Commented 9 months ago2024-02-07 20:20:00 UTC
in vault item: Contact EstablishedComment #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 9 months ago2024-01-22 20:02:06 UTC
in vault item: EscapeTheFacilityComment #105917
Just tried it out, that was sweet, I really enjoyed the detailing and the classic old school style, well timed scripted sequences along with fitting music choices, I specially liked the intro cutscene and barney's security post.
The only thing I have to nitpick is that you forgot to set which type of material the pushable crate is, you have it on Glass which is the default so when you whack it with the crowbar you get the broken glass decals.
Also this is just a suggestion but I think windows would look better if you add some borders to them (can be used on doors too) but anyways it still looks fine overall and I enjoyed it.
the image problem was being discussed today in the shout box so that's probably why you couldn't, anyways I'm very excited to hear there's a single player mod in the works since the multiplayer maps I've seen from you are amazing so I can't wait to see what you come up with for SP : )
pretty comfy, nicely detailed and good music choice, the shaking is a bit too strong imo though.
I feel like this could be used as one of those "waiting for players to join" rooms along with the start button that some SC maps have. It'd be pretty cool and fitting to wait in a place like this.
PS: I managed to jump on that window and saw the secret texture : )
Commented 1 year ago2023-09-16 19:58:52 UTC
in vault item: RabbitsComment #105565
After comparing the two I have to say this map stays very faithful to the original while also adding new places to explore, your interpretation of what the house may look like outside of the shot we get to see in the film is very interesting (and also way scarier)
I got to find everything we were supposed to find, I really liked the idea for the secret room and how you made the rain effect for the windows in the house.
My only complaint is that some of the breakables have way too much HP and some people might not realize that they can break them.
Commented 1 year ago2023-09-16 19:50:28 UTC
in vault item: HaphazardComment #105564
Very fun map, it was really entertaining. I have to say I'm very impressed by the fact it was done in one sitting considering it's so well polished and the level flows nicely, the ideas are amusing and I wish there was more things like this being released every once in a while
Commented 1 year ago2023-09-11 21:06:11 UTC
in vault item: Contact EstablishedComment #105558
Just made an update with a couple of minor changes:
-The cafeteria has an extra table and some seats
-The ending sequence has a new sound added into the mix
oh and I also corrected the actual start date of the project, since I found out my oldest .jmf file related to it was like a week older than the previous date
Commented 1 year ago2023-09-10 22:20:13 UTC
in vault item: Contact EstablishedComment #105556
Thank you! I'm glad you had fun, yes I do plan on making more maps in the future. In my next effort I'll try to focus on verticality with the enemy placement and arenas where soldiers can flank the player.
Although I don't know when I'll get back to mapping, it could be in 6 months or in 2 years from now, I'm currently taking a break after having finished this project and I want to use this time to do other things.
Commented 1 year ago2023-09-07 01:15:53 UTC
in vault item: ReuplinkComment #105532
Being a massive Half-Life: Uplink fan myself I had to give this a try, it was an enjoyable experience.
It's a very interesting feeling going from the easily recognizable revamped areas to places that were reimagined, most noticeably the sewer and the Lambda Reactor Complex, the sense of having being here before but things are now different and then being suddenly hit with something unexpected kept me intrigued through the maps.
I liked that there were new textures for the containers, I also appreciated the locked door for the watch tower so now it makes sense for that soldier to be up there.
The enemy encounters when you return after setting the transmitter to the USNRC were good too, having alien slaves on top of crates and adding houndeyes to spice things up, but the thing I enjoyed the most was the Gargantua chase and that little section in Xen where I thought the lighting was cool.
My only complaint is that the func_tank with rockets wasn't present, and I always thought that turret was a memorable moment in Uplink.
That's one of the coolest things I've read this week, must have felt surreal walking around a map you've made that long ago, glad you were able to recover the files and compile it again. Thanks for sharing this story and the map.
Commented 1 year ago2023-09-06 00:59:16 UTC
in vault item: Contact EstablishedComment #105530
Thank you for playing and taking the time to write a lengthy review, I really appreciate it. I'll go through some of the points you brought up.
The cafeteria: actually a few moments before I released this on the vault, PsyWarVeteran had just suggested me to include some chairs or another table since it felt empty and I do agree with both of you.
The reason I didn't include any more props in that area was because I didn't want them to interfer with the houndeyes path especially considering one of them sometimes randomly decides to stand still (still have no idea why this happens).
There are info_nodes in there but they can still be a bit unpredictable, anyways I also thought of placing the chairs next to the stairway or against the wall (was going to use the orange chairs that appear in the administrator office from the third map) but in the end I decided to leave it as it is and release it.
The difficulty: this is a tricky one, I wanted this to be an experience that could easily be completed by anyone who is new to Half-Life or doesn't play old shooters often (hence why the recommendations and hints section in the readme assume you aren't very used to the game). Also back when I started the project I mainly wanted my friends to play it (some of them have only played HL1 once) and when I got some playtesters they kept dying over and over, so I made sure to include enough HP and armor so that no one could possibly have trouble finishing it and so that they would focus on the atmosphere instead.
Problem is that experienced players would be finishing this without taking any damage at all (on normal at least), so I thought that maybe they could play it in Hard, then I quickly realized how difficult it was to balance healthkits, batteries and chargers placement for them to make sense and be balanced for both Normal and Hard. I don't know how other mappers do it but next time I'll try to make something for the experienced player.
Anyways I'm glad you got some enjoyment from it and that you liked the little details, I wonder if everyone was able to find the secret weapons or if they have spotted both of the gman sightings (so far some people spot the first gman but no one has spotted the second one)
Overall this experience has made me appreciate other mappers work way more than ever before, as now I realize how hard it is to make a level that has both good combat and good puzzles while at the same time looking pretty
Commented 1 year ago2023-09-05 10:28:21 UTC
in vault item: Contact EstablishedComment #105528
Thanks for the kind words both of you.
The ending is abrupt indeed, for my next project I'll try to make a longer experience, my workflow at the moment is very slow and I honestly just wanted to be done with it hah.
Other things I'd like to improve are: more verticality in the level design, varying depth/details on the walls and ceiling and better npc encounters since I feel the HL enemies really shine when there's more opportunities for them to ambush and flank you while as of now the arenas don't have any obstacles or things like pillars and they are just kind of standing still in open places.
On ModDB: for now I'd rather this to only remain hosted in TWHL.
The only thing I have to nitpick is that you forgot to set which type of material the pushable crate is, you have it on Glass which is the default so when you whack it with the crowbar you get the broken glass decals.
Also this is just a suggestion but I think windows would look better if you add some borders to them (can be used on doors too) but anyways it still looks fine overall and I enjoyed it.
Hoping to see more from you in the future!
I feel like this could be used as one of those "waiting for players to join" rooms along with the start button that some SC maps have. It'd be pretty cool and fitting to wait in a place like this.
PS: I managed to jump on that window and saw the secret texture : )
I got to find everything we were supposed to find, I really liked the idea for the secret room and how you made the rain effect for the windows in the house.
My only complaint is that some of the breakables have way too much HP and some people might not realize that they can break them.
-The cafeteria has an extra table and some seats
-The ending sequence has a new sound added into the mix
oh and I also corrected the actual start date of the project, since I found out my oldest .jmf file related to it was like a week older than the previous date
Although I don't know when I'll get back to mapping, it could be in 6 months or in 2 years from now, I'm currently taking a break after having finished this project and I want to use this time to do other things.
It's a very interesting feeling going from the easily recognizable revamped areas to places that were reimagined, most noticeably the sewer and the Lambda Reactor Complex, the sense of having being here before but things are now different and then being suddenly hit with something unexpected kept me intrigued through the maps.
I liked that there were new textures for the containers, I also appreciated the locked door for the watch tower so now it makes sense for that soldier to be up there.
The enemy encounters when you return after setting the transmitter to the USNRC were good too, having alien slaves on top of crates and adding houndeyes to spice things up, but the thing I enjoyed the most was the Gargantua chase and that little section in Xen where I thought the lighting was cool.
My only complaint is that the func_tank with rockets wasn't present, and I always thought that turret was a memorable moment in Uplink.
The cafeteria: actually a few moments before I released this on the vault, PsyWarVeteran had just suggested me to include some chairs or another table since it felt empty and I do agree with both of you.
The reason I didn't include any more props in that area was because I didn't want them to interfer with the houndeyes path especially considering one of them sometimes randomly decides to stand still (still have no idea why this happens).
There are info_nodes in there but they can still be a bit unpredictable, anyways I also thought of placing the chairs next to the stairway or against the wall (was going to use the orange chairs that appear in the administrator office from the third map) but in the end I decided to leave it as it is and release it.
The difficulty: this is a tricky one, I wanted this to be an experience that could easily be completed by anyone who is new to Half-Life or doesn't play old shooters often (hence why the recommendations and hints section in the readme assume you aren't very used to the game). Also back when I started the project I mainly wanted my friends to play it (some of them have only played HL1 once) and when I got some playtesters they kept dying over and over, so I made sure to include enough HP and armor so that no one could possibly have trouble finishing it and so that they would focus on the atmosphere instead.
Problem is that experienced players would be finishing this without taking any damage at all (on normal at least), so I thought that maybe they could play it in Hard, then I quickly realized how difficult it was to balance healthkits, batteries and chargers placement for them to make sense and be balanced for both Normal and Hard. I don't know how other mappers do it but next time I'll try to make something for the experienced player.
Anyways I'm glad you got some enjoyment from it and that you liked the little details, I wonder if everyone was able to find the secret weapons or if they have spotted both of the gman sightings (so far some people spot the first gman but no one has spotted the second one)
Overall this experience has made me appreciate other mappers work way more than ever before, as now I realize how hard it is to make a level that has both good combat and good puzzles while at the same time looking pretty
The ending is abrupt indeed, for my next project I'll try to make a longer experience, my workflow at the moment is very slow and I honestly just wanted to be done with it hah.
Other things I'd like to improve are: more verticality in the level design, varying depth/details on the walls and ceiling and better npc encounters since I feel the HL enemies really shine when there's more opportunities for them to ambush and flank you while as of now the arenas don't have any obstacles or things like pillars and they are just kind of standing still in open places.
On ModDB: for now I'd rather this to only remain hosted in TWHL.