Texture and lighting changes are fine. The main structure needs to remain, although it can be modified. You can use your own judgement about whether it's in the spirit of the competition. I can't guarantee that making it completely different from the base map won't count against you in judging, it's all subjective. Put it in space, sure, but make it an asteroid or something so the canyon can remain.
Any task that 100%s the CPU for any length of time will do it. Usually on the laptops we're only ever rendering web content in 1080. Our 4k & broadcast output is edited on proper workstations.
The speed falloff as temperatures rise is consistent across all 6 MBPs that we use.
Those m1 macbook pros are genuinely good. I bought a bunch of them for work and they've been reliable location DIT machines & workstations for our Social Media Managers. The thermal throttling is a serious issue, though, so don't expect to do anything too intensive. Rendering a video longer than like 10 minutes for us ends up slowing down massively as the chip heats up and side by side with my computer it's sloooow, but It'll get better as they develop the tech.
They'll never replace the power and task-diversity of a proper computer, but it's good to see Apple actually making something worthwhile again, and even pricing it quite reasonably!
Commented 9 months ago2021-08-12 22:43:00 UTC
in vault item: Scooby_RatsComment #103669
Update:
Bad news! It's turned into a bit of a server-emptier. I think 98% of the problem is including the crossbow. In a map so open it just turns into crossbow sniping and no action
Commented 9 months ago2021-08-09 22:39:15 UTC
in vault item: dm_dust2_2020Comment #103659
Dude, this is just ridiculous. Some of the tricks and technical execution on display here are awe-inspiring. We were having a game on the TWHL server and there was a moment while i was dead, looking up into the sky... "Those clouds are fucking moving..."
Commented 9 months ago2021-08-08 21:56:17 UTC
in vault item: Scooby_RatsComment #103654
Absolutely great. Really looking forward to playing this with more people. Particularly love all the animated bits - owl out the window, the door slats, etc. Lovely, lovely work.
This is really excellent. I love the aesthetic, and you've managed to fit a lot of layout into a relatively small space. The inaccessible, but visible areas like the conveyer belts are a really nice bit of world-building, too. It feels very much like a classic Quake arena or Unreal Tournament map - one of the levels my colleagues and I would spend hours after work playing on the LAN. I particularly like the weapon and item placement - it feels like a lot of thought went into the gameplay, and retaining that classic deathmatch feeling.
If I had one bit of constructive criticism, it would just be that you've used all those lovely rendermode solid grates for ceiling and wall detail, but none of them cast shadows. That could've been a nice bit of extra spice on top of what is already a really cool environment.
Awesome work.
Added to the rotation of the TWHL server: 109.169.42.68:53500
Commented 1 year ago2021-05-16 22:28:35 UTC
in vault item: bootbox_vanilyaComment #103566
The main arena could use some work to make the gameplay a little more interesting. It's mainly just a killbox at the moment - additional cover and routes would keep the players moving and would present more varied encounters than just gauss sniping. The verticality of the main arena has a lot of potential - having more levels than just the one bridge at the top would incentivise players to get creative with gauss jumping and would certainly help with the lack of cover and pathing.
Texturing is okay, but the lighting is bad. A lot of players will never find the secret area which is the only part of the map with lighting - keeping the arena fullbright makes the map seem unfinished. The original Bootbox3 at least had basic lighting in the main arena, and looks much better as a result. Remember the arena is the main focus of the map, and is the first thing players will see, so it should be properly lit and textured.
Definitely potential here, but it needs some work.
Commented 1 year ago2021-01-22 03:01:33 UTC
in journal: Deathmatch with my sonComment #103199
I swear I used to have reaction times like that....
I played vertico a bunch back in the day - this was a nostalgia trip! Great to see you and Scott having a blast together - some of my fondest memories are fragging my dad in Elite Force and Jedi Outcast.
Also also! My partner and I got a kitten a couple of months ago and we named her River. I only now realised that I probably had that name lodged in my head from you, so thankyou
Commented 1 year ago2020-12-10 16:34:05 UTC
in vault item: awp_tokyo_v2Comment #103133
I love the concept and location - very cool to see when I was in Tokyo last year - but the lighting really ruins this for me. Nothing casting shadows makes everything look monotone and un-engaging. There are no contrast or focal points and it really removes the sense of awe that such a location should have.
I can't even put into words how great an experience this was.
With very, very few exceptions it's an absolute delight to play from start to finish and the amount of talent on display is awe-inspiring. Unq and Strider are the absolute crème de la crème, but that is by no means an insult to all the other contributors who all did an incredible job.
I want to curl up in a ball and cry because I will never have these skillz.
This comment was made on an article that has been deleted.
This comment was made on an article that has been deleted.
Awesome use of stock assets to create an entirely lore-friendly Black Mesa sidequest. Architecture is interesting and detailed throughout, texturing with vanilla wads is varied and colourful and the lighting is up to your high standards. Ambience could use a tickle here and there, but is certainly not lacking.
Gameplay loses a couple of points just because after what was a really challenging and fun middle section with grunts, it gets steadily easier towards the end and then has no big finalé.
I'm using it with JACK and so far all models and sprites seem to be displaying correctly
The competition page is correct.
https://twhl.info/thread/view/20172
Super sweet, Suparsonik
The speed falloff as temperatures rise is consistent across all 6 MBPs that we use.
They'll never replace the power and task-diversity of a proper computer, but it's good to see Apple actually making something worthwhile again, and even pricing it quite reasonably!
(hipply burfles)
DoB:
19th September 1991Joined:
15th August 2004Age when joined: 4714 days
Today:
20th Oct 2021Age today: 10989 days
I've been a TWHLer for 57.1% of my life.
Tastes mature as we do - you'll just have to get obsessively into train simulators instead of shooters
Bad news! It's turned into a bit of a server-emptier. I think 98% of the problem is including the crossbow. In a map so open it just turns into crossbow sniping and no action
Awesome. Awesome, awesome, awesome.
Particularly love all the animated bits - owl out the window, the door slats, etc. Lovely, lovely work.
Added to the TWHL server rotation
Texturing — 9
Ambience — 9
Lighting — 7
Gameplay — 9
It feels very much like a classic Quake arena or Unreal Tournament map - one of the levels my colleagues and I would spend hours after work playing on the LAN.
I particularly like the weapon and item placement - it feels like a lot of thought went into the gameplay, and retaining that classic deathmatch feeling.
If I had one bit of constructive criticism, it would just be that you've used all those lovely rendermode solid grates for ceiling and wall detail, but none of them cast shadows. That could've been a nice bit of extra spice on top of what is already a really cool environment.
Awesome work.
Added to the rotation of the TWHL server:
109.169.42.68:53500
Jump pads were always a big element of the padmaps that this is inspired by, so they were always going to be included!
Texturing is okay, but the lighting is bad. A lot of players will never find the secret area which is the only part of the map with lighting - keeping the arena fullbright makes the map seem unfinished. The original Bootbox3 at least had basic lighting in the main arena, and looks much better as a result. Remember the arena is the main focus of the map, and is the first thing players will see, so it should be properly lit and textured.
Definitely potential here, but it needs some work.
I played vertico a bunch back in the day - this was a nostalgia trip! Great to see you and Scott having a blast together - some of my fondest memories are fragging my dad in Elite Force and Jedi Outcast.
Also also!
My partner and I got a kitten a couple of months ago and we named her River. I only now realised that I probably had that name lodged in my head from you, so thankyou
Best of luck
Edit:
Zeeba sent it via email, so I've mirrored it here.
Texturing — 10
Ambience — 10
Lighting — 10
Gameplay — 10
With very, very few exceptions it's an absolute delight to play from start to finish and the amount of talent on display is awe-inspiring. Unq and Strider are the absolute crème de la crème, but that is by no means an insult to all the other contributors who all did an incredible job.
I want to curl up in a ball and cry because I will never have these skillz.
Texturing — 10
Ambience — 8
Lighting — 10
Gameplay — 8
Gameplay loses a couple of points just because after what was a really challenging and fun middle section with grunts, it gets steadily easier towards the end and then has no big finalé.
Great work. Get back to The Core.