Commented 8 years ago2016-07-19 10:23:17 UTC
in journal: #8722Comment #39676
It's a science fiction & psychological horror 80s throwback that is equal parts Spielberg, Twilight Zone, Twin Peaks, Carpenter, Stephen King, and still somehow it's own thing. There's an intriguing, creepy mystery at it's core, great characters and an amazing synth score. The whole atmosphere of the show is so on point it's not funny.
It is unabashedly in love with it's predecessors, so if you're not a fan of any those it might not grab you the way it did me, but I'd recommend it anyway. It's just damn solid TV.
Commented 8 years ago2016-06-24 03:43:13 UTC
in journal: #8714Comment #61271
Nice write-up. Development changes like this are always fascinating to me, so much that I've been hording bits and pieces from video game alphas/betas. My Half-Life folder is pretty bare though. They must have hit some obscure 1998 limit to cut that Barney room off in Office Complex.
I think when/if Half-Life 3 finally comes out all the cut content and hints left in the game files will end up being more interesting long-term than the actual game!
Commented 8 years ago2016-06-23 08:39:39 UTC
in journal: #8713Comment #49685
Understandable. I feel like I should have walked away from mapping after a few years of Source. It was a chore, I never got anywhere, and I'm not sure I really enjoyed it in hindsight. I feel like I'm re-evaluating what I want to do with mapping these days.
Good luck with whatever you're up to now, but I'm glad you'll still pop in from time to time!
Commented 9 years ago2015-10-08 06:44:03 UTC
in journal: #8609Comment #62765
Physical buttons forever!
That thing is nearly a decade old and I've replaced the battery once and taped the back cover down a few times. It's an ugly, battered old trooper that won't give up.
Commented 9 years ago2015-04-08 12:28:13 UTC
in journal: #8532Comment #61685
I'm with these guys unfortunately, couldn't get into one or two. I'm really hoping they're improving with their design though because I NEED Cyberpunk 2077 to be good!
Commented 9 years ago2015-03-24 08:52:52 UTC
in vault item: Then and NowComment #14333
Fun little map.
Does this strike anyone else as a good idea for a mini-compo? As in, someone builds a little series of super basic rooms, each with a distinct idea, and people have to re-imagine the map while maintaining those ideas, maybe tying them all together with a unique theme? So long as you enter the room and go "oh this is the flooded room" or "this is the office area", I imagine it could be pretty open to interpretation and varied world themes.
Commented 9 years ago2015-03-03 04:50:02 UTC
in journal: #8515Comment #60123
Don't know about the Goldsource stuff, but I really don't like what Valve have done with TF2, it's beyond messy. I also think L4D2 was a disaster of game design and timing.
As the others have said though, the workshop is a great tool. It doesn't conflict with any of the traditional modding methods, it just eases distribution and gives your work a greater chance of being noticed. The greater crime is the massive neglect the Source SDK tools are receiving.
Valve's methods of monetizing their games are the least offensive I've seen in the industry today, but none-the-less they all seem to come at the expense of tight, focused design. I'm honestly pretty much done with Valve's multiplayer efforts.
What they do with their next big single-player experience will be very interesting. If they try to needlessly monetize that too, it'll be very telling.
Commented 9 years ago2015-03-02 02:15:44 UTC
in vault item: FalloutComment #14360
Holy crap. This is damn impressive.
I can't work out how you implemented some of the effects. I always thought a lot of that stuff was impossible in vanilla Goldsource games. What did you use for the particles floating up around the stargate, and the electrical arcs along the beams?
It is unabashedly in love with it's predecessors, so if you're not a fan of any those it might not grab you the way it did me, but I'd recommend it anyway. It's just damn solid TV.
I think when/if Half-Life 3 finally comes out all the cut content and hints left in the game files will end up being more interesting long-term than the actual game!
Good luck with whatever you're up to now, but I'm glad you'll still pop in from time to time!
eyes Urby suspiciously
People are getting old, so I guess we'll be seeing more and more of this. The passage of time sucks!
Mario Maker is where it's at right now.
What's the Silent Hill-y looking map at the top? That looks like something I should be playing!
Happy Burbday!
That thing is nearly a decade old and I've replaced the battery once and taped the back cover down a few times. It's an ugly, battered old trooper that won't give up.
Probably a good thing I'm not a handyman.
There's a box art quote if I've ever seen one.
Does this strike anyone else as a good idea for a mini-compo? As in, someone builds a little series of super basic rooms, each with a distinct idea, and people have to re-imagine the map while maintaining those ideas, maybe tying them all together with a unique theme? So long as you enter the room and go "oh this is the flooded room" or "this is the office area", I imagine it could be pretty open to interpretation and varied world themes.
Just a thought.
As the others have said though, the workshop is a great tool. It doesn't conflict with any of the traditional modding methods, it just eases distribution and gives your work a greater chance of being noticed. The greater crime is the massive neglect the Source SDK tools are receiving.
Valve's methods of monetizing their games are the least offensive I've seen in the industry today, but none-the-less they all seem to come at the expense of tight, focused design. I'm honestly pretty much done with Valve's multiplayer efforts.
What they do with their next big single-player experience will be very interesting. If they try to needlessly monetize that too, it'll be very telling.
I can't work out how you implemented some of the effects. I always thought a lot of that stuff was impossible in vanilla Goldsource games. What did you use for the particles floating up around the stargate, and the electrical arcs along the beams?