Commented 3 years ago2021-04-28 16:11:43 UTC in vault item: Canyon Comment #103546
I'm still working on Canyon 2.
Commented 3 years ago2021-04-21 21:17:50 UTC in vault item: New Mesa City Comment #103531
AK47NATOR said:How do you manage such good lightning? I try really hard to make the lightning in my map as best as I can. And yet, this is way more pleasing to look at.
Commented 3 years ago2021-02-23 21:00:18 UTC in journal: 0x0013 Comment #103350
Admer456 said:I expect to become... very old.
unsigned long long age_low;
unsigned long long age_high;
Commented 3 years ago2021-02-23 12:20:45 UTC in journal: 0x0013 Comment #103344
Happy 19th!
Commented 5 years ago2018-08-18 09:19:53 UTC in vault item: Access Point Comment #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 ago2018-05-18 14:50:39 UTC in vault item: Access Point Comment #21344
Thank you for your comments! I have now updated the map with overhauled lighting and additional details. Feel free to have another look at it if you want to.
Commented 6 years ago2018-05-10 10:24:46 UTC in vault item: Five Zero - Stone Temple Comment #21339
It was a fun map to play. A little too dark for the most part, but very enjoyable.
Commented 6 years ago2017-12-23 14:01:25 UTC in journal: #8891 Comment #53032
Just a heads up, if you want to use the <game>_addon folder to seperate custom content from default content, you have to enable "Allow custom addon content" in the video options of the game you are playing.
Commented 7 years ago2017-02-23 22:18:37 UTC in journal: #8779 Comment #68115
Happy birthday!
Commented 7 years ago2017-02-18 18:49:24 UTC in journal: #8778 Comment #67609
Thanks to everyone who have congratulated so far! I look forward to living long and well for many more years.
Commented 7 years ago2016-12-17 18:20:46 UTC in vault item: lab_restroom Comment #18512
What a nice little room. My only nitpicks would be that the chairs and tables are too tall in comparison to the player character. I also think it was a little to dark and had a little too monotone lighting.
But I liked the brushwork and the doors giving the feeling it belonged to a larger area (even though extensive testing (noclipping) shows that it doesn't). Some ambient background sounds would have been nice, though.
I had to noclip to find the secret, and to be honest, the way it was hidden was probably a bit too obscure for my taste. I did play the first verson of the map too, which had it hidden in a bit more sensible way.
Also, it's spelled "dehydration", with a "y". Just a friendly tip for the future :)

Overall, I liked the atmosphere, even though it's just a small detail room. Good job!
Commented 7 years ago2016-11-06 20:10:07 UTC in vault item: Black Mesa Geothermal Labs Comment #19683
Also, side note - temperatures were listed in imperial, whereas even in the US scientists (and military) tend to use the metric system - so those should be in Celsius or Centigrade, rather than Fahrenheit.
Well, in Half-Life, Black Mesa uses fahrenheit for temperatures, at least in announcements. Unless they are keeping Black Mesa at 68 degrees celcius as some sort of experiment :/
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Commented 8 years ago2016-06-09 11:56:21 UTC in journal: #8709 Comment #40535
I think it is:
"You, go A!"
"Why, A it is."
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This comment was made on an article that has been deleted.
Commented 8 years ago2015-12-22 14:01:58 UTC in vault item: Take me to your DJ Comment #18027
Just downloaded it and ran around in it.
First I gotta ask, is it supposed to be a run around and look at all the goofiness kind of map without gameplay? Since becuase I wasn't given an HEV suit and there were no weapons in the map, I'm going to assume it is.
It looks pretty good, I like the variaty in the environments. Allthough standing in the middle of a sprite dancer looks scary :(
Anyways, great map for looking around in!
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Commented 8 years ago2015-08-02 11:42:47 UTC in journal: #8585 Comment #61717
End of quote.
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Commented 9 years ago2015-05-26 12:22:36 UTC in vault item: Basetown (Payload) Comment #20894
Those are simply enough minor grahpical flaws. I don't think anyone would notice that when playing the map. The "glitches" in 2 and 3 isn't really anything I can do about, becuase it's made by the compile tools. The one in 4 is becuase of the model probably wasn't intended to be used the way I used it. The glitch in picture 1 is only visible with Pyrovision. If you load up a map with proper pyrovision support (doomsday, 2fort etc) you will see that the ropes are white there too. Tf2 doesn't have support for pyrovision textures for custom maps.
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Commented 9 years ago2015-05-22 12:57:57 UTC in journal: #8551 Comment #61237
Isn't that what you have the keyboard for?
Commented 9 years ago2015-05-22 11:57:24 UTC in journal: #8551 Comment #61236
I don't get it why people buy specialized "gamer" mouses. Games can be played without any mouse at all with the touchpad, so I don't get it how the number of buttons on a mouse would make any difference.
Commented 9 years ago2015-05-22 11:01:05 UTC in journal: #8551 Comment #61235
5 buttons?! Let's see here... Left button, right button... Oh and mouse wheel. That's Three buttons, where are the other two?
Commented 9 years ago2015-05-17 16:21:52 UTC in journal: #8548 Comment #61715
I'd even forgot that there was a game called "Day of Defeat". Guess it must've been overshined by Counter strike and Team fortress.

Not that I've ever played Day of defeat, wich I haven't.
Commented 9 years ago2015-04-26 05:51:58 UTC in vault item: Fy_Spoils Comment #20858
I'm unfamiliar with this "fy_" gamemode. Can you please explain what it is?
Commented 9 years ago2015-04-02 07:24:39 UTC in journal: #8528 Comment #67643
No. All entities you wan't in your map need to exist on map spawn. You can't change the properties of any antities except for render modes at runtime.
Commented 9 years ago2015-03-31 13:17:50 UTC in journal: #8528 Comment #67642
GoldSource doesn't have support for entities moving with each other. Source does have an advanced parenting system for what you are describing, but if you want the func_train to rotate, you'll have to try something else.

One good way would be to use a func_tracktrain and make it follow path_tracks that have their orientation mode set to face path angles, and being rotated themselves. Anither way is to make the elevator a func_platrot if you want it to rotate at the same time as it go down.

I hope you find this helpfull.
Commented 9 years ago2015-03-24 17:35:05 UTC in journal: #8525 Comment #61207
So you've finally got past your afraidness of concrete and soldiers?
Commented 9 years ago2015-03-18 14:13:26 UTC in journal: #8524 Comment #63376
I don't recognize the maps from the last 2 screenshots. But the first one is c2a5... Was it b? All I know it's the one right after the cliffside area.
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This comment was made on an article that has been deleted.
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Commented 9 years ago2015-03-06 17:23:06 UTC in journal: #8516 Comment #67636
The barnacles in HL only eat enemies to itself. GMan counts as "friendly" to all monsters, so he seems to be invisible and not attacked.
Commented 9 years ago2015-03-04 18:40:29 UTC in journal: #8516 Comment #67635
Commented 9 years ago2015-03-04 08:14:00 UTC in journal: #8516 Comment #67634
In Half-Life 2, you can set the barnacles tounge height above the floor. It's 16 by default.
I'm pretty sure a programmer can add this feature to GoldSource Half-Life too.
Commented 9 years ago2015-01-28 17:08:27 UTC in vault item: Life's End Comment #20822
I have heard a lot about this mod, and I've tried not to read the reviews to not spoil my gaming experience. The only problem is, I can't download it. I don't know if it has to do with my computer, or the file hosting site (GameFront), but whenever I try, it just gives me a corrupt file that wont even download in the first place. Is anyone else experiencing problems? Also, it isn't just this map, it happens to Everything else I try to download through GameFront.
Commented 9 years ago2015-01-27 14:31:13 UTC in vault item: Canyon Comment #20821
And, I'm now working on Canyon 2.
Commented 9 years ago2015-01-19 23:04:35 UTC in wiki page: Tutorial: Land Mine Effect Comment #100572
It may also be possible to add a visible part to the mine too, being a func_breakable triggering the env_explosion. It's just a suggestion, but the target chainc could be like this: trigger_once -> func_breakable -> env_explosion
Commented 9 years ago2015-01-10 20:17:56 UTC in wiki page: Goldsource Error: green &quot;flies&quot; around Comment #101173
I've allways wondered what Those particles are. Does they only appear in "-dev" mode? I allways run the game in "-dev" mode when I compile my maps, so I never check them in normal mode. Also, does they only appear when the map is compiled, i.e is it safe to teleport a "monster/npc" into a brush using a "scripted_sequence" or similiar at runtime?
Commented 9 years ago2015-01-10 02:30:49 UTC in wiki page: info_player_coop Comment #101095
And even tough it's used in Deathmatch maps, it have a "Not in Deathmatch" flag? That's the most logical coding Valve have ever done.
Commented 9 years ago2015-01-09 09:13:37 UTC in vault item: Nightly Assault Comment #20805
Yeah, I've allready read a lot of them. I don't Think I used any information from them in this map tough. Also, I Went the opposite direction when it comes to the mapping cycle. I first started mapping for the latest source Engine (Portal 2) then continously worked my way down (Engine version seen) to Half-Life. I've also decided to try and upload my entrys to all the other competitions, even tough I know they are all over since long.
Commented 9 years ago2015-01-07 12:21:42 UTC in vault item: Nightly Assault Comment #20802
Honestly,when that competition took place, I didn't even know what Half-Life was. I will try and make maps for everyone of these competitions. I know they can't be judged, but it will still give me some great mapping experience.