Edit: That was great. Very clever entity work, and funny to boot. I don't even know how you managed it all. Short, yes, but in the context of a TWHL Tower map? You did an awful lot with that little space. Nice textures too, it looks really sharp for a Goldsource map! Good stuff!
The door is broken btw lol you need to fix it I can't remember how off hand ;( I had Hezus fix it for me. I just been playing Fallout a lot recently and saw this and I was inspired
Commented 6 years ago2018-08-23 19:03:58 UTC
in journal: Cthulhu hl1Comment #101473
@UrbaNebula
Me I began play it years ago, but I stopped playing it by reason you get stuck about "what I must do now" but yeah, recently I decided finish it (A lot of times I should look walkthroughs in youtube)
The most bad as hell is AI of enemies (specially cthulhu's believers)
Commented 6 years ago2018-08-20 12:57:20 UTC
in journal: Cthulhu hl1Comment #101462
i was played before. but i didnt complete because my save file bugged and i dont want to start all over again. i guess i saved in a bugged map. it has very complicated and rough brushwork.
Commented 6 years ago2018-08-20 00:54:09 UTC
in vault item: Access PointComment #101459
Glad to be sharing both my thoughts and the icon! Absolutely, you have full permission include it. I've actually decided to release this icon and all future ones in the collection as public domain so that anyone may do whatever they please and so that there can be no confusion as to what goes.
As for the the other icons; I've thrown them up here for now. The readme will contain information regarding permissions etc. while the changelog will list all the icons in the collection, including yours.
Commented 6 years ago2018-08-18 09:19:53 UTC
in vault item: Access PointComment #101457
Thank you, Zebrazilla, for your review. If I ever release Another update to Access Point, I'd like to include your icon as the for the Steam library icon, with your permission of course.
Commented 6 years ago2018-08-17 21:21:32 UTC
in vault item: Access PointComment #101456
This is my first time ever downloading & reviewing anything explicitly on this site and I must say it was most definitely worth it. This is a great little gem. The map is packaged like a mod, with its own background; I liked that touch. The map itself may be short but there's a fair bit of variation in architecture, style and events which more than make up for it. Overall it was a very solid experience with nice setup for both fights and exploration.
My only negative thing to say about the map design would be the crossroads at the very start. I initially went right and essentially finished the level before going to the left, the path with a bunch of vortigaunts. At that point it felt rather unnecessary to have taken the left path at all and to get a kind of reward at the end felt useless as the map was essentially over at that point with no more fights or exploration. Perhaps if there was something more alluring the player into going that way it would've worked out better. Another interesting choice could have been to integrate the left path somehow so as to have it leading back into the right portion of the map. Then again that might've just turned out to be too confusing. That being said, fighting your way into the left path is a shoort but great experience too.
I am currently on a quest of making icons for Half-Life mods, icons intended to all look and feel like they are descended from the Half-Life logo. This is mainly so that I can have a whole bunch of them, both small and large, present on my desktop and looking all neat and tidy. As Access Point is essentially its own mini-mod with a shortcut in Steam I decided make an icon for this as well. It's nothing really special but if anyone else is interested, here goes. Feel free share and use as you like.
Looks better than a boxy beginner map. I fell down the hole near the spawn and died immediately. Trashcan in the room with the revolver doesnt look too good. The shark doesnt fit inside the fish tank. Developer has a habit of what i call "serious sam mapping" which is basically spawning enemies into the player's face especially when they do something significant. It kinda gets old after seeing it so many times.
Anyway this is pretty good for a first map, I liked the layout, it wasn't blatantly linear. However, be aware of how you use alien grunts. Their large size makes them easy to take out in cramped areas where they cant establish line of fire, leaving them easy pickings for me. They can see me behind the 64x64 box but are unable to shoot.
VBS scripts still do work, my brother has made some and I tested them on Windows 10 (he wrote them in malicious intentions, but it works).
The problem back then was, I knew no theory whatsoever. And I mean the basics (apart from what compiling is and some stuff). It was basically a head-first dive without breathing in any air. I was just copy-pasting from coding tutorials and then trying to fix the compiling errors one by one. I'm kinda surprised that it all even worked. But yeah, now I'll do it the right way. It took me 3 years to consider it though. Let's just hope that my actions match up to what I say, as I often get too buried in my own projects. <-<
It's never too late to learn something. Coding practice and theory can greatly expand your knowledge of how computers operate, and may be an incredibly useful asset later on.
I've started with Visual Basic Script (won't probably work on modern Windows, and is not a programming language), then started scripting in ERM (Event Related Model) and moved on to C++ (which is my language of choice for most coding projects). I've dabbled with Python, Java and Lua, and had a quick look at Perl. I don't consider myself to be a good coder, but I've got some practice.
IMO the neat part was the concept and focus on the lore. I am indeed planning to return to it one day. It wouldn't hurt anybody.
What I will remember forever about this mod, is that it spawned a new set of branches on my skill tree. So far it was mapping and video editing, but that mod made me start learning texturing, modelling, coding and music production. I definitely appreciate what it did to me.
I was on a 6-month vacation from GameBanana, basically. If we compare 'Crater 2015' to dm_5nights, you can see how much I improved my mapping skills in terms of entity work, and brushwork in the meantime.
As for coding, that's the only area where I'm lacking a major component. I can only do so little right now. But to be fair, back then I was compiling in VC 6.0 on version 2.3 of the HL SDK and I had no idea where to learn. Programming is something I'll study anyway, and I don't think it's too late to start actively learning it now.
It looked neat and bland at the same time. A pity that it is discontinued, as with Your current skills, You could rock it out of modding scene with a little coding help.
Commented 6 years ago2018-08-10 03:21:51 UTC
in journal: Not today.Comment #101442
ohhh I see... I was trying for ages to figure out what you meant, I'm sorry thats really hard having two events like that together... Happy birthday anyway mate
Commented 6 years ago2018-08-09 14:17:34 UTC
in journal: Not today.Comment #101440
It was my birthday. I've always been announcing my birthdays with some kind of riddle, but I didn't feel like doing one this time because of... a thing that happened to me two days after my birthday in 2017.
Edit:
That was great. Very clever entity work, and funny to boot. I don't even know how you managed it all. Short, yes, but in the context of a TWHL Tower map? You did an awful lot with that little space. Nice textures too, it looks really sharp for a Goldsource map! Good stuff!
https://www.youtube.com/watch?v=lMGoOiNA0C8&
The door is broken btw lol you need to fix it I can't remember how off hand ;( I had Hezus fix it for me. I just been playing Fallout a lot recently and saw this and I was inspired
Happy 23rd birthday!
https://youtu.be/VC7ZKOM_NJQ
but why you made a fantastic map like this?
when I made this nearly 2 years ago (in December) I thought "artic" was correct
Me I began play it years ago, but I stopped playing it by reason you get stuck about "what I must do now"
but yeah, recently I decided finish it (A lot of times I should look walkthroughs in youtube)
The most bad as hell is AI of enemies (specially cthulhu's believers)
As for the the other icons; I've thrown them up here for now. The readme will contain information regarding permissions etc. while the changelog will list all the icons in the collection, including yours.
My only negative thing to say about the map design would be the crossroads at the very start. I initially went right and essentially finished the level before going to the left, the path with a bunch of vortigaunts. At that point it felt rather unnecessary to have taken the left path at all and to get a kind of reward at the end felt useless as the map was essentially over at that point with no more fights or exploration. Perhaps if there was something more alluring the player into going that way it would've worked out better. Another interesting choice could have been to integrate the left path somehow so as to have it leading back into the right portion of the map. Then again that might've just turned out to be too confusing. That being said, fighting your way into the left path is a shoort but great experience too.
I am currently on a quest of making icons for Half-Life mods, icons intended to all look and feel like they are descended from the Half-Life logo. This is mainly so that I can have a whole bunch of them, both small and large, present on my desktop and looking all neat and tidy. As Access Point is essentially its own mini-mod with a shortcut in Steam I decided make an icon for this as well. It's nothing really special but if anyone else is interested, here goes. Feel free share and use as you like.
Download .bmp: http://zebrazilla.com/download/half-life/icons/accesspoint.bmp
Anyway this is pretty good for a first map, I liked the layout, it wasn't blatantly linear. However, be aware of how you use alien grunts. Their large size makes them easy to take out in cramped areas where they cant establish line of fire, leaving them easy pickings for me. They can see me behind the 64x64 box but are unable to shoot.
also interesting information about tokyo drainage systems.
Now you made me think of mapping as a fetish.
The problem back then was, I knew no theory whatsoever. And I mean the basics (apart from what compiling is and some stuff). It was basically a head-first dive without breathing in any air.
I was just copy-pasting from coding tutorials and then trying to fix the compiling errors one by one. I'm kinda surprised that it all even worked.
But yeah, now I'll do it the right way. It took me 3 years to consider it though. Let's just hope that my actions match up to what I say, as I often get too buried in my own projects. <-<
I've started with Visual Basic Script (won't probably work on modern Windows, and is not a programming language), then started scripting in ERM (Event Related Model) and moved on to C++ (which is my language of choice for most coding projects). I've dabbled with Python, Java and Lua, and had a quick look at Perl. I don't consider myself to be a good coder, but I've got some practice.
What I will remember forever about this mod, is that it spawned a new set of branches on my skill tree. So far it was mapping and video editing, but that mod made me start learning texturing, modelling, coding and music production. I definitely appreciate what it did to me.
I was on a 6-month vacation from GameBanana, basically. If we compare 'Crater 2015' to dm_5nights, you can see how much I improved my mapping skills in terms of entity work, and brushwork in the meantime.
As for coding, that's the only area where I'm lacking a major component. I can only do so little right now. But to be fair, back then I was compiling in VC 6.0 on version 2.3 of the HL SDK and I had no idea where to learn.
Programming is something I'll study anyway, and I don't think it's too late to start actively learning it now.
I've got another shot of whiskey waiting, so here's to You and all the hours put into working. Cheers!