Comments

Commented 1 year ago2023-05-04 08:56:13 UTC in vault item: Dmc_GrayDust Comment #105232
I feel like this map was unfairly judged during its time. For those who are too young to remember, de_dust 1 & 2 were even more popular back then if you can believe that. So yes, from day one people made endless remakes, ports, etc and it got really old as you can tell from the above comments. With that being said, I remember giving this map a shot a long time ago and being impressed despite having similar reservations. Replaying this map recently and I still feel the same way, it has aged incredibly well.

What makes this map so worthwhile is the changes done to the original layout to help flow for DMC. Interestingly enough there is a change (the stairway connecting underneath the bridge) that I believe is inspired by an actual alternative path that was cut from the original de_dust, but my memory could be faulty here.

Another notable difference is addition of secrets which are pretty core to Quake/DMC and give this map character of its own. Finally when it comes to visuals, it nails the aesthetic of DMC and just looks really nice in general. Lots of great little details and additions throughout, my only complaint is that you can see a giant ad for a now defunct website, should've left that exclusively to the secret room, but oh well.

An easy 5 for me, worth giving a second chance even if you hated dust or the seemingly endless ocean of remakes it had. This could've just been another run of the mill boring port, but P3R16O50 wanted to make this feel like it was made by Valve themselves for DMC, and he achieved that goal.

One last thing worth nothing is that Valve ships a version of dust1 for CS:GO that has layout modifications similar to this. Not saying they were inspired by this map specifically, but even Valve had similar feelings about the layout.
Commented 1 year ago2023-04-17 21:44:41 UTC in journal: #8892 Comment #105210
hey I wasn't dead, just sleeping :P
Commented 1 year ago2023-04-17 21:44:13 UTC in vault item: BspTexRemap v0.3 (pre-release 2) Comment #105209
Man, this is clever and very evil at the same time. I'm glad we don't have to do this kind of stuff in FreeHL :)
Commented 2 years ago2022-05-31 05:53:56 UTC in vault item: City 7 Comment #104483
Disclaimer: I am a play tester for this map.

Great remake! But it loses a star for not having Alabastor_Twob's incredible morb avatar, only real flaw.
Commented 2 years ago2021-12-29 01:14:55 UTC in vault item: Streetlevel Remake 1.01 Comment #103922
Thanks for pointing that out, can't believe this still linked to my very first homepage URL. Fortunately, you can upload bigger files on TWHL nowadays, so I did just that.
Commented 2 years ago2021-12-21 10:58:41 UTC in vault item: Surprise! Comment #103892
Yeah, during one of my archive sessions I recently learned of Unbreakable's passing. Very sad, he was a pretty talented guy. I have a copy of this map saved and uploaded on Archive.org for preservation: https://archive.org/details/unbreakables_compo_entry

Sadly, I can't seem to find a copy of his other maps, hope they turn up one day. Also wanted to mention that I believe "Horror Map" was his actual final map, since this was a reupload that use to be on Dark Tree Media's site eons ago.

RIP
Commented 2 years ago2021-12-19 00:37:47 UTC in vault item: trigger_hurt Comment #103884
I am working on an open source reverse engineering effort for Half-Life, and I wanted to say thanks for all your example maps, they've been incredibly helpful and time saving!
Commented 9 years ago2015-02-16 04:39:10 UTC in journal: #8498 Comment #67587
It's based on the Quake engine, which is heavily documented. If you do a few minutes of research you'll find your base answer. Valve pretty much added Radiosity lighting to the engine, which is why it looks so pretty and colorful. So yes, many many MANY people know how lighting works in Half-Life.

Edit: Actually the lighting apparently comes directly from Quake II, so again, highly documented and the code is open.
Commented 10 years ago2014-03-29 03:20:28 UTC in vault item: Floating City Comment #20500
Best map ever made. GG.
Commented 10 years ago2014-01-26 12:22:06 UTC in vault item: sh_2bases 1.1 (for Scientist Hunt) Comment #20459
Good thing it now has alternate paths.
Commented 10 years ago2014-01-26 12:18:12 UTC in vault item: Scientist Hunt HD Map Pack 1.1 (outdated) Comment #20457
And ever.
Commented 10 years ago2013-12-09 22:11:07 UTC in journal: #8300 Comment #45903
My Windows 8 experience:

Tried it back in 2012 before it was final. Got use to it since much of the Metro crap was not implemented yet. Eventually, it got worse and worse which made me switch to Vista. Vista got old, and I went to Seven. Then tried out Linux for a while on my desktop, enjoyed it stuck and with it till my new laptop. My Laptop has nVidia Optimus which is a pain under Linux (it's getting better). I went back to Windows 8 for more support, then having to use 8 (and 8.1). Hated it as it got slower and had to force myself to use a terrible UI. I couldn't even install Windows 7 properly on my SSD because it was so bloated. This frustrated me so much I went back to Linux and haven't been on Windows since. Wine does pretty much what I need for modding and some gaming when there's no ports. I regret nothing.
Commented 10 years ago2013-12-04 06:36:02 UTC in journal: #8296 Comment #67523
Really interesting stuff, I would never be able to figure this out (me being horrible at Math). Are you able to also code for Half-Life (like new weapons and other entities)?
Commented 11 years ago2012-12-21 20:31:30 UTC in journal: #8061 Comment #51482
It's the end of a stupid fad at least.
Commented 11 years ago2012-12-01 08:33:28 UTC in journal: #8042 Comment #59969
How many bans in total have been made on TWHL anyways?
Commented 12 years ago2012-11-18 07:27:51 UTC in vault item: passages Comment #20175
I'm not sure releasing unfinished maps in this state is necessarily a good idea. I understand what you are trying to achieve here however, the map is too incomplete to really test. I'd personally do a lot more work before releasing an alpha/beta.
Commented 12 years ago2012-11-16 13:37:41 UTC in vault item: de_cabbage Comment #20171
Found a mirror for anyone who want's to try this:

http://www.gamefront.com/files/files/870199/de_cabbage_by_matt_pike.zip
Commented 12 years ago2012-11-15 01:21:59 UTC in journal: #8028 Comment #67069
Yeah my contact page is still nothing I'm proud of, should probably talk to Ash to see what he can whip up. But overall I'm happy with my site, I wanted to keep it clean and simple. Loads fast and it's focused.

EDIT: Just revamped the contact page. The submit form isn't working but it probably will by tomorrow.
Commented 12 years ago2012-11-14 10:33:54 UTC in journal: #8028 Comment #67068
Thanks! Be sure to try out Duel_Dust and leave a review!
Commented 12 years ago2012-11-12 23:53:50 UTC in vault item: Hammertime Comment #20166
Well, I was surprised to see a small Half-Life mod released with some custom coding however, the overall mod is very poor. While experimentation is not a bad thing at all, and it was kinda refreshing to play a mod that didn't revolve around generic security guard #139 at Black Mesa, the overall idea didn't work. The main mapping wasn't very distinguishable from the purposely terrible mappack the player goes through, and not to mention for it to really work it should've been much more lengthy. Some of the maps seem to have not changed at all from the initial release and it still contains a picture of me from Halloween for whatever reason. Overall, not the worst mod ever created, but nothing great or worthy of your time. Dr. Amazing still has a bit of mapping to learn.
Commented 12 years ago2012-10-12 06:38:54 UTC in vault item: DM_Cybrain & TDM_Cybrain Comment #20132
This is extremely well made, I don't know how this can't win MOTM. The overall theme is interesting and consistent with the map, never does it feel out of place or dull. The architecture looks captivating and flows mostly well. Sound wise I didn't really have much to complain about, the ambience fits and it's not bad. A bit small but visually impressive, though I still need to play it with a friend to give a complete rating. For now, I think a four out of five for me. Great work, would you consider making an OP4 version?
Commented 12 years ago2012-09-21 07:34:28 UTC in vault item: DM_Cybrain & TDM_Cybrain Comment #20139
Excuse me, did you say this was only created in 4 hours!?
Commented 12 years ago2012-03-01 06:35:20 UTC in vault item: Streetlevel Remake - Ports Comment #19842
Hey thanks for the full on review. I would've developed a lot more with certain aspects. For one I hate how the maximum for building's height is 384 but this was done to avoid going overboard with GoldSrc. As for brush work, it seems that I am at my limits with this. It also makes testing harder due to the fact that fast -vis isn't usable with this type of size, however though I can compile it without -vis for testing(which I did a few times, the lag was a nightmare). Another issue was optimization. I tried to use as little brushes as possible but like you said, it still is a bit much in a few areas. I also believe that I did leave a few unneeded textures in use which not only makes the file size bigger but affects speeds and such. I must admit, I did change little to the construction site from the original. This section was actually copied and modified from the original(I believe it does use less brushes though, can't remember). So I do blame myself for getting lazy with a few areas like that. The arcade I would've liked to do so much more but I just felt limited and I had to use simple machines that are just copied and retextured(not to mention the exteriors lack any detail besides one single color). I didn't want to use a quantity of custom models just simply due to the large size. I was already uncomfortable with the amount of models and sounds in this release, I couldn't imagine any more to be included. Speaking of which, I agree that sound was a done poorly in terms of optimization. In some areas it wouldn't be heard when I tested the map, so I did an unnecessary abundance of ambient_generics. My main problem was due to the large scale map and the amount of time it has taken, I did start to be a bit sluggish with optimization. I do wish I did take more time into Streetlevel, but it what it is. I think someday there will be a sequel to Streetlevel, but on another engine(and no, this doesn't mean Source). As for updates, I am leaving it at 1.1 and anyone is welcome to edit it and do what they please(as long as credit is given). One last grip I would say is that even though I credited my usage of items, only one or two of them were actually used with permission. I wished I asked some companies or individuals themselves for permission(such as Mindmotor Studios). Anyways thanks for the well-written and great review zeeba, keep on mapping!
Commented 12 years ago2012-01-12 20:10:43 UTC in vault item: Scientist Hunt HD Map Pack 1.2 (Beta 1) Comment #19728
It's just kill them until the map changes, you can use different methods such as killing them with entites in the map.
Commented 12 years ago2012-01-10 15:52:49 UTC in news: Decryption Continues! Comment #100085
I hope Aquatos won!
Commented 12 years ago2012-01-10 07:08:54 UTC in wiki page: Tutorial: Introduction to Colour Correction Comment #101030
Well written article regardless.
Commented 12 years ago2012-01-10 07:08:28 UTC in wiki page: Tutorial: Introduction to Colour Correction Comment #101029
I don't know but I actually kinda like it without CC.
Commented 12 years ago2012-01-09 00:04:42 UTC in vault item: Apartment X2 Comment #13966
Excellent map, can't really find much to complain about. Though the map is a bit small that's due to the fact you were working with the original so I'll let it pass. The refrigerator was a neat silly idea and I really enjoyed your portrayal of the damage between the floors. Fun small map, has a nice few elements for gameplay, looks fantastic, and for a few hours of work that's quite the feat. 5 starts for me.
This comment was made on an article that has been deleted.
Commented 12 years ago2012-01-06 03:53:55 UTC in vault item: Apartment X2 Comment #10111
Does it play a funky space music track?
Commented 12 years ago2012-01-03 09:25:58 UTC in vault item: Scientist Hunt HD Map Pack 1.2 (Beta 1) Comment #19720
No, we thought that map was perfect as is.
Commented 12 years ago2011-12-28 22:07:57 UTC in vault item: Scientist Hunt HD Map Pack 1.2 (Beta 1) Comment #18828
Updated with a download link for Scientist Hunt.
Commented 12 years ago2011-12-25 05:54:24 UTC in vault item: MISSION MCPOKER Comment #19384
No Captain Terror, I think McPoker is quite satisfied with this mod. I mean he keeps calling it "god". Clearly he worships it!
Commented 12 years ago2011-12-23 20:37:04 UTC in vault item: MISSION MCPOKER Comment #19690
Incredible, guaranteed to be a classic.
Commented 12 years ago2011-12-22 03:31:09 UTC in vault item: Merry Christmas to hlife_hotdog Comment #19676
Whoops, forgot to check the pak file, heh. So what's going on here? Secret Santa?
Commented 12 years ago2011-12-22 03:25:49 UTC in vault item: Merry Christmas to hlife_hotdog Comment #19674
No WON? I am sad.
Commented 13 years ago2011-09-07 12:28:04 UTC in vault item: TTT_Canals Comment #19441
No, sorry this requires TTT. Though anyone can edit this map and make it for whatever Source game you desire. All I ask for is credit.
Commented 13 years ago2011-07-18 01:43:54 UTC in vault item: Aquatos: Aqua Labs (Remake) Comment #19364
Dimbark, do you ever actually try out any maps? It seems like all you do is look at the worst part of a map and make the worst comment out of it as possible.
Commented 13 years ago2011-07-17 12:27:34 UTC in vault item: Aquatos: Aqua Labs (Remake) Comment #19359
Great map, the layout is excellent and has a huge environment to play in. Even if a bit big in size, it's definitely worth the download and your time. 5/5 for me.
Commented 13 years ago2011-07-10 14:55:08 UTC in vault item: DM_Streetlevel Comment #19332
Yeah thanks, I will probably never update it. For it's complete, but not the way I wanted it to be. Though I leave the way it is for Streetlevel represents my early state of mapping and how I've evolved in terms of mapping.