Commented 10 years ago2014-06-30 13:17:36 UTC
in journal: #8397Comment #49575
That looks indeed cool. Engineering ftw!
My first encounter with the term "Engineer" was when I had to build the annoying engineer houses in Caesar III to prevent the building from collapsing :)).
Commented 10 years ago2014-06-15 13:14:51 UTC
in vault item: de_excelsiorComment #20629
You ought to finish this map, it looks and feels amazing!
The meeting point of the two teams, the central rocket hall needs more atmosphere. Make it somehow that the players really feel that some engines are being tested in that room.
There's a lot of untextured walls and this shouldn't be hard work now that your map is almost finished. I played with bots and it felt like some nice action.
Commented 10 years ago2014-06-01 12:32:50 UTC
in journal: #8382Comment #42302
That's about the closest I was when a lighting hit near my apartment. Well, let that be 10 more meters. A lightning rod is put on a tower that's near the bathroom window. I was on the toilet.
Commented 10 years ago2014-05-20 16:06:24 UTC
in journal: #8376Comment #48351
Wait, is that a blank keyboard? That's odd, never seen one before. What's that useful for? (I suspect not looking at it when typing, but it's not that... logical imo).
Commented 10 years ago2014-05-12 09:47:11 UTC
in vault item: AltdelComment #20567
This map left me in awe. I have to praise you for the clean-looking style of the whole map, and for architectural design that keeps the gameplay flow. I love how nothing was left untouched when speaking of detail, and you put a lot of effort in the secondary areas too, not just the big arena.
For example, this transit zone for trucks, or whatever, gives me a warm feeling of security. Simple shapes efficiently create the impression of detail.
The engine room, or whatever those wheels represent, is a bit more clumsy but it still allows for some serious action. The hard-to-get RPG will surely frustrate a lot of players while making it fun for others. Again, simple shapes define an incredible detail, and I absolutely love each time I see the ceiling polished in Half-Life maps, as it is the most difficult one to think about imo.
You gotta love Archie for his inspiring ideas for detail. I'm going to steal this one from you, bro'. When I sit hours thinking about what the heck I should use to detail a simple hall, this guy slaps a whole new room with some windows. Simple, effective, realistic.
Archie diligently explores new ideas of lighting in maps, probably a consequence of his training with cameras. I have to ask, are those sprites set to "glow" or something? They look awesome! It just feels interesting when exploring a map and you actually learn just by observing.
Last, but not least, the mothership: the central arena. This is a carefully crafted place. Although it seems like it didn't take painstaking effort to design it, I sure know it was a challenge for r_speeds. I've detected r_speeds of up to 7000 wpolys in this area, so now I can rest assured that I optimized the shit out of dm_researchvessel, which is an open space map. I think this has to do with higher resolution textures, but also because, like me, you like to add detail in unexpected places. I call this "bump map compensation" - the doors have a subtle bevel. Speaking about the doors, it is a bit misleading to have so many doors that are false, yet I like that you put a "no-access" sound. I think somebody already told you about the blue bridges in the forums. They are a weird addition and don't really flow in the map design. Maybe construct them differently or give them a different purpose?
Nevertheless, this map is crazy beautiful. Valve would be vexed. One question remaining: what textures are you using? Are those specifically designed for the Core?
Commented 10 years ago2014-05-09 19:05:32 UTC
in journal: #8374Comment #51011
I think part of engineering is screwing some things up. Including your exams. There are things I studied last year that have simply vanished from my mind. Also, I found out that most of engineering is not about hard math. It's about knowing a lot of things, and combining those things.
This test doesn't look that hard, but because I forgot most of Physics and AP from last year it looks crazy.
Commented 10 years ago2014-05-07 05:25:33 UTC
in journal: #8371Comment #58430
Actually I have 6.8GB on dropbox right now. Nothing beats the dropbox folder integration in Windows, I know, but dropbox is more personal, that's why I asked.
Commented 10 years ago2014-05-05 09:13:54 UTC
in journal: #8371Comment #58428
I've heard about MEGA and its awesome features, but I also want something that is persistent across the years. Give me an example of downloading on mediafire, if any of you have a file or something. I want to reupload some old maps that have been deleted from gamefront, and well... I want to choose wisely.
[EDIT] Or another seemingly cool one that I discovered: Firedrive.
Hey doodle, I think you've got some really great action going here, it only needs some tweaking. Although without voices, the character dialogue is interesting and quite unique among so many EP2 mods.
Your brushwork is inspiring and I love how you went that extra mile to round off even difficult corners. The props blend in beautifully.
The downside is that the lighting is too dim. There are too many areas where I have to use the flashlight. Try putting more lights, or increase the intensity in some areas, it's too dark.
Also, try tweaking a bit the timing and action in the arena where I can use the 2 friendly turrets. It just feels like the combine are pouring without any effect on intensifying the action.
I give you 5 stars for terrific work, especially this being a beta.
Commented 10 years ago2014-05-04 08:07:23 UTC
in journal: #8370Comment #61609
I find being able to read, to have the patience to read, an exceptional ability. I've started Mermoz last summer, but did not finish it although I'm past half of it.
This is a PC I've built between 2007-2010, with the motherboard being the oldest. It was a decent computer for the time, but now modern gaming is simply not possible with it, only at ridiculously low details. When I designed the map I was aware that people with slower computers are going to go crazy, so I accept your criticism. (I understand the others gave me 5 stars for encouragement, or maybe sincerely, but for my own pride this map is not a 2 star-map, it's a not detailed box I will be motivated though to optimize the shit out of it)
Commented 10 years ago2014-05-03 22:53:43 UTC
in vault item: dm_researchvessel BETAComment #16039
That's odd, I've only used zhlt.wad, halflife.wad, submerged.wad, ns.wad and a custom wad. They're all in there, and I could bet those decals are from halflife.wad. Thanks for the review, I will once again take into consideration the advice.
Commented 10 years ago2014-05-03 22:50:59 UTC
in vault item: DM_Rust [Beta]Comment #18425
The architecture is clean and nice, it's faithful to the Half-Life feel. Things you can improve are the sound atmosphere though. It's too depressive, it uses most of those mysterious industrial backgrounds HL has to offer. Also, the outside lighting is a bit too greenish for my taste.
Otherwise, this map has the potential of beerfort in terms of a hot deathmatch fight.
[EDIT] Just read in the forums that you made this in a day. I don't consider myself a good mapper, because I casually delve into this act, but it's hard for me to believe you!
Commented 10 years ago2014-04-26 16:06:30 UTC
in vault item: dm_researchvessel BETAComment #20530
Because it's not the final version, I'm counting on the TWHL mapping community to help me discover the map bugs, optimization flaws and other "nitpicks" :D. Then I will upload the final version on fpsbanana.
[EDIT] Ok, here's an effect which is mostly hidden from the one that causes it. There's a valve in one of the engine rooms in the ship that when used will cause a short quake and some sounds coming from outside. Tip: sv_cheats 1, noclip and then use the valve, get outside quickly, look towards the ship antenna and then watch what happens.
Commented 10 years ago2014-04-22 14:15:35 UTC
in journal: #8366Comment #45952
Wait a minute, who regulates freelancing? How does the government know you are getting money for freelance work? Damn it I didn't know capitalism is so hard. I'm still a noob when it comes to finances.
Commented 10 years ago2014-04-22 11:14:02 UTC
in journal: #8366Comment #45951
£900 for taxes? What the actual fuck?
Do IT and similar sector companies from UK hire people based on their past or based on a technical test? If it is the latter, how do they treat immigrants?
I'm asking for a personal opinion because in the past months we've been all witnesses to an unreasonable hatred towards the eastern block of Europe, and I'm just curious how is the situation perceived now.
This comment was made on an article that has been deleted.
Also, I will ask again, is this just for your hobby? Because the costs of maintaining a home server seeem way higher than buying something online...
My first encounter with the term "Engineer" was when I had to build the annoying engineer houses in Caesar III to prevent the building from collapsing :)).
The meeting point of the two teams, the central rocket hall needs more atmosphere. Make it somehow that the players really feel that some engines are being tested in that room.
There's a lot of untextured walls and this shouldn't be hard work now that your map is almost finished. I played with bots and it felt like some nice action.
I was on the toilet.
Sorry for your loss.
I had my first computer( a Pentium 2) when I was 6. Nobody forced me to learn to type fast. It was a natural process :).
What's that useful for? (I suspect not looking at it when typing, but it's not that... logical imo).
I love how nothing was left untouched when speaking of detail, and you put a lot of effort in the secondary areas too, not just the big arena.
For example, this transit zone for trucks, or whatever, gives me a warm feeling of security. Simple shapes efficiently create the impression of detail.
The engine room, or whatever those wheels represent, is a bit more clumsy but it still allows for some serious action. The hard-to-get RPG will surely frustrate a lot of players while making it fun for others. Again, simple shapes define an incredible detail, and I absolutely love each time I see the ceiling polished in Half-Life maps, as it is the most difficult one to think about imo.
You gotta love Archie for his inspiring ideas for detail. I'm going to steal this one from you, bro'. When I sit hours thinking about what the heck I should use to detail a simple hall, this guy slaps a whole new room with some windows. Simple, effective, realistic.
Archie diligently explores new ideas of lighting in maps, probably a consequence of his training with cameras. I have to ask, are those sprites set to "glow" or something? They look awesome! It just feels interesting when exploring a map and you actually learn just by observing.
Last, but not least, the mothership: the central arena. This is a carefully crafted place. Although it seems like it didn't take painstaking effort to design it, I sure know it was a challenge for r_speeds. I've detected r_speeds of up to 7000 wpolys in this area, so now I can rest assured that I optimized the shit out of dm_researchvessel, which is an open space map. I think this has to do with higher resolution textures, but also because, like me, you like to add detail in unexpected places. I call this "bump map compensation" - the doors have a subtle bevel. Speaking about the doors, it is a bit misleading to have so many doors that are false, yet I like that you put a "no-access" sound.
I think somebody already told you about the blue bridges in the forums. They are a weird addition and don't really flow in the map design. Maybe construct them differently or give them a different purpose?
Nevertheless, this map is crazy beautiful. Valve would be vexed.
One question remaining: what textures are you using? Are those specifically designed for the Core?
Also, I found out that most of engineering is not about hard math. It's about knowing a lot of things, and combining those things.
This test doesn't look that hard, but because I forgot most of Physics and AP from last year it looks crazy.
Nah, I kid. Very nice project there. I didn't quite understand in the video, what control module were you using? Also what does "CETA" stand for?
[EDIT] Or another seemingly cool one that I discovered: Firedrive.
Your brushwork is inspiring and I love how you went that extra mile to round off even difficult corners. The props blend in beautifully.
The downside is that the lighting is too dim. There are too many areas where I have to use the flashlight. Try putting more lights, or increase the intensity in some areas, it's too dark.
Also, try tweaking a bit the timing and action in the arena where I can use the 2 friendly turrets. It just feels like the combine are pouring without any effect on intensifying the action.
I give you 5 stars for terrific work, especially this being a beta.
Intel Pentium Dual Core E6500
AMD Radeon HD4850 512mb
4Gb of RAM
This is a PC I've built between 2007-2010, with the motherboard being the oldest. It was a decent computer for the time, but now modern gaming is simply not possible with it, only at ridiculously low details.
When I designed the map I was aware that people with slower computers are going to go crazy, so I accept your criticism.
(I understand the others gave me 5 stars for encouragement, or maybe sincerely, but for my own pride this map is not a 2 star-map, it's a not detailed box
I will be motivated though to optimize the shit out of it)
Thanks for the review, I will once again take into consideration the advice.
Things you can improve are the sound atmosphere though. It's too depressive, it uses most of those mysterious industrial backgrounds HL has to offer.
Also, the outside lighting is a bit too greenish for my taste.
Otherwise, this map has the potential of beerfort in terms of a hot deathmatch fight.
[EDIT] Just read in the forums that you made this in a day. I don't consider myself a good mapper, because I casually delve into this act, but it's hard for me to believe you!
[EDIT] Ok, here's an effect which is mostly hidden from the one that causes it. There's a valve in one of the engine rooms in the ship that when used will cause a short quake and some sounds coming from outside. Tip: sv_cheats 1, noclip and then use the valve, get outside quickly, look towards the ship antenna and then watch what happens.
Damn it I didn't know capitalism is so hard. I'm still a noob when it comes to finances.
Do IT and similar sector companies from UK hire people based on their past or based on a technical test? If it is the latter, how do they treat immigrants?
I'm asking for a personal opinion because in the past months we've been all witnesses to an unreasonable hatred towards the eastern block of Europe, and I'm just curious how is the situation perceived now.
I have almost no regrets.