Commented 1 week ago2019-11-05 11:30:03 UTC in vault item: CONTENTWATER Demonstration Comment #102425
Commented 2 weeks ago2019-10-28 05:44:39 UTC in poll: Best Vowel Comment #102401
everyone loves o
Commented 2 weeks ago2019-10-25 18:49:48 UTC in journal: Atomic Number 28 Comment #102386
happy birthday
Commented 3 weeks ago2019-10-23 05:22:31 UTC in poll: Best Vowel Comment #102372
this language is weird
Commented 3 weeks ago2019-10-20 09:15:40 UTC in poll: Best Vowel Comment #102358
woah what w is considered a vowel?!

this has been the biggest revelation for me for the last few months

but O it is
Commented 3 weeks ago2019-10-20 09:10:26 UTC in journal: What a time to be alive... Comment #102357
haven't checked the site for some time but happy birthday nonetheless!
Commented 1 month ago2019-10-07 02:24:49 UTC in journal: Birthday? Comment #102307
Commented 1 month ago2019-10-04 18:17:34 UTC in journal: :) Comment #102286
Happy Birthday!
Commented 2 months ago2019-09-04 13:26:23 UTC in vault item: Half-Life: Under Maintenance Comment #102249
And as for consistency, I do acknowledge the issue however I am afraid that I am not entirely sure how to resolve it.
Well, say we've got one crate that's pushable and breakable and another one which looks identical but is static. How will the player figure out which one to push or break? They'll try doing that to each one until they figure that out. But what if you have 10 crates in the room that all look the same? Let's imagine there's a vent in the room but you have to push a crate to it to get in, but the player will have to try all the 10 crates before they know which one to push. The solution is to make pushable/breakable crates distinguishable. You don't have to make all static/pushable crates in your mappack/mod look the same so that the player can make no mistake. You may have two pushable crates with different meshes, but they both should have at least some parts, for example, be of a color that will signify that these are interactive. So the player will establish that all crates that have this cue somewhere on them are pushable/breakable/whatever. BTW you're not limited to just color coding, use whatever you can come up with if you're sure it will work nicely.
Commented 2 months ago2019-09-03 21:43:12 UTC in vault item: Half-Life: Under Maintenance Comment #102247
Well, I've got a bunch of things to suggest:
  1. Always name your maps so that it's clear what map it is and so that it won't possibly conflict with other maps in the player's maps folder;
  2. Never surround your whole map with a box, even during construction. Sometimes you, of course, may be working on a map that's a bunch of floating islands or a small floating station, but in most cases you should have only the geometry that you really need. Boxes around maps increase compile time and cause overdraw. Oh yeah, they also make HLVIS cry.
  3. You have very rich detail, but seem to have focused almost only on that. You should complete your map in the first place, detail comes later, so spend your energy on actually making the map and not sugaring it over and over. Also, maps with low detail often are better than many overdetailed ones. It doesn't mean that you always have to keep your maps' geo simple: add as much detail as your skill allows and as long as it doesn't take you away from finishing the map itself. As you get better, you'll be able to produce maps with even larger amounts of detail.
  4. Try to restrict yourself from overusing game_text to tell the player what to do - show what to do instead. It's much easier to direct the player's attention towards something if there's no unnecessary detail clutter around. For example let's take that one blue monitor in one of the rooms: the whole room is dark, and the only thing that stands out in all this darkness is the blue computer screen. Of course the player will think that it's something important and, most likely, usable.
  5. Try to establish consitensy. The first vent cap that the player has to break is broken by hitting the Use key. However, as you're crawling the vent you see another such vent cap on the left (if I recall correctly), but you can do nothing with it. And the third one breaks when you step on it, but not from hitting the Use key either. So it's not entirely clear how to actually break vent caps in your map, and which of them break. Mark breakable vent caps with a different texture or generally make them look different, and decide whether your vent caps break from touching them, Using them or smashing them with the crowbar or any other weapon. Same applies to doors (not in your map though, just in general). Sometimes some maps have a few doors that open by Using them and the rest are opened somehow else. Unless you have a very strong reason to break the rule, don't do that.
If I'm wrong at any of these points, correct me. It's 0:38 here and my brain is half-RIP.
And happy mapping!
Commented 2 months ago2019-09-01 11:07:21 UTC in vault item: dm_eightball Comment #102240
glad to see that it wasn't just my brain being retarded and you've actually tested it
you've got a sign in the credits room btw, as some other people ;)
Commented 2 months ago2019-08-31 21:18:15 UTC in vault item: dm_eightball Comment #102237
well, thanks @Urby

the balance may still be off tho but I was way too lazy to do any changes to it in the end. Also I really wish I had added any verticality because the layout is roughly an eight, or visblockers because one area can be seen clearly from another, resulting in overdraw.

and i wonder if anyone will ever find the secret credits room (it's actually accessible, you just need to do a good gaussjump)
Commented 4 months ago2019-06-27 10:47:22 UTC in vault item: ts_untergrund19 Comment #102125
You could talk to Bruce so that we could test it in HLDM. Will be easier to properly position weapons this way.
Commented 5 months ago2019-05-15 17:28:12 UTC in vault item: Dynamic Light Example Comment #101987

You probably can. It's a hacky setup and the keyvalue is used for some other internal purpose by the game most likely. You can experiment and try changing the value of the key to some other numbers. I recall that you can also get the yellow particles appear around the entity (usually you see them if a monster is stuck) or get a huge version of the dlight instead. Also you can get combinations of these effects, but I don't remember the exact values. I remember though that they loop at some point, so entering some huge number could give you the same result as entering something very small.
Commented 5 months ago2019-05-13 23:47:03 UTC in vault item: Dynamic Light Example Comment #101982

In Hammer-like editors (Hammer, Sledge, Jackhammer aka J.A.C.K., etc.), SmartEdit is a feature that replaces internal keyvalue names with more readable and comprehensible ones if there are any listed in the loaded fgd file. It also enables dropdown lists or color pickers on some keyvalues so you don't have to set the values by hand. But it's fgd-dependent too.

The point in turning SmartEdit off is that with it turned on you can't add custom keyvalues and can only edit the ones predefined in the fgd file. The "effects" key isn't listed in most fgds (or likely none at all), so you either have to add it by hand with SmartEdit off or add the key to your fgd file, making it appear in the entity's properties as you want it to with SmartEdit enabled.
Commented 6 months ago2019-05-12 20:27:30 UTC in journal: 17777th login Comment #101980
Now lets wait for 7777777777777777777^16th login
Commented 11 months ago2018-11-27 01:44:18 UTC in vault item: Tunnel Vision Comment #101637
Looks like you were so busy replicating the original Valve style (and did a brilliant job on that!) that you almost forgot about ammo and health. Great work!
Commented 1 year ago2018-07-11 08:41:41 UTC in journal: No Title Comment #101350
Depends on the quote. Got me worried too at first.
HB anyway
This comment was made on an article that has been deleted.
Commented 1 year ago2018-06-04 14:29:34 UTC in vault item: dm_hydroelectric Comment #101208
Design: 3/5
Gameplay: 1/5
Lighting: 3.5/5
Creativity: 0/5
Like a guy who only has made a set of poorly laid-out, blocky and terribly lit rooms filled with leaks (later fixed by another mapper) knows better.
Commented 1 year ago2018-05-04 13:20:21 UTC in journal: You Know The Deal Comment #53059
Happy Birthday!
Commented 1 year ago2018-04-27 13:20:55 UTC in vault item: tesis5x Comment #21334
As far as I know func_* entities are always rendered no matter where you currently are and they also add up to the entity limit. Unlike func_detail.
Don't forget that hints can help too.

Bad map design can also be a problem. If you have any badly-made parts of your map that are relatively expensive for the engine to render then try redesigning them, partially or completely.

But even if your map reaches 2000-2500 wpolys in certain spots then it doesn't mean it's trash, believe me. I mean, it's 2018 and nowadays people are definitely capable of running 2500+ wpoly maps at a framerate higher than 30 FPS.
Commented 1 year ago2018-04-26 12:49:08 UTC in vault item: tesis5x Comment #21331

Some basics regarding what hint brushes are.

As for the placement, you should try following this guide instead:

It's for Source but there shouldn't be any significant difference.
Commented 1 year ago2018-04-16 10:04:04 UTC in journal: #8927 Comment #58584
Happy birthday!
Commented 1 year ago2018-03-17 17:25:35 UTC in vault item: portalis Comment #21314
I don't think players would like to hear random sounds while playing so if I were you I'd remove the sounds completely or try to find another solution. You can try adding a little delay the sound is triggered and see if that works.
Commented 1 year ago2018-03-17 10:00:23 UTC in vault item: portalis Comment #21311
You don't need to check all of the radius flags. You just need to pick one.

EDIT: I remember I had a problem like that in one of my maps and, well, the only solution I can think of is either checking the "Play Everywhere" flag or stripping the portals of sounds effects completely. But you still can try to find a better way to fix this issue.
Commented 1 year ago2018-03-16 21:23:07 UTC in vault item: portalis Comment #21309
Env_fade has a flag that makes it appear only for the activator.
As for the sound effect, you probably have the "Play Everywhere" flag checked. Uncheck it and set the radius by picking one of 3 other flags.

As said, probably it's just the connection that caused the issue. Also, I assume that if portals emit a sound before teleporting a player then there's probably a trigger_multiple that first activates the sound and then a multisource to enable the trigger_teleport. The problem is, multisource is a bit buggy when it comes to multiplayer maps.
I'll check if the issue is still there when I get a chance.
Commented 1 year ago2018-03-15 13:22:09 UTC in vault item: portalis Comment #21307
I was alone on the server when I found the bug. I'm not sure if it's present in the version that is currently on the site because I suppose that the version used by the server has been altered in some way.
It also may be that the portals won't work only in multiplayer which sounds weird, but I recall having a similar problem on another map with a trigger_push which couldn't be disabled by another trigger no matter what you do, while in singleplayer the setup worked just fine.
Although I doubt it, my connection could be the problem as well.
Commented 1 year ago2018-03-14 22:43:44 UTC in vault item: portalis Comment #21305
Have recently played this map on Bruce's server and I noticed that the portals are unuseable. Yeah, the fade effect appears when you try to enter one of them, but neither one of the portals works. It would be nice if you look into this issue.
Commented 1 year ago2018-03-01 14:44:34 UTC in vault item: portalis Comment #21289
ZHLT is obsolete and has been replaced by VHLT. I recommend to switch to the newest compilers as soon as possible. VHLT provides its own fgd file which can be used along with your primary one.

Func_detail, as well as many other useful entities, is only available if you're using VHLT and its fgd file. All brushes that are not supposed to affect visibility significantly should be tied to this entity. It also applies to complex geometry.

The more you practise the better you understand the vertex manipulation tool. After some time invalid solids will no longer be a problem to you.
Commented 1 year ago2018-02-28 16:18:44 UTC in vault item: portalis Comment #21287
Alright, this map is better than I expected. The problem is, the map is blocky, really, it looks like it was made back in 1998-2000 and therefore it could benefit from additional detailing. Though, gameplay-wise it should be good, I like how it's laid out. Nice start overall.

Some flaws, however, could be removed:

There's an invisible wall over that railing. Not a good thing to have in a deathmatch map.

The transitions between the cliffs could be more soft.

I had to press E a few times to figure out that button is not useable. You could make it more obvious by adding sparks or a red glow over it.

Not really a bad thing but, are you sure the table and the lamp are func_detailed? Judging by the chopeed brush under the lamp, it's either because both the lamp and the table are world brushes or they both are a single func_detail/multiple func_details with same detail levels.
It's easily fixable though. All you have to do is tie the table to func_detail, then tie the lamp to func_detail as well and set the latter one's detail level to 2.

The map has flaws, yes, but it's just the beginning for you. Map more and you'll learn more. It would be nice to see more from you in the future.

P.S. The screenshots seem to appear oversized. Use the links manually instead.
Commented 1 year ago2018-02-23 06:03:03 UTC in vault item: portalia Comment #21281
You may update the current post, unless the new map is a completely new one. If it's just an updated version of this one then there's no need to delete the page.
Though, if the new version drastically differs from this one then you might want to delete this page and upload the new version as a new map to attract more attention to it.
Commented 1 year ago2018-02-19 20:44:54 UTC in vault item: portalia Comment #21275
five stars?
I mean, I have nothing against the map or the author, but hfc nicely explained why this map deserves no more than 2-3 stars.
have you even played the map?
Commented 1 year ago2018-01-03 15:39:11 UTC in journal: #8897 Comment #66659
Happy birthday!
Commented 1 year ago2017-11-30 14:57:40 UTC in journal: #8891 Comment #53033
I'm for the second one.
Commented 1 year ago2017-11-13 23:31:10 UTC in journal: #8888 Comment #68494
Commented 2 years ago2017-11-02 21:50:35 UTC in journal: #8885 Comment #67933
I apologise for being completely useless and unhelpful. I was unable to make myself start working on anything serious, probably because of my laziness and lack of motivation.

Really man, I'm sorry I couldn't help.
I wish you good luck with your project.
Commented 2 years ago2017-10-26 04:34:38 UTC in journal: #8883 Comment #61304
Happy Birthday!
Commented 2 years ago2017-10-20 12:53:47 UTC in journal: #8879 Comment #67929
As far as I know SE2 is a modified version of idTech 4.
Commented 2 years ago2017-10-18 17:59:57 UTC in journal: #8878 Comment #44142
Happy Birthday!
Commented 2 years ago2017-10-04 11:57:33 UTC in journal: #8875 Comment #42473
Happy Birthday!
Commented 2 years ago2017-09-26 16:47:53 UTC in journal: #8870 Comment #49780
Happy Birthday!
Commented 2 years ago2017-09-22 03:58:47 UTC in journal: #8867 Comment #46243
Happy birthday
Commented 2 years ago2017-08-29 00:56:03 UTC in journal: #8857 Comment #61581
Happy Birthday!
Commented 2 years ago2017-08-28 09:23:48 UTC in journal: #8854 Comment #63388
They even included a .fgd file... Lol.
Commented 2 years ago2017-08-26 15:07:29 UTC in vault item: lulz Comment #21033
Texlights are lights emitted by textures.

If you want to know more about what texlights are and how to use them, read about the info_texlights and light_surface entities. There are enough tutorials about how to set up texture lighting in your map.
Commented 2 years ago2017-08-26 12:47:03 UTC in vault item: lulz Comment #21028
1. You made a huge skybox around your map. Of course VIS would take hours to finish.

2. Use func_detail for complex brushwork. Seriously, I didn't manage to find even a single func_detail in your map.

3. Lots of intersecting brushes. I'm not sure if it's ok to embed detail brushes into other brushes, but I can assure you that two intersecting world brushes will increase your map's filesize and will badly affect the performance.

4. I suggest you to replace all such patches
User posted image
with better ones
User posted image
Always tie such brushword to func_detail.

5. You have some invalid solids in your map. It's surprising that your map even compiled.

6. You should use texture lighting (texlights) instead of usual lights.

Despite all these problems, the map looks pretty interesting. Would be nice to see a polished and optimised final version.
Commented 2 years ago2017-08-18 07:17:52 UTC in journal: #8786 Comment #66630
Interesting. Thanks.
Commented 2 years ago2017-08-04 10:30:44 UTC in journal: #8848 Comment #42442
Oh, what's SMJ? I mean I know what does SMJ stand for, but what this game is all about?
Commented 2 years ago2017-08-04 10:28:04 UTC in vault item: dm_deadlands Comment #21030

Yeah, those cliffs aren't the best. I'll see how I can improve my skill.

"I think it would look better with a bit more color"

Then it would lose all its atmosphere, if there's one.