Commented 14 years ago2010-02-09 13:12:27 UTC
in journal: #6383Comment #39610
yeah, and surge protectors by themselves aren't as benign as you may think. I once plugged my 1-plug surge protecor in the wall while i was waiting to get my oil changed, and the surge protector immediately started on fire and blew out that entire circuit! (the oil change manager was NOT pleased with me)
I didn't even think surge protectors were capable of that?!
Commented 14 years ago2010-02-08 08:41:12 UTC
in journal: #6378Comment #63096
Please provide links when you pimp mods.. =)
I played the robotech one for goldsource.. it looked great i wish they had finished it. Same for a StarWars test mod found also on planet phillip(i'm assuming there is where you found these..)
Commented 14 years ago2010-01-28 06:09:48 UTC
in vault item: Rooms Half-lifeComment #17917
thanks for the kind comments. =)
The map that made you jump was WorldCrafter's (soup miner) map. It's an extremely well-built level, and themed perfectly to the horror genre; I jumped too, from the "slamming shut" sound and the "ghost" effects/sounds..
I agree too all the maps had something to offer, but if we ever do this again, i agree with Zombieloffe we should add a gameplay element of some sort.
Commented 14 years ago2010-01-25 06:53:23 UTC
in journal: #6346Comment #44482
i thought it was great until i found out it was a total scam like the blair witch. It was very underhanded for them to promote the movie as they did with milla jovavich saying that it was based on true events and actual footage....
but yeah, when i thought it was real, it was scary as shit.
Commented 14 years ago2010-01-23 19:18:18 UTC
in vault item: de_prioryComment #17906
Amazing stuff. The thing that amazed me most is that the wpoly never go over 800, despite the size and architectural detail. (i don't think i'd be able to achieve a limit half that if i built a map of this size.)
That said, the texturing is a bit bland and repetitive imo (it fits the theme and adds to the drearyness of the ruined cathedral tho) and texture scales are could be increased in some areas where the player comes up close to stuff (this will affect your wpoly performance of course, but i think you can definitely afford some leeway here!
The same goes for Architecture. tho what's currently there is great, taking full advantage of texturing and keeping it as simple as possible, i think you could afford some more small detail brushing and trims, that would add a lot to the look of some places, without impacting your already very-acceptably-low wpoly too much.
Lighting is pretty bland as well in some areas but quite nice in others so i guess it balances out.
I know these comments are all pretty pointless considering the map is 4 years old, but here they are all the same.
Again, amazing stuff, and even despite the things i didn't like out about the map, this is top-notch stuff afaik..
Commented 14 years ago2010-01-22 23:51:11 UTC
in vault item: Rooms Half-lifeComment #17905
kk =)
SpaG: um yeah i'm not actually sure what you mean(i thought your room was fine), but what i meant by the above comment is that it was a bad decision on my part not to separate your two maps(for performance reasons, different lighting values(Tetsu0's map was originally brighter), and just that it would be cleaner that way.. does that make sense? =)
This comment was made on an article that has been deleted.
Commented 14 years ago2010-01-16 19:42:01 UTC
in vault item: Rooms Half-lifeComment #17830
thank you all for reviews and comments! keep 'em commin! =)
Strider: Yeah if we did another one, i would structure it WAY differently to make it easier to assimilate maps.. Believe it or not, it was a real pain in the ass sometimes to get everything to work... (mostly because of the menu system which i insisted on adding... =() The plan is/was too though, to keep accepting/adding entries to the original project for as long as i can, but only time will tell how sustainable that will be.. = )
Zeeba: I dunno, pressing e to pick up the pistol works for me fine, at least on the first map. It WILL NOT work on subsequent maps tho (game_player_equips won't continue to work after you've used them once, accross a changelevel fsr), which is why you are "auto-equipped" when you return to the menu, and why the armory was added as backup.
Is this what you were talking about, or did the the pistol equip NEVER work for you?
This comment was made on an article that has been deleted.
Commented 14 years ago2010-01-11 05:40:24 UTC
in vault item: Rooms Half-lifeComment #17806
i'll pm you a clue or if you want the answer, visgroup hide mine and hotdog's maps, and take and do a visible entity search... the answer will then reveal itself...
Commented 14 years ago2010-01-10 23:59:54 UTC
in vault item: Rooms Half-lifeComment #17799
Pengy: ya, the "Audio Commentary" menu item should be renamed to just "commentary" or "commentary/reviews", since only 2 authors had live audio commentary. I was hoping more people would jump on board for that, but i can't be too judgmental since i didn't either..
And you may be right about the TTS being awful and that it should be replaced with actual text. Maybe in future versions, but to date, you're the only one to complain about it! =)
And YES, i wish some authors optimized better, but i can't really complain too much since i received WAY more top-quality entries than i ever expectd to. Also, the only map that really lags for me is the Bonus Map by Striker. Rooms.bsp should also be broken up into 2 or three seperated maps, as well Tetsu0 and SpaG's map. This will probably be done in the future, when hopefully i will totally overhaul all the maps, their changelevels, and some other things..
Thanks for playing! =)
Striker: Yeah i didn't list credits for individual maps, just the series in general. But in the future i think it would be neat to be able to toggle or somehow view individual maps credits, and maybe a small write up on the details of their map. (this is what the author commentary was initially intended for) That reminds me, if you'd like to add some commentary to your map, pleez send it to me and it will be included in the next build! =)
Darkie: yeah and don't forget all the startrek buzz and beep sounds! Originally the mod was supposed to have original music and an original theme, but that sorta fell by the wayside. So to answer your question, the star wars music and was a placeholder that was never replaced, and the end credits were just a logical progression from keeping the star wars music (I think the end credits are funny/enjoyable to watch, but, i may be a little biased. ; )
Disco: I've won the award for "slowest mapper of the year" for three years running, so don't feel bad! And your map is awesome btw, and made a great/fun last map to play imo. =)
Commented 14 years ago2010-01-08 19:10:11 UTC
in vault item: Equip ZonesComment #17781
neat. now make it work when you changlevel from that map and come back to use it again: I've found equips won't work more than once across levels fsr..
Also, i wish for DM, you could specifically equip one player instead of everyone or the whole team; i always wanted to make a "glock pop machine".... =)
K. sorry it's taken me so long to review this! (i'm reviewing as i'm playin)
+love the splash and music +custom HUD win! +love how you "list" side to side when strafing..ZOMG ! I tried to set up fast weapon switch to mouse2 for the crowbar. is this a HLSF thing or did the original HL never support fast switch (can't rememb) +weapons look and sound SOO much sexieer than originals. !Enemies still seem enourmously hard to kill even if you score headshots (so far) +that custom zombie sound is tripping me out =) +custom headcrabbed-barney looks great!(who made him? =)) +custom hev/medpack SO COOL =) +that intermittent door is SWEET. (is it on paths?) +that zombie whailing is still freaking me out. it's like i have a headcrab on my head and i'm struggling to breathe/escape...very good =) ++Elevator cutscene/gameplay AWESOME!! =) +grunts pretty hard to kill but i guess that's realistic for an armored opponent. +Like the custom music =) +Gawd! love the custom weapons; m203 <3 (did u update since last time?) +that burning destroyed area is cool. !burning area is also the first place in the mod i start to lag (wpoly fine, epoly 60,000 (don't know what a good number for epoly is)) !lag pretty bad (for me) at first combat after fire room too +yay female barney! don't rememeber her from before (i wish she could stop rotating when i walk around so i could properly assess her boobs) =) +yay when she activates door i get the full 360 degree, nice =) !accuracy for m203 doesn't seem to increase when you crouch. (are you supposed to get a tighter group when crouched?) !glock seems WAY more accurate than the m203 rifle. is this by design? +female barney's personal defense weapon is pretty nice. what is it? !female barney doesn't make the crouch to next room. i suppose it's intended? +i like the awp custom model =) !gets really laggy as you enter the "High-Security Storage facility" +pretty fun gameplay in the wharhouse with the crates and shipping containers and truck.. =) !when i break the glass in the control room i get this console message: No such sentence group MA_CHEC !when i try pressing the button under the glass i get this one: No such sentence group MA_IDL !(i'm assuming the 2 previous means i missed some part of the sprinkler sequence, which i only see the drips after the fire is extinguished) +"black ops" guys look cool. did i see an animation of one of them "limping" away when he's taken some damage? !I've learned the hard way that melee with the crowbar is highly ineffective against grunts.. =( +that's pretty cool that the black ops grunt can plant an explosive charge.. NEAT =) !Unbelievable lag as i come back to the door of the high-security storage area..(+187,000 epoly) ++fun gameplay in the new helipad area! (glad i saved my snarks) =) ++The end credits looks great! (did you do this with spirit, or can you accomplish the same thing in vanilla HL?
This comment was made on an article that has been deleted.
NOTE: I would caution anyone to judge the whole mod based on a single map, as this mod is made up of several, separate maps all of varying quality and length! (when you enter the first "hub" from the start map, you have a choice of 4 maps to play)
Looking at the map list, there seems to be 12 original maps you can play, all varying levels of quality and length and by different authors: Arctic Lab(start maps (3)) hug (hub map #1) hub1 (hub map 2) Badass1a Base Casa isedits(neat credits map) legacy losttime(3 maps) subzone(4 maps) xenpit(2 maps) SPOILERS BELOW VV VV
START MAP: By Arbron Issarooth +I Like the splash! =) !no splash music =( +Mod title with trigger_cam is nicely done !nice begininng if not a little blocky/simple it is(2004 the age of this shows.. =)) !no autosaves is fail. +gametexts of authors at beginning is a nice touch -doors are only set to trigger once, so if you miss a door you have to start the whole mod over again. =( -overuse of env_sounds are deafening me =) +wow, crystalline thing in the test chamber looks really cool =) !I wish the top of the chamber was transparent so you could see what was happening
SUBZONE: By Kol The first map i happened to start with (and also appears to be the biggest) is Subzone (though you may end up with a different first map, depending on which door the player enters...).
+LOVE the momentary doors in subzone +Nice timed expolsions/events with debris and sound +sequence with the pipe breaking out of the wall, but i have to say i was expecting more, like an indiana jones flood or something come down the ramp to get me, but i'm sure it will make sense after i play on. =) +fun gameplay and thoughtful scripting so far !when you walk into by the rotary room and here the scientist saying he "can't hold on" i can finally see he was up top (i could never figure out where he was with no cue to look up..) +even though things are a bit blocky and the texturing is pretty basic in general, there is still some very nice detail and props in the subzone areas +Nice use of sprites, sounds, and other effects so far +Nice use of origianl HL tracks !got stuck on one of the doors spinning the control valves... noclip saves the day =) +nice touch with cycling the switchable texture buttons in the control room. (timing lights to go along or switchable texlights would have completed the effect) !k flooding the whole place causes the blast door to open for you.. doesn't make a lot of sense, but whatevev, still lots of nice work so far. +"On a rail" portion neat!(you can get to the same area 2 ways.. +love the multi-stage door into the main combat room +elevator shaft looks superb! +combat up to this point seems pretty hard, i wouldn't have survived without godmode on (at least not the first 5 tries =)) +some really great destroyed stuff and scripted sequences. +neat combat sequences, though i think your strategy to survive most all the time is to "run away" =) +"crazy" barney funny +Epic combat sequence at the end, which eventually leads you to a portal and back to the original "hub" map
A lot of work went into this first series of maps, plus a lot of effort and skill. Kudos to the author Kol for an epic mini map pack, in the spirit of the original black mesa. My only complaint was maybe some haphazard gameplay at points and perhaps a little too long/drawn out. Still, amazing stuff and an amazing amount of work!
5 stars for Subzone by Kol alone, though i'm sure there is still many good stuff to find in this mod! =)
Faith By SEThorian +jump right into gameplay with a labyrinth of turrets =) +nice, but sad vista of barney getting killed (can you save him?) +fun combat and decent mapping +boulders and rock formatinos look great !would have liked to seen a func_tank to finish off the enemies by the dead grunt and sandbag..
(it's at this point i have to go to work.. will finish later!)
MV mods: can we host it here at twhl so we don't lose it again?
Pretty cool for what it is. The neon effect looks cool i'm curious if you used textlights or the "color" rendermode instead. some decent detailing in places but mostly pretty plain and wide open minus the neon. hot tub is a cool idea but could have been done a lot better. ok. i won't nitpick this ka map any more.
nice work =) * * *
edit: i see this in "top maps" all the time... this is in no way a top map.... = (
Commented 14 years ago2010-01-03 15:09:42 UTC
in journal: #6307Comment #48958
you guys remind me of a local band i herd this summer called Thrown to the Wolves, tho their vocalist is more over-the-top kinda like the lead from Queensryche.
Really good stuff musically and vocally.. your lead singer is sounds really good and so does the guitar. (i don't really have an ear for drums and bass).
I liked the second song better but neural shutdown is really good to, it just seems kinda plain(like there is a whole track missing for a lot of the song), and i agree the chorus should be more over-the-top like he should be screaming it, or singing it differently?
Commented 14 years ago2009-12-30 17:57:08 UTC
in journal: #6303Comment #60534
haven't played that in a long time... should do it again soon! =) (still never played blue shift nor opfor tho, and they rank higher on the list "to do".)
)
I didn't even think surge protectors were capable of that?!
Murphy's law will fuck you..
(
D
I played the robotech one for goldsource.. it looked great i wish they had finished it. Same for a StarWars test mod found also on planet phillip(i'm assuming there is where you found these..)
= )
Sajo: Hey you can still submit a room if you want, since project is ongoing! Please feel free to add a room if you want!
= )
http://www.gamefront.com/files/20031885/DM_last_exit+by+Unbreakable.zip
)
The map that made you jump was WorldCrafter's (soup miner) map. It's an extremely well-built level, and themed perfectly to the horror genre; I jumped too, from the "slamming shut" sound and the "ghost" effects/sounds..
I agree too all the maps had something to offer, but if we ever do this again, i agree with Zombieloffe we should add a gameplay element of some sort.
thanks again for the review and rate.
= )
Haven't been able to find a mirror for his maps anywhere else either..
=(
P
but yeah, when i thought it was real, it was scary as shit.
edit found one for 3rd 505th on atomic gamer, but i must say, this map looks utter shit from screenies..
(
agrees with Strider tho, there will be bad times but things usually even out...
)
found mirror at the banana:
http://www.fpsbanana.com/maps/download/41433
can we update the twhl download link?
That said, the texturing is a bit bland and repetitive imo (it fits the theme and adds to the drearyness of the ruined cathedral tho) and texture scales are could be increased in some areas where the player comes up close to stuff (this will affect your wpoly performance of course, but i think you can definitely afford some leeway here!
The same goes for Architecture. tho what's currently there is great, taking full advantage of texturing and keeping it as simple as possible, i think you could afford some more small detail brushing and trims, that would add a lot to the look of some places, without impacting your already very-acceptably-low wpoly too much.
Lighting is pretty bland as well in some areas but quite nice in others so i guess it balances out.
I know these comments are all pretty pointless considering the map is 4 years old, but here they are all the same.
Again, amazing stuff, and even despite the things i didn't like out about the map, this is top-notch stuff afaik..
* * * * *
)
SpaG: um yeah i'm not actually sure what you mean(i thought your room was fine), but what i meant by the above comment is that it was a bad decision on my part not to separate your two maps(for performance reasons, different lighting values(Tetsu0's map was originally brighter), and just that it would be cleaner that way.. does that make sense? =)
)
Strider: Yeah if we did another one, i would structure it WAY differently to make it easier to assimilate maps.. Believe it or not, it was a real pain in the ass sometimes to get everything to work... (mostly because of the menu system which i insisted on adding... =()
The plan is/was too though, to keep accepting/adding entries to the original project for as long as i can, but only time will tell how sustainable that will be..
= )
Zeeba: I dunno, pressing e to pick up the pistol works for me fine, at least on the first map. It WILL NOT work on subsequent maps tho (game_player_equips won't continue to work after you've used them once, accross a changelevel fsr), which is why you are "auto-equipped" when you return to the menu, and why the armory was added as backup.
Is this what you were talking about, or did the the pistol equip NEVER work for you?
)
And you may be right about the TTS being awful and that it should be replaced with actual text. Maybe in future versions, but to date, you're the only one to complain about it! =)
And YES, i wish some authors optimized better, but i can't really complain too much since i received WAY more top-quality entries than i ever expectd to. Also, the only map that really lags for me is the Bonus Map by Striker. Rooms.bsp should also be broken up into 2 or three seperated maps, as well Tetsu0 and SpaG's map. This will probably be done in the future, when hopefully i will totally overhaul all the maps, their changelevels, and some other things..
Thanks for playing! =)
Striker: Yeah i didn't list credits for individual maps, just the series in general. But in the future i think it would be neat to be able to toggle or somehow view individual maps credits, and maybe a small write up on the details of their map. (this is what the author commentary was initially intended for) That reminds me, if you'd like to add some commentary to your map, pleez send it to me and it will be included in the next build! =)
Darkie: yeah and don't forget all the startrek buzz and beep sounds! Originally the mod was supposed to have original music and an original theme, but that sorta fell by the wayside. So to answer your question, the star wars music and was a placeholder that was never replaced, and the end credits were just a logical progression from keeping the star wars music (I think the end credits are funny/enjoyable to watch, but, i may be a little biased. ; )
Disco: I've won the award for "slowest mapper of the year" for three years running, so don't feel bad! And your map is awesome btw, and made a great/fun last map to play imo.
=)
Also, i wish for DM, you could specifically equip one player instead of everyone or the whole team; i always wanted to make a "glock pop machine".... =)
It's like burn me or drown me: i can't decide which is more horrible.
(
+love the splash and music
+custom HUD win!
+love how you "list" side to side when strafing..ZOMG
! I tried to set up fast weapon switch to mouse2 for the crowbar. is this a HLSF thing or did the original HL never support fast switch (can't rememb)
+weapons look and sound SOO much sexieer than originals.
!Enemies still seem enourmously hard to kill even if you score headshots (so far)
+that custom zombie sound is tripping me out =)
+custom headcrabbed-barney looks great!(who made him? =))
+custom hev/medpack SO COOL =)
+that intermittent door is SWEET. (is it on paths?)
+that zombie whailing is still freaking me out. it's like i have a headcrab on my head and i'm struggling to breathe/escape...very good =)
++Elevator cutscene/gameplay AWESOME!! =)
+grunts pretty hard to kill but i guess that's realistic for an armored opponent.
+Like the custom music =)
+Gawd! love the custom weapons; m203 <3 (did u update since last time?)
+that burning destroyed area is cool.
!burning area is also the first place in the mod i start to lag (wpoly fine, epoly 60,000 (don't know what a good number for epoly is))
!lag pretty bad (for me) at first combat after fire room too
+yay female barney! don't rememeber her from before (i wish she could stop rotating when i walk around so i could properly assess her boobs) =)
+yay when she activates door i get the full 360 degree, nice =)
!accuracy for m203 doesn't seem to increase when you crouch. (are you supposed to get a tighter group when crouched?)
!glock seems WAY more accurate than the m203 rifle. is this by design?
+female barney's personal defense weapon is pretty nice. what is it?
!female barney doesn't make the crouch to next room. i suppose it's intended?
+i like the awp custom model =)
!gets really laggy as you enter the "High-Security Storage facility"
+pretty fun gameplay in the wharhouse with the crates and shipping containers and truck.. =)
!when i break the glass in the control room i get this console message:
No such sentence group MA_CHEC
!when i try pressing the button under the glass i get this one:
No such sentence group MA_IDL
!(i'm assuming the 2 previous means i missed some part of the sprinkler sequence, which i only see the drips after the fire is extinguished)
+"black ops" guys look cool. did i see an animation of one of them "limping" away when he's taken some damage?
!I've learned the hard way that melee with the crowbar is highly ineffective against grunts.. =(
+that's pretty cool that the black ops grunt can plant an explosive charge.. NEAT =)
!Unbelievable lag as i come back to the door of the high-security storage area..(+187,000 epoly)
++fun gameplay in the new helipad area! (glad i saved my snarks) =)
++The end credits looks great! (did you do this with spirit, or can you accomplish the same thing in vanilla HL?
https://www.moddb.com/mods/issues
Can a vault mod update the download link?
NOTE:
I would caution anyone to judge the whole mod based on a single map, as this mod is made up of several, separate maps all of varying quality and length! (when you enter the first "hub" from the start map, you have a choice of 4 maps to play)
Looking at the map list, there seems to be 12 original maps you can play, all varying levels of quality and length and by different authors:
Arctic Lab(start maps (3))
hug (hub map #1)
hub1 (hub map 2)
Badass1a
Base
Casa
isedits(neat credits map)
legacy
losttime(3 maps)
subzone(4 maps)
xenpit(2 maps)
SPOILERS BELOW
VV VV
START MAP:
By Arbron Issarooth
+I Like the splash! =)
!no splash music =(
+Mod title with trigger_cam is nicely done
!nice begininng if not a little blocky/simple it is(2004 the age of this shows.. =))
!no autosaves is fail.
+gametexts of authors at beginning is a nice touch
-doors are only set to trigger once, so if you miss a door you have to start the whole mod over again. =(
-overuse of env_sounds are deafening me =)
+wow, crystalline thing in the test chamber looks really cool =)
!I wish the top of the chamber was transparent so you could see what was happening
SUBZONE:
By Kol
The first map i happened to start with (and also appears to be the biggest) is Subzone (though you may end up with a different first map, depending on which door the player enters...).
+LOVE the momentary doors in subzone
+Nice timed expolsions/events with debris and sound
+sequence with the pipe breaking out of the wall, but i have to say i was expecting more, like an indiana jones flood or something come down the ramp to get me, but i'm sure it will make sense after i play on. =)
+fun gameplay and thoughtful scripting so far
!when you walk into by the rotary room and here the scientist saying he "can't hold on" i can finally see he was up top (i could never figure out where he was with no cue to look up..)
+even though things are a bit blocky and the texturing is pretty basic in general, there is still some very nice detail and props in the subzone areas
+Nice use of sprites, sounds, and other effects so far
+Nice use of origianl HL tracks
!got stuck on one of the doors spinning the control valves... noclip saves the day =)
+nice touch with cycling the switchable texture buttons in the control room. (timing lights to go along or switchable texlights would have completed the effect)
!k flooding the whole place causes the blast door to open for you.. doesn't make a lot of sense, but whatevev, still lots of nice work so far.
+"On a rail" portion neat!(you can get to the same area 2 ways..
+love the multi-stage door into the main combat room
+elevator shaft looks superb!
+combat up to this point seems pretty hard, i wouldn't have survived without godmode on (at least not the first 5 tries =))
+some really great destroyed stuff and scripted sequences.
+neat combat sequences, though i think your strategy to survive most all the time is to "run away" =)
+"crazy" barney funny
+Epic combat sequence at the end, which eventually leads you to a portal and back to the original "hub" map
A lot of work went into this first series of maps, plus a lot of effort and skill. Kudos to the author Kol for an epic mini map pack, in the spirit of the original black mesa. My only complaint was maybe some haphazard gameplay at points and perhaps a little too long/drawn out. Still, amazing stuff and an amazing amount of work!
5 stars for Subzone by Kol alone, though i'm sure there is still many good stuff to find in this mod!
=)
Faith
By SEThorian
+jump right into gameplay with a labyrinth of turrets =)
+nice, but sad vista of barney getting killed (can you save him?)
+fun combat and decent mapping
+boulders and rock formatinos look great
!would have liked to seen a func_tank to finish off the enemies by the dead grunt and sandbag..
(it's at this point i have to go to work.. will finish later!)
edit x1000
http://www.fpsbanana.com/maps/6830
MV mods: can we host it here at twhl so we don't lose it again?
Pretty cool for what it is. The neon effect looks cool i'm curious if you used textlights or the "color" rendermode instead. some decent detailing in places but mostly pretty plain and wide open minus the neon. hot tub is a cool idea but could have been done a lot better. ok. i won't nitpick this ka map any more.
nice work =)
* * *
edit: i see this in "top maps" all the time... this is in no way a top map.... = (
Really good stuff musically and vocally.. your lead singer is sounds really good and so does the guitar. (i don't really have an ear for drums and bass).
I liked the second song better but neural shutdown is really good to, it just seems kinda plain(like there is a whole track missing for a lot of the song), and i agree the chorus should be more over-the-top like he should be screaming it, or singing it differently?
To my knowledge it seems thoughtfully detailed and arranged, and quite a decent size for a first map.. Bravo! =)
Strideh: is this better? (y/n)
)
)
(still never played blue shift nor opfor tho, and they rank higher on the list "to do".)
)