Commented 16 years ago2008-09-19 15:59:11 UTC
in vault item: kz_creekComment #16878
The idea of a jumping map is a good one. If anyone has heard of the Quake III mod called Defrag, they will know just how good of an idea it is. There are, however, several differences between Defrag trickjumping maps and Half-Life jumping maps:
Different physics: Defrag uses a special physics engine which allows you to speed up, climb walls, etc, by jumping. Half-Life doesn't even have good air control. This automatically means that a jumping map for HL is going to be harder.
No tricks or traps: Defrag maps are simple and straightforward. When you land on something, it doesn't break or sink out from under you. Those sinking crates really annoyed me. People who have never done a jumping map before (or who don't spend their time bunny-hopping around half-life deathmatches) won't be able to complete the map because they keep getting teleported back to the last patch of solid ground. Putting in a half-mile of creek full of sinking boxes is, to quote Zero Punctuation, "pants-on-head retarded". (Sorry, I couldn't resist.)
Basically, it's a great concept, and the level architecture is great, but the Half-Life engine just isn't up to the task.
Commented 16 years ago2008-09-19 03:43:11 UTC
in news: New Compo!Comment #98747
That's actually a definition, a bad one, and it's all irrelevant anyway. Let's keep this about the compo, unless there are any real concerns about the warning?
Commented 16 years ago2008-09-19 00:43:04 UTC
in journal: #5365Comment #47057
Geometry skills aren't part of the standardized developmental milestones.
But here is an excerpt from a book:
As one-year olds play, they start to build their mathematical thinking by recognizing patterns and understanding shapes. For example, they notice that night is followed by day and that socks go on feet before shoes. They begin to sort familiar objects by one characteristic, such as whether they are "hard" or "soft." They may enjoy filling and emptying containers. They know that when an object is hidden, it is still there. Many can also do simple insert puzzles when the puzzle pieces show whole objects.
Commented 16 years ago2008-09-18 02:01:38 UTC
in vault item: TempleComment #16877
It was a little inspired by the old Goldeneye temple map, but obviously diverged a lot from that. For some reason I have this weird desire to make pretty, pristine, temple-ish maps. (where people fight to the death in a total bloodbath...) Even my Museum/Gallery map has some grand architecture in the ceiling work. Did I mention that I have a bit of a "ceiling fetish"? ;x
The textures are mostly from Blazeeer, who I think is no longer around in the HL mapping community. I am thinking about hosting them, and those of a couple other mia mappers, when I clean up my website.
Commented 16 years ago2008-09-17 09:51:46 UTC
in news: New Compo!Comment #98739
The judges aren't stupid, they know the limits of each game and will judge fairly. Initially this compo was going to be Portal only, so technically, the odd ones out are every game except Portal, not the other way around.
Commented 16 years ago2008-09-17 09:30:13 UTC
in news: New Compo!Comment #98738
I fail to see why portal is in, seriously. HL1 and HL2 & Episodes are all sorta the same, while you could call Portal a game of his own. Actually a PUZZLE-game of his own. I dunno, it feels rather unfair. Portal puzzles are all sorta the same (as in, how can I get to the end by using portals), they will be just more of Portal THE GAME rather than a self-thought puzzle IN HL. Well, I find it hard to describe but hopefully my point came across. I think it just ruins the originality and diversity. But heh, whatever.
Different physics: Defrag uses a special physics engine which allows you to speed up, climb walls, etc, by jumping. Half-Life doesn't even have good air control. This automatically means that a jumping map for HL is going to be harder.
No tricks or traps: Defrag maps are simple and straightforward. When you land on something, it doesn't break or sink out from under you. Those sinking crates really annoyed me. People who have never done a jumping map before (or who don't spend their time bunny-hopping around half-life deathmatches) won't be able to complete the map because they keep getting teleported back to the last patch of solid ground. Putting in a half-mile of creek full of sinking boxes is, to quote Zero Punctuation, "pants-on-head retarded". (Sorry, I couldn't resist.)
Basically, it's a great concept, and the level architecture is great, but the Half-Life engine just isn't up to the task.
But here is an excerpt from a book:
As one-year olds play, they start to build their mathematical thinking by recognizing patterns and understanding shapes. For example, they notice that night is followed by day and that socks go on feet before shoes. They begin to sort familiar objects by one characteristic, such as whether they are "hard" or "soft." They may enjoy filling and emptying containers. They know that when an object is hidden, it is still there. Many can also do simple insert puzzles when the puzzle pieces show whole objects.
PROVE THAT I MEAN IT
Congrats on the journal derailment.
Team him up with 3D-Mike's kid.
Is "ghey" acceptable?
The textures are mostly from Blazeeer, who I think is no longer around in the HL mapping community. I am thinking about hosting them, and those of a couple other mia mappers, when I clean up my website.
WAIT A MINUTE
I read the news post, YOU LIE!
"describing things as 'gay' or anything along those lines does not have a place on TWHL."
That means Luke's TWHL activity will be reduced by 50%. (jk)
And TJB my dad too He's ok now"
Excuses...
And TJB my dad too He's ok now
(She's alright now though)
Edit: oh yeah... I was not trying to be funny, just trying to make Habboi feel bad, and I failed
AHAHAHAHAHAHAHAHHAHAHA
Up to you guys, of course... I was originally led to believe that the original could not be deleted. shrug