Commented 3 years ago2021-04-21 21:17:50 UTC
in vault item: New Mesa CityComment #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 6 years ago2018-08-18 09:19:53 UTC
in vault item: Access PointComment #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 PointComment #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 ago2017-12-23 14:01:25 UTC
in journal: #8891Comment #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 ago2016-12-17 18:20:46 UTC
in vault item: lab_restroomComment #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!
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 :/
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 DJComment #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!
This comment was made on an article that has been deleted.
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.
This comment was made on an article that has been deleted.
Commented 9 years ago2015-05-22 11:57:24 UTC
in journal: #8551Comment #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 ago2015-03-31 13:17:50 UTC
in journal: #8528Comment #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.
Commented 9 years ago2015-03-04 08:14:00 UTC
in journal: #8516Comment #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 EndComment #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.
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
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 ago2015-01-09 09:13:37 UTC
in vault item: Nightly AssaultComment #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 AssaultComment #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.
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!
"You, go A!"
"Why, A it is."
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!
Not that I've ever played Day of defeat, wich I haven't.
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.
I'm pretty sure a programmer can add this feature to GoldSource Half-Life too.