Commented 16 years ago2008-09-21 18:34:46 UTC
in journal: #5373Comment #58748
The Source Engine was not built with multiplayer physics in mind, Most source games that have vehicles in multiplayer lag like fuck to the point of being almost unusable some source mods have attempted to rewrite the code though to fix these problems
Commented 16 years ago2008-09-21 14:48:12 UTC
in journal: #5372Comment #50514
I loved making all those special sentry's. I was making em all the time, and everywhere!
EDIT: Anyone remember Hunted? When i was playing that map daily there were 3 dedicated servers running it 24/7. No bots. Just now there's one server, and i doubt dedicated...
Commented 16 years ago2008-09-21 09:10:21 UTC
in journal: #5372Comment #50517
Well, I hated it.
The first map is ok, but after the interview it all falls apart. 5 solid minutes of nonsense, glitchy script work, and an end scene that felt like a 10 year old came up with.
Commented 16 years ago2008-09-21 07:03:36 UTC
in journal: #5372Comment #50512
You've hit the nail on the head Freshed, people are aiming for the highest possible results, although most gamers play a mod only if it looks top-notch, which is a shame.
Commented 16 years ago2008-09-21 07:02:16 UTC
in news: New Compo!Comment #98752
Yeah, I was thinking of that myself just the other day. I have a few ideas we'll need to run through soon, we can handle it in the uhh.. 'secret' forum when the time comes.
Commented 16 years ago2008-09-21 03:05:40 UTC
in news: New Compo!Comment #98750
We're being pretty lenient with the journals. We're really just trying to avoid pointless little ones that end up with 50 comments of people calling each other stupid things and generally making TWHL look like a place filled with idiots.
So yeah, show things off, complain about something, praise something, tell us what you're up to, whatever. We just don't want anyone going stupid or offensive.
Commented 16 years ago2008-09-20 20:00:27 UTC
in journal: #5371Comment #48736
Skals who cares if he posted this journal a few days after the compo started? The compo was still relatively new, and possibly more new to him than to you.
Commented 16 years ago2008-09-20 11:38:19 UTC
in journal: #5371Comment #48731
Skals -.-
Anyway, I'm excited for the new compo too, and i know where your coming from about the source mapping. Its entities definitely are more intimidating. But I'll move to source eventually...
Commented 16 years ago2008-09-20 10:00:27 UTC
in journal: #5370Comment #39372
Yea, Pixar is definitely an A CLASS studio ahead of it's time. Wall-E was a real treat to watch, especially with the kids. Now, my personal favorite is Ratatouille, that movie just had everything in it. Hey Strider, so you know, the next Pixar movie is called "Up". Yes I know, not much for a movie's title, but that's what is on Pixar's website. You know, I found this little interesting webpage on Pixar's custom RenderMan software products, and I tell you what, poor artists need not apply:
Its the world record on that map, nobody is faster. And you can see how you need to jump on the map. I map for a community where 95% can bhop this map easly. Not so fast as HeL^x but still. They can. Sorry for the rest, I just map for 10000+ people who CAN jump it.
(Copied from a PM you sent me.)
So were you being sincere or were you taking a jab at me because I don't like your map? I'm inclined to think you're taking a jab at me because you didn't post this reply in the map vault, where it should have gone. If you don't want to discuss this in the open, maybe you shouldn't have replied.
I'm not saying "this map is too hard" or "I don't like it because I can't play it", I only expressed my concern that the Half-Life engine is not a good platform for this type of gameplay to be too popular.
So there are 10000 people who can jump this map. Did you check that exactly? How about the total number of HL and CS gamers out there? It's a lot bigger than that, I'm willing to guess. Therefore I say "not popular." The Half-Life environment was meant for you to use terrain strategically and shoot things, not to jump around to see who goes the fastest. Please don't throw out figures like this again because they only show that you don't really want to address any of the issues I pointed out in my first post.
One issue I didn't mention earlier is that every ground surface is flat and nearly every wall is perfectly vertical. This architectural quirk last appeared in the Build engine. If you want to go for realism, less vertical walls would be a good idea.
Well... and on normal maps too!
EDIT: Anyone remember Hunted? When i was playing that map daily there were 3 dedicated servers running it 24/7. No bots. Just now there's one server, and i doubt dedicated...
The only balance there was the balance caused by both teams having the same unbalanced stuff, hehe.
Those special sentry guns the engineers could make with a scouts touch were evil.
I love TFC.
Anyone remember hideandseek_b3 or minigolf?
The first map is ok, but after the interview it all falls apart. 5 solid minutes of nonsense, glitchy script work, and an end scene that felt like a 10 year old came up with.
"Let's take Pulp Fiction... and add EYE LASERS!"
..ok.
Tito: I've heard a little bit about up, even heard that it was going to be a traditional 2D animation. They're also working on Cars 2 shortly.
I can have fun with them most of the time, but I do wish people would put more effort into them, there's no reason why they shouldn't.
So yeah, show things off, complain about something, praise something, tell us what you're up to, whatever. We just don't want anyone going stupid or offensive.
Is a "I beat a game" journal ok if you include a summary of the gameplay and stuff? Because i kinda like to do that.
The compo was still relatively new, and possibly more new to him than to you.
LOL
Seriously shut up and stop bugging Tetsu about his journal.
Come on skals, Constructive and meaningful comments FTW?
i'm just writing this journal because i haven't written one in a while.
And i do plan on taking the source plunge.. eventually.
"wait, what about those people on that desert island in the middle of nowhere?"
"oh....them.....ah lets give them a few months yet."
Anyway, I'm excited for the new compo too, and i know where your coming from about the source mapping. Its entities definitely are more intimidating. But I'll move to source eventually...
https://renderman.pixar.com/products/pricelists/index.htm
So were you being sincere or were you taking a jab at me because I don't like your map? I'm inclined to think you're taking a jab at me because you didn't post this reply in the map vault, where it should have gone. If you don't want to discuss this in the open, maybe you shouldn't have replied.
I'm not saying "this map is too hard" or "I don't like it because I can't play it", I only expressed my concern that the Half-Life engine is not a good platform for this type of gameplay to be too popular.
So there are 10000 people who can jump this map. Did you check that exactly? How about the total number of HL and CS gamers out there? It's a lot bigger than that, I'm willing to guess. Therefore I say "not popular." The Half-Life environment was meant for you to use terrain strategically and shoot things, not to jump around to see who goes the fastest. Please don't throw out figures like this again because they only show that you don't really want to address any of the issues I pointed out in my first post.
One issue I didn't mention earlier is that every ground surface is flat and nearly every wall is perfectly vertical. This architectural quirk last appeared in the Build engine. If you want to go for realism, less vertical walls would be a good idea.
But, i guess you have it better than me, because obviously you have some sort of computer access, hence your post.