Comments

Commented 2 months ago2024-02-09 20:25:27 UTC in vault item: Damnation Comment #105969
7.6/10
Architecture — 8
Texturing — 7
Ambience — 8
Lighting — 8
Gameplay — 7

This was a nice map, with a cool layout, and the Xen secret is neat. The item placement could be better, as often you find more ammo than weapons, so recently spawned players are sometimes at a disadvantage, although it isn't bad.

The map has some points where the clipping is a bit weird and can make the player even stuck ( the top curve of the climbable pipe especially ), and an invisible barrier at the top of the tower, which, while to avoid players climb on places they shouldn't, it doesn't make it obvious at first.

The Xen water heals too fast, so a player that can move and dodge can camp without many issues in there.

Outside all those points, is a fun map.
Commented 2 months ago2024-02-08 15:40:38 UTC in wiki page: Specification: RMF Comment #105968
I noticed a few things while looking into the various .rmf file versions:
  • VIS group colors appear to be stored as RGB, not RGBA - the 4th byte is always 0 in my test files.
  • In v1.6 and v1.8 files, colors are stored as BGR, not RGB.
Commented 2 months ago2024-02-07 20:20:00 UTC in vault item: Contact Established Comment #105967
Sorry for the bump, I just edited the readme since it included a bunch of information that is no longer relevant after the 25th anniversary update and I didn't want to confuse anyone who might read it.
Commented 2 months ago2024-02-07 16:48:36 UTC in wiki page: Tools and Resources Comment #105966
@wasd Just make sure the dimensions (width and height) are divisible by 16, up to the max of 512x512.

If, for example, you have a texture that's 1024x550 you have to first get it to 512x512 or below. Scaling it down so the width becomes 512 (we already know this is divisible by 16) and preserving the aspect ratio you get a height of 275. We divide that by 16 to check if it's divisible, and end up with 17.1875, so it's not divisible.
The nearest number in this case would be 17, so we multiply that with 16 to get 272, which is what the height needs to be scaled/cropped to.
Commented 2 months ago2024-02-06 14:56:08 UTC in journal: My dm_Panama Experience (Part 1) Comment #105965
your map is so cool! I really like the layout of the map and how you structured the journal!
Keep mapping, will be worth it! :)
Commented 2 months ago2024-02-05 23:36:39 UTC in wiki page: Tools and Resources Comment #105964
e
Commented 2 months ago2024-02-05 06:47:43 UTC in vault item: coldsite_port Comment #105963
It has something different Compared to the original map, but it's a Port, so considering It has a Port it's nice
Commented 2 months ago2024-02-05 06:35:23 UTC in vault item: Animation Event Triggers Comment #105962
Good example 😉
Commented 2 months ago2024-02-04 23:05:18 UTC in wiki page: Tools and Resources Comment #105961
How do you even make a texture in multiples of 16??
Commented 2 months ago2024-02-04 22:43:00 UTC in wiki page: Tutorial: Making textures with WadMaker Comment #105960
How do you even make a texture in multiples of 16??
Commented 2 months ago2024-02-04 20:49:28 UTC in journal: Trinity HL25 fixes and what's to come Comment #105959
duuuuuuude

you're a badass :d
Commented 2 months ago2024-02-04 20:18:13 UTC in journal: Trinity HL25 fixes and what's to come Comment #105958
Looking forward to all your projects mate. Keep us posted!
Commented 2 months ago2024-02-04 13:54:22 UTC in vault item: 2024 Exercise #2: Dentist Comment #105957
Dentist is my nemesis. Sweat, tears but the dentist keeps me well. I am well - just have to tell myself that and all is going to be juuust fine. Yep.

I do like the feel of this level. The look outside the windows is nice and I kept trying to activate the computers, though quickly found out that Gordon has a love-hate relationship with technology. Button pressing and lever pulling, even that didn't quite work out for him.
Commented 2 months ago2024-02-04 03:45:55 UTC in vault item: Steamboat Willie oriented sprite Comment #105956
Downloaded purely because this made me say "hell yeah."
Commented 2 months ago2024-02-04 02:31:27 UTC in vault item: 2024 Exercise #2: Dentist Comment #105955
Cool stuff dude.
Commented 2 months ago2024-02-03 12:49:21 UTC in vault item: Sanitation Comment #105954
Excellent, very good on all the aspects. Layout, design, brushwork, detail...all almost perfect. I really have no complaints on this map, and it was a blast playing it with friends.
The rising radiation flood mechanic is good at forcing players to adapt their gameplay and strategies, and there are plenty of spaces and items to switch between different ways to play and move across the map.
For being done in 1.5 months, it is an incredible job.
Commented 2 months ago2024-02-03 12:44:11 UTC in vault item: Amplified Comment #105953
Great brushwork and layout design ( MAP2Curve wasn't used in this! ), as well as great use of vanilla textures, which blends all perfectly.
However, there is an issue that stops me from rating 5/5 this map: The "map wide kill zone".

The cooldown for it is very short, and as seen in game sessions, it can be almost constantly triggered. It also doesn't help that it isn't clear which zones are affected or not, or the small range of visual effects indicating that it is activating, as well as the fact that the kill zone lasts for several seconds. All of this makes players lose health and die for a couple of times, while being confused of what's going on.
The jumppads under the swinging platform aren't very useful, and it is easy to get trapped into the pit at the map center, but these are small complaints.

Overall, great job, for being done in ~15 days!
Commented 2 months ago2024-02-03 12:11:44 UTC in vault item: Upsilon_Annex Comment #105952
Very well detailed map, with lots of care around. However, there are two big cons that plays negatively towards your map:
  • The map is too dark. Even after rising the brightness and gamma settings over the default ones, a lot of places have shadows strong enough for playermodels to blend in, as well as corridors in total darkness. While this would be acceptable somewhat in SP, it is not in MP, as it's easy to miss not only other players, but also items as well. It also doesn't help make the player being disoriented, as mentioned next
  • The layout is relatively complex, with several "dead end" rooms, corridors that make you run in circles easily, and being kinda big. Also at the train section, the navigation is weird when you come from the lower level, as you have to jump several times and avoid falling into the deep.
If you could raise the general brightness, add more entrances / exits to several rooms, as well as some playerclips around to help navigation, it would improve vastly the map.
Commented 2 months ago2024-02-03 11:27:20 UTC in vault item: Area47 Comment #105951
Played it yesterday with some friends. While super rough, one can tell that you have ambition, as many different things in the map are present, like a camera, lifts, or teleports.
The issue with a big map, is that you have to extend yourself, and having to take care of many things. Therefore, making in the future smaller ones, will help you focus better in other tasks.
I also recommend you to focus first on planning the gameplay itself, on the layout, to see if it is fun or not, before you start decorating it. While the idea with the vehicles isn't bad, they are placed into tight places, where it is hard to drive around ( and often one can't go further ahead ).

There's potential on the map, one can see what you were aiming for. Hopefully you will keep improving your skills as time goes, so your future projects are better.
This comment was made on an article that has been deleted.
Commented 2 months ago2024-02-02 01:53:19 UTC in wiki page: multi_manager Comment #105949
I think that's Sven Co-op-specific, isn't it?
opens up the code
Yeah, there's nothing in HL SDK that points to the parsing of #N there. It is always USE_TOGGLE. Either way though, good to know!
Commented 2 months ago2024-02-01 20:16:02 UTC in wiki page: multi_manager Comment #105948
multi_manager supports triggerstates, by default its use-type is "Toggle".
Add a "#x" at the end of the value, where "x" is the triggerstate value:

"0.001#0" means to trigger via use-type Off after 0.001s
"0.001#1" means to trigger via use-type On after 0.001s
"0.001#2" means to trigger via "killtarget" triggerstate after 0.001s

multi_manager is basically a trigger_relay now with this knowledge!
Commented 3 months ago2024-02-01 02:30:45 UTC in vault item: Steamboat Willie oriented sprite Comment #105946
I updated weed fort to include the one I used. For file size sakes, I’ll use the smaller one.
Commented 2 months ago2024-01-31 23:32:38 UTC in vault item: Steamboat Willie oriented sprite Comment #105945
Rimrook's weedfort seem to have used this one I gave him, so you might want to download this to play the map.
Commented 3 months ago2024-01-31 13:38:37 UTC in vault item: Scissorlift Prefabs | Static and functional | 6 texture variants | MESS support | v1.2 Comment #105944
^ Ayy, thanks! 😁

Also, version 1.2 just dropped. This adds support for extended static lifts, and functional lifts that start already extended.
I highly recommend updating your local copy to this version.
Commented 3 months ago2024-01-30 17:12:10 UTC in vault item: 2024 Exercise #2: Dentist Comment #105943
The Stanley Parable is a comparison I will never complain about! xD Thank you :)
Commented 3 months ago2024-01-30 13:13:45 UTC in vault item: A Cool Idea Comment #105942
Gordan...
Commented 3 months ago2024-01-30 04:35:05 UTC in vault item: 2024 Exercise #2: Dentist Comment #105941
Stanley walked in and entered the infamous dentist's office. While this was a mere supersition inherited from his childhood, he still feeled a little bit nervous about going in.

(great map, it has that special 2011 TSP ambient)
Commented 3 months ago2024-01-29 15:23:50 UTC in vault item: Scissorlift Prefabs | Static and functional | 6 texture variants | MESS support | v1.2 Comment #105940
Can I stack one on top of another and do some OSHA violations?

Awesome work btw.
Commented 3 months ago2024-01-28 10:07:52 UTC in vault item: A Cool Idea Comment #105939

4/5

Although this costume campaign is short, it's still a fun map to be played under an hour.

The Level Design... Like the wall, decorations could be improved upon further update.
I also wonder if the map make a use of info_node? So that would help the AI Traverse and find the player.
Commented 3 months ago2024-01-28 05:39:48 UTC in vault item: Scissorlift Prefabs | Static and functional | 6 texture variants | MESS support | v1.2 Comment #105938
It's a known issue. Please read Important Information #2.

I might have to take a look at the template and do the fix again.
Commented 3 months ago2024-01-28 04:25:04 UTC in vault item: Scissorlift Prefabs | Static and functional | 6 texture variants | MESS support | v1.2 Comment #105937
问题报告:在反恐精英(25周年更新)中进入样品地图后,当您的落脚点位于此区域时,游戏可能会崩溃。
Problem Report: After entering the sample map in Counter-Strike (25th Anniversary Update), the game may crash when your foothold is located in this area.
问题问题
Commented 3 months ago2024-01-27 23:22:14 UTC in vault item: Scissorlift Prefabs | Static and functional | 6 texture variants | MESS support | v1.2 Comment #105936
By popular demand, sample BSP included.
Commented 3 months ago2024-01-27 11:41:50 UTC in vault item: Scissorlift Prefabs | Static and functional | 6 texture variants | MESS support | v1.2 Comment #105935
感谢您的工作,这看起来很好。请问有现成的可提供交互预览的地图吗?
Thank you for your work, it looks very good. Is there a map available for interactive preview?
Commented 3 months ago2024-01-27 03:38:35 UTC in vault item: EscapeTheFacility Comment #105934
Short but sweet. Good use of office textures and some nice details in each room, warehouse fight is nicely done with lots of great cover options.

The wall and floor texturing is a little simple, but has a nice palette so it's not too noticeable.

Good job, keep it up.
Commented 3 months ago2024-01-26 16:25:53 UTC in journal: #69 Comment #105933
Nice
Commented 3 months ago2024-01-26 05:31:51 UTC in wiki page: Tutorial: Editing Compiled BSPs With newbspguy: The Basics Comment #105932
And new feature added : map can be scaled in one click. (For example possible make map bigger in 2x size, etc)
Commented 3 months ago2024-01-26 01:36:22 UTC in wiki page: func_door_rotating Comment #105931
It seems Day of Defeat always uses doors/doormove.wav and doors/doorstop.wav if movesnd and stopsnd are non-zero.
Commented 3 months ago2024-01-26 00:23:03 UTC in journal: Back Being an MD Comment #105930
I'm very sorry to hear it :( I hope you don't regret trying - and that working at the new practice will be good
Commented 3 months ago2024-01-25 21:10:22 UTC in journal: A new home Comment #105929
Thanks ❤️ It's been another month here and I feel so calm and content... it feels almost like first love.

Unfortunately I won't be starting any family in the future, unless you count a family of two (🤞). I love kids and I am a proud uncle, but I know my limits and I may be capable of being a good partner, friend, brother, son, uncle... But I don't have it in me to be the father a child deserves. It's alright though. I get to enjoy the freedom of doing whatever and going wherever, when I feel like it, and to have more time and energy for all the people in my life. A small part of me wishes things were different... But I am glad for the life I get to live, childless.

SSC_TAS, you should give it a try if you can. Sweden isn't right for me (except in the summer, then it's lovely), but a lot of people love it. I have many immigrant friends back in Sweden who do - I'll never understand why. There's one major downside to keep in mind (other than the climate), in both the Nordics and the German-speaking parts of Europe, many people, especially immigrants, struggle making friends. The natives aren't as open to strangers as most other Europeans and a lot of people are happy just keeping the same friends they've had since school. So if you're introvert it can be tough making local friends. That said, it might be the perfect place for you
Commented 3 months ago2024-01-25 21:06:47 UTC in wiki page: Tutorial: Editing Compiled BSPs With newbspguy: The Basics Comment #105928
added bugfixes, now lightmap resize works
aaalso added cull face feature
full VIS editor (but button create new leaf not works because still don't know how to add new leaf, game cant see new leaves)
fps optimization
updated cmd line options
Commented 3 months ago2024-01-24 20:15:05 UTC in vault item: Panama Comment #105927
I've written down a journal based on the development of this map! You can read it here!
Commented 3 months ago2024-01-24 16:50:12 UTC in vault item: Amplified Comment #105926
awesome geometry and sweet aesthetic, very sleek. flows nicely. would love to play some DM on it
Commented 3 months ago2024-01-24 05:38:29 UTC in journal: uBlock Origin cosmetic filters for twhl.info Comment #105925
thanks i get it now
Commented 3 months ago2024-01-23 19:00:35 UTC in vault item: NewHorizon WAD Comment #105924
Great, thanks for letting me know! I'll update the description.
Commented 3 months ago2024-01-23 13:06:12 UTC in journal: Back Being an MD Comment #105923
祝前程似锦。
Commented 3 months ago2024-01-23 11:21:21 UTC in journal: Back Being an MD Comment #105922
If you can walk away from a landing, it's a good landing.
- Sun Tzu
Commented 3 months ago2024-01-23 08:44:12 UTC in wiki page: func_wall_toggle Comment #105921
can be solid or non-solid for players, but is always solid to grenades/bullets
Commented 3 months ago2024-01-23 08:19:04 UTC in journal: Back Being an MD Comment #105920
Damn. I'm sorry to hear that it didn't work out. However, I'm happy to hear you were able to return to your previous calling. I suspect it wasn't too difficult getting a new position, given your decades of experience.
Commented 3 months ago2024-01-23 03:53:00 UTC in journal: A new home Comment #105919
Congratulations on the move. Life is full of surprises, and it's best to take advantage of the opportunities before you settle down with a family.