Commented 16 years ago2008-06-02 16:16:13 UTC
in journal: #5114Comment #56112
when i post my journals, i atleast give a description of why im showing this and what its about, not just random pictures of an old pc with a peace of cloth on it.
Commented 16 years ago2008-06-02 16:09:21 UTC
in journal: #5114Comment #56115
Lol you can read the big title on the screen " open ttd" which stands for " open transport tycoon deluxe" . It's translated into many languages , romanian included
And skals what's the matter .... I can't do anything here ? you posted something about gta 4 .... I could have said "ok... and why did you show this to us?"
But .... lol .... not all the people are as you expect them to be ...
And yes I had to clothe the computer so it would run :)) =)) =)) =)) . And I also had to warm it up using an electric heater :)) . It was really cold , like -5 C .
Commented 16 years ago2008-06-02 15:55:03 UTC
in journal: #5114Comment #56111
people r telling me to slow down... but this be ur second journal today lol. and im not looking forward to sharing a swetter with you. lol
Edit: i rememmber playing that game. i loved to make animal parks n stuff on it when i was smaller... the only problem was that it was on my friends pc and i only player it once. lol
Commented 16 years ago2008-06-02 08:35:57 UTC
in wiki page: Tutorial: CarvingComment #100800
Yeh ZL, carved out cylindrical holes with vertex manipulation is in the vertex manipulation tutorial, so I didn't want to incroach on it. I linked it up there, hehe.
Commented 16 years ago2008-06-02 07:59:10 UTC
in journal: #5111Comment #56103
It;s not finished , I want to add some "sound" and "artwork" pages . Of course , I'm a beginner\intermediate in all of these , but I want to share them , it's a pleasure to share !
Commented 16 years ago2008-06-01 23:41:10 UTC
in journal: #5110Comment #54863
"freshed thats a bit too much... and im more like cancer."
Cancer isn't transmittable. And you don't seem to be dying, either (unfortunately.) No, you're actually more like herpes: Everywhere, and really annoying, but ultimately not fatal and its existence has no real effect on anything.
But regarding your journal post... Well, all I can say is, I'm not sure anybody on here cares as much about this Alien stuff as you do. I have to admit, the original Alien, and Predator especially were quite good, but all the others I've seen have been lame and uninspired. It's just turned into another typical mass-produced Hollywood action series, and it's drawn on way too long. I can't even figure out how the film studios justify its existence, unless it's raking in more money than I thought. I really don't understand how anybody could be a fan of it, yet I'm sure there's whole forums dedicated to this stuff (hint hint.)
Also, I'm not really sure if it looks good or not. The graphics look decent, but all I've got to go on are a couple of screens that remind me of Quake 4 and the knowledge that most of these games received pretty mediocre reviews.
Commented 16 years ago2008-06-01 22:56:42 UTC
in wiki page: Tutorial: CarvingComment #100799
Well-written and very thorough tutorial. Would perhaps need a short description to how to make carved-out cylindrical holes with vertex manipulation instead of carving? Or at least a link to a tutorial that describes the process?
Some invalid HTML on this page too, as a note to the moderators. Should probably restrict the way tutorial-writers can use HTML (like <li>'s without <ul>'s).
I like that you included common pitfalls as many times these are conveniently left out.
You should add a nice screenie of some sexy finished terrain!
"The "-cliptype precise" command for CSG plus using the BEVEL texture as described earlier seem to usually fix both problems."
You can also make sticky areas func_illusionary, and place more simple terrain over/inside it with clip brush. (this also saves you on the preposterous clipnodes this type of terrain uses up = ) )
Nice tutorial with pictures and well-written = win = 5 stars.
Commented 16 years ago2008-06-01 16:20:51 UTC
in journal: #5110Comment #54865
freshed thats a bit too much... and im more like cancer.
Muzz: One journal per 2 days isnt that bad is it. plus, im contributing.
All: hey. striger told me to contribute into stuff not just post random shit. that's what im doing. plus i havent really got anything to do in my free time.
Commented 16 years ago2008-06-01 15:19:39 UTC
in journal: #5110Comment #54862
Skals is like aids, it spreads all over the place. No seriously, every thread, every map, every journal.. TWHL is skalsified. waits for Strider to whine; 'pfft freshed, stop being such an arse, be nice and friendly... SKALS IS TRYING!!'
Now, on-journal.... Alien vs Predator (with arny) was a enjoyable movie, other than that, I have yet to see a good Aliens movie OR play a good Aliens game. I saw the latest movie with Alien, man... I want my money back.
Commented 16 years ago2008-06-01 13:38:40 UTC
in vault item: fy_xenfightComment #16691
No ghetto, i mean that in the place that it's in, i don't see a use for it. It does not give you access to any specific area,, It just hurts if you miss the trigger_push again.
Oops x2! (please delete previous message!) Here's the relevant info posted by muzz regarding switchable textlights:
Here's how you can make your texturelight switchable (Requires ZHLT 3.4):
Turn your light fixture into a func_wall, which i believe is already done.
Open its properties and name the brush. Now select Grouped in the Texture Light Style property. If this property does not exist, you can add it manually by turning off SmartEdit, and adding these keyvalues:
Key: style Value: -3
Now create a light entity with the same name as the brush entity. Hlrad will now pretend that the light emitted by the texlight is "really" being emitted by your light entity. In other words, turning the light on and off will now turn the texlights on and off, too.
You'll probably want to set the brightness of the light entity to 1 1 1 0.1, so that it emits no light of its own (this trick is unnecessary if you're using Spirit of Half-Life, which supports switchable texlights directly).
If you hit Alt+P to check for problems, you'll notice one or more invalid keyvalues errors. Just ignore it, this happening because the Texture Light Style property is missing from the FGD that you're using. If want to fix this, find the func_wall FGD code and replace it with this code:
Looking at the screenshots of this map, it looks good. Great, even. Which is probably why this map got MOTM. Unfortunately, when playing the map itself, it's not so great. I've seen this a few times before - screenshots only give you a fixed angle, they give you no sense of the general 'feel' of the map, and obviously you cannot experience the gameplay either. As you can probably glean from the numbers above, the amount of negative commentary I have on this map is rather astonishing, compared to the other reviews in the vault, and yes, in this MOTM feature itself. I'll break it up into the 5 sections, because it makes it much easier for me to write about it. Architecture in the map is rather bland, and many places are blocky and very much out of proportion. Indeed, in some places, any sense of realism is thrown out the window because the scale is ridiculously off. This is particularly noticable with stairs and other enclosed areas. Speaking of enclosed areas, the entire map is full of them. It's disturbingly cramped, and leaves snipers rather useless. The entire map is a maze of tiny corridors and pathways and it is very easy to get lost within the labyrinth of alleyways, stairs, and ladders. Displacement work is lacking at best, with lots of stretched textures and boring, pointy, unnatural-looking stuff littered all over the place. Giving credit where it is due, there are some places where the architecture is well done, and it's particularly noticable in the rooftops, which, for the most part, look rather nice. Taking a look at the 3D skybox shows that some of the higher towers and a small amount of other stuff was moved there for optimisation, but there's nothing else in the 3D skybox besides a terrible excuse for a custom 2D skybox, implemented in all the wrong ways. I realise that you can't PakRat custom skies (I think), but this is just a terrible way to try to get around it. The author has run a circle of sprites or something right around the 3D skybox. It looks horrible when you're playing it, and there's a perfectly good 3D skybox there that could be used instead. It's not just for optimisation of tower-like structures, you know! Texturing is nothing special, and is downright bad in some places, with some cases of misaligned and badly blended textures. There are some places that use the same texture over a large space, which gives it a monotonous, boring feel. There are several places where two textures are placed next to each other that clash, and don't tile or fit together in any way. Ambience is disappointingly over-the-top. There's a looping background sound of your typical DOD fare - guns firing and artillery going off, but it's much too loud - enough to be annoying after extended (read: 5 minutes) periods of play. There's also absolutely no variation in the volume of the background sounds throughout the entire map - some soundscapes could do a lot for it. The author tried to create a bit more ambience by inserting several sound loops that you can only hear when near a certain area - and fell flat. There's (at least) two places with random looping audio of people singing, and the sound is coming from nowhere in particular. In one case, I'm pretty sure there's a woman's singing voice coming out of a rather large slab of concrete. It's the kind of thing you'd expect from a crappy counterstrike map, not a MOTM winner. The mapper seems to have inserted every single vehicle model that DOD has into the map, which, I suppose, is their choice - but it reeks of over-compensation, and misuse of models. In fact, most of the models of the map are badly placed - almost "chucked in", because Source mapping is reasonably dependant on models. I think that this map might have been made by someone more used to the Goldsource way of mapping, which isn't a problem normally, but remember we're talking MOTM winner material here. Moving on to lighting, which is average at best. Lighting is present, but does little to add contrast or anything interesting to the map. Yellow and white light appear to be overused, making the map seem very boring, with no heavy contrasting areas at all. Also - the street light have an odd look to them as you get closer or further away from them. And why are street lights on anyway, it's the middle of the day! Finally, the all-important gameplay. Not much to say about this, really - the number says most of it, and the rest is explained above. The cramped style of the map makes it almost impossible for snipers to be effective, and doesn't really make the map fun at all. It's also a veritable maze of passageways, stairs, alleys, and the like, which makes it amazingly easy to get lost. A few times I was wandering around the map, rather lost, and suddenly I found myself on the other side of the map! Very confusing. Several times, playing as either team, I found myself running into clip brushes, or player team clips. It breaks an unspoken rule of DOD - players can walk back into their spawn after dropping down from their little ledges. Only the player team clips stop the allies walking into the axis spawn and spawnkilling the lot of them. Another unspoken rule of DOD, and all multiplayer maps in general - usable objects. I encountered at least two - a machine gun-type thing, and a mortar, both of which may or may not kill people in range of said objects (the former making them much, much, worse.) Again, this is the kind of thing I'd expect from some crappy TF2 achievement-whore map, not MOTM material. Yet another unspoken rule of DOD - balance the caps! Nuernberg has 5 caps, 3 of which are single-man caps. Get where I'm going with this? It's simply unbalanced! There's not much more to say about that, beside that it creates unbalanced gameplay, and unfair matches. One final thing - I was happily nazi-ing along with my MP5 (or whatever it is), and had just walked out of the spawn, approaching the centre of the map, when suddenly I fell down a hole! There's a craftily-placed manhole thingie just after a small ledge, which makes it pretty much impossible to see until you're falling down it. Mappers out there, reading this review: Please, put holes in a place where you can see them before you're dropping to your (possible) doom! Thankyou.
Bottom Line
A fairly disappointing map that needs serious improvement. Techniques used in the map makes it seem as if the author is used to Goldsource mapping. If so, perhaps it may be best to stay with Goldsource. Otherwise, please do some more research on Source mapping! From this, it seems that most TWHL members who actually bother to vote for MOTM judge mostly by the screenshot of the map, without actually playing it. I'd recommend that members play the map before voting in the future. Or maybe just more people need to vote.
Overall, DoD_Nuernberg is sickeningly well-made. I Don't have a fucking clue as to what else to say, because if you've watched this review, you'll have already seen what it looks like from the in-game footage. I just wish it was made for a game I actually give a shit about.This review is dedicated to 3760
Commented 16 years ago2008-05-31 15:16:19 UTC
in vault item: fy_xenfightComment #16689
When i first saw the screenshot i knew it was not going to look pretty, and it's not incredibly appealing visually, but the ambiance is a nice touch. There's not too many FY maps out with ambient sounds, so good job on that. The teleport / buy-zone looks sweet, and also has sound in it. You did capture the Xen theme pretty well, but I really did not find a use for the jump-pad things. (I don't know their proper name)
Try mixing up the wall textures a little bit, add some details in there as well.
visual ascetics is what separates a good FY map from a bad FY map.
3 Stars because there's definitely room for improvement. Keep it up.
My penis is longer
And skals what's the matter .... I can't do anything here ? you posted something about gta 4 .... I could have said "ok... and why did you show this to us?"
But .... lol .... not all the people are as you expect them to be ...
And yes I had to clothe the computer so it would run :)) =)) =)) =)) .
And I also had to warm it up using an electric heater :)) . It was really cold , like -5 C .
Edit: i rememmber playing that game. i loved to make animal parks n stuff on it when i was smaller... the only problem was that it was on my friends pc and i only player it once. lol
Btw, is that SimCity 4 i see? That game has WIN written all over it (even though its freaking hard!).
Have you ever heard of "sharing" ?
4134th for me. I missed my 4000th login message
I dont blame you for not checking
It doesn't look very good, but that's not very important.
Cancer isn't transmittable. And you don't seem to be dying, either (unfortunately.) No, you're actually more like herpes: Everywhere, and really annoying, but ultimately not fatal and its existence has no real effect on anything.
But regarding your journal post... Well, all I can say is, I'm not sure anybody on here cares as much about this Alien stuff as you do. I have to admit, the original Alien, and Predator especially were quite good, but all the others I've seen have been lame and uninspired. It's just turned into another typical mass-produced Hollywood action series, and it's drawn on way too long. I can't even figure out how the film studios justify its existence, unless it's raking in more money than I thought. I really don't understand how anybody could be a fan of it, yet I'm sure there's whole forums dedicated to this stuff (hint hint.)
Also, I'm not really sure if it looks good or not. The graphics look decent, but all I've got to go on are a couple of screens that remind me of Quake 4 and the knowledge that most of these games received pretty mediocre reviews.
Some invalid HTML on this page too, as a note to the moderators. Should probably restrict the way tutorial-writers can use HTML (like <li>'s without <ul>'s).
Anyway, very nice tutorial.
D
I like that you included common pitfalls as many times these are conveniently left out.
You should add a nice screenie of some sexy finished terrain!
"The "-cliptype precise" command for CSG plus using the BEVEL texture as described earlier seem to usually fix both problems."
You can also make sticky areas func_illusionary, and place more simple terrain over/inside it with clip brush. (this also saves you on the preposterous clipnodes this type of terrain uses up = ) )
Nice tutorial with pictures and well-written = win = 5 stars.
)
You map right?
"This is the epiphany of un-holliness in the mapping scale of "No."
Well-said. Nice stuff.
Muzz: One journal per 2 days isnt that bad is it. plus, im contributing.
All: hey. striger told me to contribute into stuff not just post random shit. that's what im doing. plus i havent really got anything to do in my free time.
Now, on-journal.... Alien vs Predator (with arny) was a enjoyable movie, other than that, I have yet to see a good Aliens movie OR play a good Aliens game. I saw the latest movie with Alien, man... I want my money back.
Here's how you can make your texturelight switchable (Requires ZHLT 3.4):
Turn your light fixture into a func_wall, which i believe is already done.
Open its properties and name the brush. Now select Grouped in the Texture Light Style property. If this property does not exist, you can add it manually by turning off SmartEdit, and adding these keyvalues:
Key: style
Value: -3
Now create a light entity with the same name as the brush entity. Hlrad will now pretend that the light emitted by the texlight is "really" being emitted by your light entity. In other words, turning the light on and off will now turn the texlights on and off, too.
You'll probably want to set the brightness of the light entity to 1 1 1 0.1, so that it emits no light of its own (this trick is unnecessary if you're using Spirit of Half-Life, which supports switchable texlights directly).
If you hit Alt+P to check for problems, you'll notice one or more invalid keyvalues errors. Just ignore it, this happening because the Texture Light Style property is missing from the FGD that you're using. If want to fix this, find the func_wall FGD code and replace it with this code:
@SolidClass base(Targetname, Appearflags, RenderFields, Global, ZHLT) = func_wall : "Wall"
[
_minlight(string) : "Minimum light level"
style(choices) : "Texture Light Style" : 0 =
[
0 : "Normal"
-3 : "Grouped"
10 : "Fluorescent flicker"
2 : "Slow, strong pulse"
11 : "Slow pulse, noblack"
5 : "Gentle pulse"
1 : "Flicker A"
6 : "Flicker B"
3 : "Candle A"
7 : "Candle B"
8 : "Candle C"
4 : "Fast strobe"
9 : "Slow strobe"
12 : "Underwater"
]
]
(found in this this thread by (c)striker.
I found this enormously useful, so thought it would be a good idea to add it. Maybe it should be it's own mini tutorial too! = )
Texturing — 6
Ambience — 4
Lighting — 5
Gameplay — 2
Review
Looking at the screenshots of this map, it looks good. Great, even. Which is probably why this map got MOTM. Unfortunately, when playing the map itself, it's not so great. I've seen this a few times before - screenshots only give you a fixed angle, they give you no sense of the general 'feel' of the map, and obviously you cannot experience the gameplay either. As you can probably glean from the numbers above, the amount of negative commentary I have on this map is rather astonishing, compared to the other reviews in the vault, and yes, in this MOTM feature itself. I'll break it up into the 5 sections, because it makes it much easier for me to write about it. Architecture in the map is rather bland, and many places are blocky and very much out of proportion. Indeed, in some places, any sense of realism is thrown out the window because the scale is ridiculously off. This is particularly noticable with stairs and other enclosed areas. Speaking of enclosed areas, the entire map is full of them. It's disturbingly cramped, and leaves snipers rather useless. The entire map is a maze of tiny corridors and pathways and it is very easy to get lost within the labyrinth of alleyways, stairs, and ladders. Displacement work is lacking at best, with lots of stretched textures and boring, pointy, unnatural-looking stuff littered all over the place. Giving credit where it is due, there are some places where the architecture is well done, and it's particularly noticable in the rooftops, which, for the most part, look rather nice. Taking a look at the 3D skybox shows that some of the higher towers and a small amount of other stuff was moved there for optimisation, but there's nothing else in the 3D skybox besides a terrible excuse for a custom 2D skybox, implemented in all the wrong ways. I realise that you can't PakRat custom skies (I think), but this is just a terrible way to try to get around it. The author has run a circle of sprites or something right around the 3D skybox. It looks horrible when you're playing it, and there's a perfectly good 3D skybox there that could be used instead. It's not just for optimisation of tower-like structures, you know! Texturing is nothing special, and is downright bad in some places, with some cases of misaligned and badly blended textures. There are some places that use the same texture over a large space, which gives it a monotonous, boring feel. There are several places where two textures are placed next to each other that clash, and don't tile or fit together in any way. Ambience is disappointingly over-the-top. There's a looping background sound of your typical DOD fare - guns firing and artillery going off, but it's much too loud - enough to be annoying after extended (read: 5 minutes) periods of play. There's also absolutely no variation in the volume of the background sounds throughout the entire map - some soundscapes could do a lot for it. The author tried to create a bit more ambience by inserting several sound loops that you can only hear when near a certain area - and fell flat. There's (at least) two places with random looping audio of people singing, and the sound is coming from nowhere in particular. In one case, I'm pretty sure there's a woman's singing voice coming out of a rather large slab of concrete. It's the kind of thing you'd expect from a crappy counterstrike map, not a MOTM winner. The mapper seems to have inserted every single vehicle model that DOD has into the map, which, I suppose, is their choice - but it reeks of over-compensation, and misuse of models. In fact, most of the models of the map are badly placed - almost "chucked in", because Source mapping is reasonably dependant on models. I think that this map might have been made by someone more used to the Goldsource way of mapping, which isn't a problem normally, but remember we're talking MOTM winner material here. Moving on to lighting, which is average at best. Lighting is present, but does little to add contrast or anything interesting to the map. Yellow and white light appear to be overused, making the map seem very boring, with no heavy contrasting areas at all. Also - the street light have an odd look to them as you get closer or further away from them. And why are street lights on anyway, it's the middle of the day! Finally, the all-important gameplay. Not much to say about this, really - the number says most of it, and the rest is explained above. The cramped style of the map makes it almost impossible for snipers to be effective, and doesn't really make the map fun at all. It's also a veritable maze of passageways, stairs, alleys, and the like, which makes it amazingly easy to get lost. A few times I was wandering around the map, rather lost, and suddenly I found myself on the other side of the map! Very confusing. Several times, playing as either team, I found myself running into clip brushes, or player team clips. It breaks an unspoken rule of DOD - players can walk back into their spawn after dropping down from their little ledges. Only the player team clips stop the allies walking into the axis spawn and spawnkilling the lot of them. Another unspoken rule of DOD, and all multiplayer maps in general - usable objects. I encountered at least two - a machine gun-type thing, and a mortar, both of which may or may not kill people in range of said objects (the former making them much, much, worse.) Again, this is the kind of thing I'd expect from some crappy TF2 achievement-whore map, not MOTM material. Yet another unspoken rule of DOD - balance the caps! Nuernberg has 5 caps, 3 of which are single-man caps. Get where I'm going with this? It's simply unbalanced! There's not much more to say about that, beside that it creates unbalanced gameplay, and unfair matches. One final thing - I was happily nazi-ing along with my MP5 (or whatever it is), and had just walked out of the spawn, approaching the centre of the map, when suddenly I fell down a hole! There's a craftily-placed manhole thingie just after a small ledge, which makes it pretty much impossible to see until you're falling down it. Mappers out there, reading this review: Please, put holes in a place where you can see them before you're dropping to your (possible) doom! Thankyou.Bottom Line
A fairly disappointing map that needs serious improvement. Techniques used in the map makes it seem as if the author is used to Goldsource mapping. If so, perhaps it may be best to stay with Goldsource. Otherwise, please do some more research on Source mapping! From this, it seems that most TWHL members who actually bother to vote for MOTM judge mostly by the screenshot of the map, without actually playing it. I'd recommend that members play the map before voting in the future. Or maybe just more people need to vote.Texturing — 9
Ambience — 9
Lighting — 9
Gameplay — 8
Video Review
Bottom Line
Overall, DoD_Nuernberg is sickeningly well-made. I Don't have a fucking clue as to what else to say, because if you've watched this review, you'll have already seen what it looks like from the in-game footage. I just wish it was made for a game I actually give a shit about.This review is dedicated to 3760I too have a tutorial in draft stage.
Good Job Grim!
Try mixing up the wall textures a little bit, add some details in there as well.
visual ascetics is what separates a good FY map from a bad FY map.
3 Stars because there's definitely room for improvement. Keep it up.
EDIT - TESTED
Fail ;O!