Commented 2 years ago2018-11-18 01:36:43 UTC in vault item: de_edifice Comment #101623
It's so much a political statement that I had to make an edited version for my clan's server (I suspected that this may happen, we try to keep a friendly atmosphere). I couldn't come up with a good name for it so I just called it de_compromise. haha
Commented 2 years ago2018-09-25 22:26:59 UTC in vault item: fy_aframe Comment #101529
A really nice looking map (though, there's still a lot of visible blue in those tree textures). I couldn't figure out how to open the secret (even though I spotted the "clues"). How many spawns are on this map? I would recommend it to be added to my clan's server but it's gotta have 32 spawns (possibly just 30 but I think the PTB team switch plugin sometimes kills people without that 16th spawn on each side).

One other thing I would like to note though is that there is more area behind one spawn than the other, which might encourage players to hide back there. It is fun to see an asymmetric fy map, though.
Commented 2 years ago2018-06-19 03:17:04 UTC in vault item: JeffMOD's Compo 29 Entry Comment #101278
I'm not going to go on about the visuals because you made this 7 years ago and I'm sure you're well aware. But, I do want to say, I really liked the sparse health and the fact that it seemed to be intentionally set up to use up your rifle ammo for some close range pistol fighting at the end. It made the fighting feel more intense.
Commented 2 years ago2018-06-18 00:14:19 UTC in vault item: JeffMOD's Compo 29 Entry Comment #101277
No problem!
Commented 2 years ago2018-06-17 20:51:44 UTC in vault item: JeffMOD's Compo 29 Entry Comment #101275
It works! It shows up as "Half-Life 2: Test Mod" now though. But it now runs.
Commented 2 years ago2018-06-17 19:44:04 UTC in vault item: JeffMOD's Compo 29 Entry Comment #101273
Ah, it's been a while since I've installed mods for Source and I don't have the 2013 SDK base installed. It does have a bin folder. If installing the 2013 SDK base doesn't work then I'll try renaming that and then if not I'll get back to you.

EDIT: Installed the 2013 SDK Singleplayer and Multiplayer base. Didn't work. Changed the name of the bin folder. It didn't work. Tried re-installing the mod off a fresh download. After trying those first 2 things. That didn't work.
Commented 2 years ago2018-06-17 05:21:04 UTC in vault item: awp_ferreiro Comment #101269
This is a really nice looking awp map. We have this map on my clan's server and it's a lot of fun to play when there's only a few people on.
Commented 2 years ago2018-06-17 04:03:23 UTC in vault item: JeffMOD's Compo 29 Entry Comment #101268
Yes, and I can see Ep 2 start running on the menu in Steam, but then I get that error message.
Commented 2 years ago2018-06-16 16:42:45 UTC in vault item: JeffMOD's Compo 29 Entry Comment #101264
Which folder do I install this in? I assumed the sourcemods folder and it shows up in steam but when I try to launch it I get this error.

"Failed to load the launcher DLL:

The specified module could not be found."
Commented 2 years ago2018-05-29 23:58:43 UTC in vault item: Vehicle Prefabs Comment #21352
Ooh, I've been batting around ideas for Half-Life themed CS maps and some of these prefabs would definitely look nice.
Commented 3 years ago2018-01-23 05:32:13 UTC in journal: #8891 Comment #53031
Are you still planning on uploading the streams to Youtube? I'm behind on them and I think there are a few VODs between 010 and whatever the oldest VOD is on Twitch that I haven't seen.
Commented 3 years ago2018-01-07 18:36:21 UTC in journal: #8891 Comment #53030
You may not be able to noclip in CS but you can reload the map and select "spectate" and fly around in free spec mode (in the middle of watching 008 on YT so if you've eventually started doing this later on, I'm sorry).
Commented 3 years ago2017-12-28 04:11:31 UTC in news: TWHL4 Public Beta Comment #100320
Logged in successfully. Successfully uploaded bland screenshot to screenshot competition.

Successful success!
Commented 3 years ago2017-12-04 00:18:02 UTC in journal: #8891 Comment #53029
When you load up CS maps you should kill yourself in console so anything kickstarted by a hidden func_door can work.
Commented 3 years ago2017-11-15 04:54:48 UTC in vault item: de_vine Comment #19680
I know this map is old as hell but I figured in the off chance that you still check the comments on your maps every once in a while I'd leave one. This map gets a decent amount of play on my clan's custom map server and most of us really enjoy it. I was actually really surprised to see how old it actually was because it looks more like it's on par with CS maps from the late 2000's rather than 2003. I can't comment on how evenly it would play with 5 on 5 but in a larger pub server setting (8v8 or more, typically) it plays very evenly. The layout feels very original and unique. I really like fighting in the warehouse.
Commented 3 years ago2017-10-22 00:26:58 UTC in vault item: de_breach Comment #21049
I'll have to give this one a looksie. If I like what I see I'll see if they'll put it on my clans server.
Commented 3 years ago2017-09-19 23:57:57 UTC in vault item: fy_trifecta Comment #21045
The engine has a brush based entity for gravity, trigger_gravity. We played it last night on my clan's server. It works perfectly.
Commented 3 years ago2017-09-17 14:34:54 UTC in vault item: fy_trifecta Comment #21036
Wait, you can't get CS simply because you don't want Goldsource games on Steam? What?
Commented 3 years ago2017-06-28 03:10:27 UTC in vault item: Airsoft Fort Comment #21012
I basically made the de_ version just in case nobody liked the tag hostage idea.

I'm trying to come up with some other ideas for small maps with the "tag" hostage setup. I had an idea in it's early stages but I scrapped it because the layout was terrible. I have another map that I just finished that uses the same setup but it's a much larger map with this ambitious fun/goofy obstacle course setup that wasn't too popular on my clan's server.

I don't know the name of it and I've never played it, but I saw a brief bit of a Nipper map in a video that had hostages that spawned inside their rescue zones, but he had replaced the hostage model with these little gems or something so it was like you were "collecting" the gems. This is where I got the idea for it, but I specifically wanted to apply it to small maps for fast gameplay that could replace the countless fy and aim maps that are typically played before my clan's server fills up.
Commented 4 years ago2017-01-31 05:10:50 UTC in vault item: de_pophouse Comment #18442
Load it up in Condition-Zero with bots and it'll open up!
Commented 4 years ago2017-01-04 02:24:33 UTC in vault item: Spawn Counter Comment #20844
The problem with a single wall trigger would be the potential of incorrect counting. Two players could walk through at the exact same time and only one would get counted or someone could "hang out" in the trigger area and trip it more than once. Even a wall trigger would probably be best broken up into a few pieces and then you would also want to push the players through. I wanted my spawn to "appear" to players as if it were a normal spawn as much as possible. I had to stagger the trigger delays on my individual triggers because the multi_manager was getting multiple requests at the same time and multi_manager entities will not accept a new trigger request until it is finished with the previous one it got. This resulted in players not being counted. Once I staggered the trigger delays on the individual triggers (and divided them up to trigger multiple multi_managers) I stopped having frequent miscount problems.

Your wall method would probably best be used by breaking up the spawn exit into 3-5 thin hallways with a func_conveyor forcing players through one once they enter it so they can't walk backwards into the trigger on the other side.
Commented 4 years ago2016-10-02 20:33:06 UTC in vault item: de_via Comment #20697
Beautiful map. I'm gonna post this in the map recommendations forum on my clan's server. Hopefully they'll add it.

The layout reminds me of Dust2 in some ways but with plenty of differences to give it a whole new feel.
Commented 4 years ago2016-09-17 14:33:56 UTC in vault item: war3dm_snow Comment #14498
Love that there's even an underwater section to fight in. Lighting and sprite/texture effects make it look sexy. Gonna add this to my list of maps to recommend for my clan's server. I did find it very hard to grab on to and stay on the ropes hanging down over the water in the middle of the map. I don't know if that was by design or not.