dude, just calm down, it ain't that hard...
i mean come on, it's very easy to use, not to mention how awesome it is to have a ingame editor. (kinda like with crysis's editor, sandbox 2)
if you find it too inconvenient to type in all the commands, just bind the commands, like i did, i bound delete to "nav_delete" so i can easily delete parts.
btw, nice tut, even though i already knew how to do this.
1) They can cause increased lag. watch the "ms" reading under rspeeds, and you'll see it go up 2-3ms when they are enabled. Your mileage may vary, though, and the number of them used might effect it as well.
2) These don't replace using properly sized regular textures- most of the default HL textures are blurry because their dimensions are not strictly 16, 32, 64, 128, 256 and they get sampled down. It just seemed funny to see you applying detail textures to textures that look twice as blurry as they should to begin with.
3) The two numbers after the dt name in the detail textures file are its scale. This is inverse, though- the larger the number, the more times it repeats and the smaller it is compared to the regular texture. For the purpose of adding fine detail, I scale these up to 8 or ever 14 sometimes. Putting it on at a 1 to 1 ratio seems sort of pointless... why not just merge the two textures in photoshop and use that? The scale of the plating dt looks way off, btw, it's huge.
4) Don't bother going nuts with this. Adding them to the primary wall and floor textures makes sense, but beyond that nobody will probably notice.
5) For an actual example of how these look in-game, check out my Temple map. And you are free to use the detail textures included with it or Art Museum in your own maps, just credit me.
Hope that added something. I have some further info & textures to use here:
http://www.ministryofaction.net/MoAForum/viewtopic.php?t=1296&highlight=detail
Edit April 2010: Not. This map sucks...
"The questions were too easy" : actualy , I wanted to make them easy and actualy in the beginning project there were supposed to be more than 2 maps and 5 question chambers .
The questions were too easy, the water room too hard, but the map was fun and the way the first question was presented was great.
Good work, Striker.
Come ALIVE!
Yes I've joined the TWHL Steam Group and I also added you as a friend in my list
I have activated the fan and blew up the container. I can't figure out what to do next, I have even tried with noclip but I can't get anything to happen except me dying at the end of the tunnel. Have I reached the end? If not, could you please send me a PM and let me know what to do?
BTW Striker, have you joined the TWHL Steam group?
Played around with that last night. Not a good idea in the apartment blocks. D:
bind "f1" "give pipe_bomb"
bind "f2" "give health"
bind "f3" "give rifle"
bind "f4" "kill"
bind "f5" "z_spawn boomer"
bind "f6" "z_spawn hunter"
bind "f7" "z_spawn smoker"
bind "f8" "z_spawn tank"
bind "f9" "z_spawn witch"
bind "f10" "director_force_panic_event 1"
also, play as a zombie in the demo!
ent_fire !self setteam 3
followed by
director_force_versus_start 1
I love experimenting with console commands.
Huh ? I was the thirst to tell my english teacher that Obama won . News travels fast these days
The green key does not work with the green door. I had to noclip through it to press the button behind it. And the red button is obviously not scripted yet, as it does not function either. I love the room with the "appearing" floor. While I like how it splits off into two directions, it is possible to never find the "other" direction if the user doesnt think about it. Maybe try and force the user to find the alternate route within that room before he can leave. I actually only found it by accident while noclipping around to see if I had missed anything after I felt I had found the end of what you had mapped. I liked the room with the Alien Controllers and the breakable shields you can hide behind.
The only other critique I can think of off the top of my head is that you could add some detail in to some of the rooms to set them apart from the others... fallen debris in a corner, or, a lit torch on a side of a wall, a painting... something
Lots of fun! Continue to work on this nice little puzzle!!