Commented 5 years ago2019-04-13 14:26:28 UTC
in vault item: Metropolice OutpostComment #101951
This was a great little map, and an interesting concept compared to the usual Half-Life maps. I love non-linear level design, and the way you've linked all the areas up in this map was really well done. Opening up clever new routes and shortcuts was good fun, even if it gave the enemies more ways to reach me. I found the two (are there more?) big secrets, shutting off the gas trap and inputting the code.
I feel like the barricade and ladder placement parts felt a little rough, as I only found out I could do them by stumbling into the walls and seeing the transparent markers appear, but there's probably not a whole lot you can do about that in Source.
It was quite challenging at the start. I wandered into the poison zombie tunnels and metro cop stations with nothing but a crowbar and pistol, which left me pretty low on health for the first half. I think had more trouble when the Combine reinforcements arrived then the headcrab canisters after them. It almost seems like those two should happen the other way around, with the Combine being the map's big crescendo, but otherwise I really like the way you kept repopulating the same area with new threats.
It also looks really nice. The detail is well done throughout, I especially like the pipe work, and you have some very nice dramatic lighting in places. Really well done.
Commented 5 years ago2018-11-29 12:58:41 UTC
in vault item: Access PointComment #101638
This was great fun!
It's not the most visually striking thing on Goldsource, but it's got it where it counts. A little more detail here and there couldn't hurt, but honestly it feels very true to the original game. I would have no trouble believing this was cut from We've Got Hostiles.
Love me some LGR. His fascination with old tech is always pleasant to watch. This was a good video, but boo to anyone who can't handle Half-Life's ladders!
I hope Valve remember to do something too, but I won't hold my breath.
Commented 6 years ago2018-09-27 10:16:36 UTC
in journal: I maked a thingComment #101537
Hey, you're that guy with the thing!
That was really well done. I'm no expert, but the grading and editing was smooth, and I like the transition to game footage. Lots of people in the comments seem to like it, too. That would've of been a cool shoot, you must having fun.
Edit: That was great. Very clever entity work, and funny to boot. I don't even know how you managed it all. Short, yes, but in the context of a TWHL Tower map? You did an awful lot with that little space. Nice textures too, it looks really sharp for a Goldsource map! Good stuff!
Commented 7 years ago2017-05-11 14:27:23 UTC
in journal: #8804Comment #39682
Thanks everyone. Your comments mean a lot. Forget what I said about all the other things in my life, I can deal with that. Losing him just kinda broke me.
We have a good community here. Seriously, thank you.
What a fun idea for a level. Half-Life with a hint of subterranean supervillain lair, I like it.
It was incredibly dark for me in places and I got stuck a few times because of that. That could be my monitor, not sure, nobody else is commenting on it! Wasn't too fond of that flooded tunnel with all the crate jumping and barnacles, could barely see a thing.
There was a moment in there where I fought off 4 HECU with only 1 health point. I had to cheese them by hiding in the HEV locker room corner behind the metal crates and picking them off as they turned up one at a time to flush me out. That was fun!
Commented 8 years ago2016-10-21 01:07:24 UTC
in journal: #8763Comment #52948
There was footage in there of a new Mario game with a proper third person camera. I have no choice but to buy one now.
The little snap-off controllers looks pretty lame, but the pro controller and full tablet setup have me covered. I'm definitely interested.
The most important thing is that they've apparently got a nice big list of third party developers up for supporting the system this time, including support for UE4 & Unity. I really hope they're successful with this.
Commented 8 years ago2016-10-19 12:25:32 UTC
in journal: #8761Comment #52936
Haven't used any of them, not really in a rush to, but I think even if you were interested in VR it would be a mistake to buy one of them right now. The tech is going to evolve constantly and the cost is really damn high for something that's going to be obsolete so quickly.
I can't speak about how immersive VR is, and I have no reason to doubt it looks amazing, but the issue I don't really see anyone tackling is what exactly has it done for gameplay? Seems kind of important to me!
I haven't seen a single VR-specific game that wasn't just fiddling with physics objects (with higher, shaky hand fidelity!) or a simple wave-based shooter that plants you on the spot (because you just can't reliably move long distances in a VR environment). Motion/tracking controls are easily the worst out there, it doesn't matter how much more accurate they get.
I don't actually think there's ever actually going to be a 'killer app' for VR devices in their current form, they're just too detrimental to game design. The tech might be more impressive, but it seems likely they're going to be looked back at for a laugh just like the VR concepts of the 80s, only 10 years from now instead of 30 because technology and the zeitgeist moves so much faster.
They might have a future in videos and education, especially as the tech eventually gets cheaper, but I find it hard to imagine they'll ever really be anything more than niche.
Congrats man, looking forward to seeing your maps!
Minimicus will definitely go up there.
Happy birthday?
I feel like the barricade and ladder placement parts felt a little rough, as I only found out I could do them by stumbling into the walls and seeing the transparent markers appear, but there's probably not a whole lot you can do about that in Source.
It was quite challenging at the start. I wandered into the poison zombie tunnels and metro cop stations with nothing but a crowbar and pistol, which left me pretty low on health for the first half. I think had more trouble when the Combine reinforcements arrived then the headcrab canisters after them. It almost seems like those two should happen the other way around, with the Combine being the map's big crescendo, but otherwise I really like the way you kept repopulating the same area with new threats.
It also looks really nice. The detail is well done throughout, I especially like the pipe work, and you have some very nice dramatic lighting in places. Really well done.
It's not the most visually striking thing on Goldsource, but it's got it where it counts. A little more detail here and there couldn't hurt, but honestly it feels very true to the original game. I would have no trouble believing this was cut from We've Got Hostiles.
I hope Valve remember to do something too, but I won't hold my breath.
Happy belated birthday!
That was really well done. I'm no expert, but the grading and editing was smooth, and I like the transition to game footage. Lots of people in the comments seem to like it, too. That would've of been a cool shoot, you must having fun.
Edit:
That was great. Very clever entity work, and funny to boot. I don't even know how you managed it all. Short, yes, but in the context of a TWHL Tower map? You did an awful lot with that little space. Nice textures too, it looks really sharp for a Goldsource map! Good stuff!
First step to world domination is raising an army. Just saying.
Except for Urby's gif. That's just terrifying.
I too am nearly 30... it scares me.
We have a good community here. Seriously, thank you.
It was incredibly dark for me in places and I got stuck a few times because of that. That could be my monitor, not sure, nobody else is commenting on it! Wasn't too fond of that flooded tunnel with all the crate jumping and barnacles, could barely see a thing.
There was a moment in there where I fought off 4 HECU with only 1 health point. I had to cheese them by hiding in the HEV locker room corner behind the metal crates and picking them off as they turned up one at a time to flush me out. That was fun!
Nice reuse of space throughout, too.
Merry Christmas! Happy birthday!
The little snap-off controllers looks pretty lame, but the pro controller and full tablet setup have me covered. I'm definitely interested.
The most important thing is that they've apparently got a nice big list of third party developers up for supporting the system this time, including support for UE4 & Unity. I really hope they're successful with this.
I can't speak about how immersive VR is, and I have no reason to doubt it looks amazing, but the issue I don't really see anyone tackling is what exactly has it done for gameplay? Seems kind of important to me!
I haven't seen a single VR-specific game that wasn't just fiddling with physics objects (with higher, shaky hand fidelity!) or a simple wave-based shooter that plants you on the spot (because you just can't reliably move long distances in a VR environment). Motion/tracking controls are easily the worst out there, it doesn't matter how much more accurate they get.
I don't actually think there's ever actually going to be a 'killer app' for VR devices in their current form, they're just too detrimental to game design. The tech might be more impressive, but it seems likely they're going to be looked back at for a laugh just like the VR concepts of the 80s, only 10 years from now instead of 30 because technology and the zeitgeist moves so much faster.
They might have a future in videos and education, especially as the tech eventually gets cheaper, but I find it hard to imagine they'll ever really be anything more than niche.
Happy Birthday, you lucky little guy!