Commented 13 years ago2011-10-13 15:48:32 UTC
in journal: #7437Comment #50716
Wow. I'm really far from a fighting type, but I definitely would've been with the folk who wanted to beat the shit out of the guy. Deep condolences for the girl.
Commented 13 years ago2011-10-09 03:43:55 UTC
in journal: #7433Comment #50125
Nice, was a good read.
I agree with your point on objectives not being a big enough priority to an extent when playing solo, but it really changes drastically when you're in a decent well-communicating squad. Had some absolutely amazing games with friends, and that alone pretty much sold the game to me. For e.g. our squad won a full nerve-wrecking rush game 4v8 once, which pretty much felt like being the A-team or something. One of my best MP experiences ever.
Without a squad though, it's sometimes near impossible to push for objectives, which forces you to go into frag-mode (and even then, flank-wiping a bunch of enemies is feels ridiculously rewarding).
I also don't see your commander idea working too well - giving random players extra power over their team mates never works in MP shooters. I think there should be more to squad leaders than just the title - I've seen a suggestion to only allow spawning on the leader, which sounds like something worth looking into.
Speaking of squads, I'm surprised neither of you mentioned the moronic way they work in the beta. Not being able to create/choose your own ruins the teamplay on so many levels. I'm sure it's just a beta thing, but still - a very key component missing.
Commented 13 years ago2011-08-01 13:50:28 UTC
in vault item: Half-Life: DestinyComment #19405
Thanks for the review, appreciate it. :]
I remember leaving it all to the last moment, blitzing through the final maps in a day, which really could have used a lot more work. There was plenty of room for puzzles, etc. - like getting the power running again or something. Maybe even a small stealth section.
I agree with the scale being a bit small in most of the areas. The transport tunnels could've easily been made 2x the size to give it a slightly more epic feel.
And yeah, there's level change issues as well. Misplaced my info_landmarks in some of the maps.
Either way, thanks again for finding this. Brings back memories. ^^
Commented 13 years ago2011-07-28 13:07:01 UTC
in vault item: cs_nwkComment #19390
Daugmaž sutinku su Captain Terror, gan nostalgiškas mapas. Matos, kad daug laiko praleidai prie detaliu.
Pakeitimai layoute atrodo idomiai. Malonu matyt assault remake, kuriame naujoviu šiek tiek daugiau, negu keletas nauju langu i T pastata, ar pora papildomu camp spotu. ;D
Teksturos vietomis gal nedera (kai kur masteliai per dideli ar pan.), kaip viename iš kranu prie CT spawno.
Neturiu daug ka prideti, bet bendrai mapas patiko. Taip ir toliau, bandyk pereit prie savo paties ideju ateity. ;]
Commented 13 years ago2011-06-19 02:48:01 UTC
in vault item: aim_nuketownComment #19276
Hahahah, can't believe you've actually remade the killstreaks. Props. There should definitely be some sort of delay before you can activate/capture them though (just like in blops). Not sure if that'd be possible to implement in Source, but considering how advanced the entity system is, I think there should be some way. I'd also try placing all of the drop crates in the middle to avoid spawn camping, and to make capturing them a bit more of a challenge (bonus points if you make them disappear once taken like in blops).
As for the map itself, the visuals still have a long way to go to look on-par with blops. You chose the right map to remake in CSS due to simplicity, and your layout is pretty accurate from what I can tell, but it all looks pretty bland at the moment. Go for more props, find some replays/commentaries on nuketown to get a better idea on the intricate details. The lighting could be improved too. The original went nuts on HDR for example, and you can replicate the exact same thing in Source. Some more ambience apart from the music track would be neat as well.
Anyway, I don't even like blops (prefer MW2 by far), but still, this is pretty awesome. I really like how oddball most of your projects are (in a good way). Keep improving, and get it on some fun map servers - I'm sure you'll find some that'd accept the finished version! :]
EDIT: Just read what you wrote about the killstreaks. Why not make it count the number of kills within the whole team? I'm sure there's ways to keep track of player deaths (hell, you could almost do the same back in CS 1.6). Say 3 consecutive kills in a team w/o any team casualties grant you a random killstreak in your back yard. You could make the number higher if it were possible to save the number of kills-per-team across multiple rounds. Not sure how well that'd work, but it's an idea.
Commented 13 years ago2011-03-17 06:23:49 UTC
in journal: #7106Comment #66337
"Now I don't want to go around and steal people's maps on here"
I'm sure anyone who's put up a multiplayer map in our Map Vault will be more than happy to see it downloaded and played on a server. Just go for it - no need to ask for permission.
In return though, be sure to give feedback and rate - playtesting sometimes brings up problems you couldn't have foreseen from a plain mapping perspective. Don't be afraid to criticize.
There's a filter function in the vault, which should help you find more newly released OP4 maps. Problem is, that map type was only just recently implemented, so there's bound to be some older maps in there that weren't labelled for that game. To find those, just search the maps for "op4" or "opposing" and I'm sure you'll find plenty.
Commented 13 years ago2011-02-22 00:03:10 UTC
in journal: #1672Comment #50205
Hahahah, oh man. Went through the old journals, good times. I remember a massive cluster of crates in watertower being tied to a single func_wall. What a VIS nightmare that map was.
Commented 14 years ago2010-05-09 12:03:31 UTC
in journal: #6555Comment #47838
LEGO used to be epic fun, would build about the same stuff SpaG used to. Also, functional guns among other things. I still have a large suitcase stuffed with all my spare parts somewhere in the basement, makes me want to bring it out once I get home.
Commented 14 years ago2010-04-28 17:49:12 UTC
in journal: #6526Comment #39084
None taken, Skals. I'm not up to snuff with console gaming, my opinion is based on mixed short xbox FPS experiences at friends' places. From what little I've tried, I found it atrociously hard to aim though.
Press charges on the fucker, don't look back.
I agree with your point on objectives not being a big enough priority to an extent when playing solo, but it really changes drastically when you're in a decent well-communicating squad. Had some absolutely amazing games with friends, and that alone pretty much sold the game to me. For e.g. our squad won a full nerve-wrecking rush game 4v8 once, which pretty much felt like being the A-team or something. One of my best MP experiences ever.
Without a squad though, it's sometimes near impossible to push for objectives, which forces you to go into frag-mode (and even then, flank-wiping a bunch of enemies is feels ridiculously rewarding).
I also don't see your commander idea working too well - giving random players extra power over their team mates never works in MP shooters.
I think there should be more to squad leaders than just the title - I've seen a suggestion to only allow spawning on the leader, which sounds like something worth looking into.
Speaking of squads, I'm surprised neither of you mentioned the moronic way they work in the beta. Not being able to create/choose your own ruins the teamplay on so many levels. I'm sure it's just a beta thing, but still - a very key component missing.
Very pleased to see a fy map crafted with such care.
Get better soon man!
Pop those painkillers and get better soon!
Lol'd
I remember leaving it all to the last moment, blitzing through the final maps in a day, which really could have used a lot more work. There was plenty of room for puzzles, etc. - like getting the power running again or something. Maybe even a small stealth section.
I agree with the scale being a bit small in most of the areas. The transport tunnels could've easily been made 2x the size to give it a slightly more epic feel.
And yeah, there's level change issues as well. Misplaced my info_landmarks in some of the maps.
Either way, thanks again for finding this. Brings back memories. ^^
Grats man, sick paycheck. ;o
Pakeitimai layoute atrodo idomiai. Malonu matyt assault remake, kuriame naujoviu šiek tiek daugiau, negu keletas nauju langu i T pastata, ar pora papildomu camp spotu. ;D
Teksturos vietomis gal nedera (kai kur masteliai per dideli ar pan.), kaip viename iš kranu prie CT spawno.
Neturiu daug ka prideti, bet bendrai mapas patiko. Taip ir toliau, bandyk pereit prie savo paties ideju ateity. ;]
Loving the artwork.
There should definitely be some sort of delay before you can activate/capture them though (just like in blops). Not sure if that'd be possible to implement in Source, but considering how advanced the entity system is, I think there should be some way. I'd also try placing all of the drop crates in the middle to avoid spawn camping, and to make capturing them a bit more of a challenge (bonus points if you make them disappear once taken like in blops).
As for the map itself, the visuals still have a long way to go to look on-par with blops. You chose the right map to remake in CSS due to simplicity, and your layout is pretty accurate from what I can tell, but it all looks pretty bland at the moment. Go for more props, find some replays/commentaries on nuketown to get a better idea on the intricate details.
The lighting could be improved too. The original went nuts on HDR for example, and you can replicate the exact same thing in Source.
Some more ambience apart from the music track would be neat as well.
Anyway, I don't even like blops (prefer MW2 by far), but still, this is pretty awesome. I really like how oddball most of your projects are (in a good way). Keep improving, and get it on some fun map servers - I'm sure you'll find some that'd accept the finished version! :]
EDIT:
Just read what you wrote about the killstreaks. Why not make it count the number of kills within the whole team? I'm sure there's ways to keep track of player deaths (hell, you could almost do the same back in CS 1.6). Say 3 consecutive kills in a team w/o any team casualties grant you a random killstreak in your back yard. You could make the number higher if it were possible to save the number of kills-per-team across multiple rounds. Not sure how well that'd work, but it's an idea.
"See looks like quite a catch."
+1
Nice rig, grats.
Nicely shooped.
I'm sure anyone who's put up a multiplayer map in our Map Vault will be more than happy to see it downloaded and played on a server. Just go for it - no need to ask for permission.
In return though, be sure to give feedback and rate - playtesting sometimes brings up problems you couldn't have foreseen from a plain mapping perspective. Don't be afraid to criticize.
There's a filter function in the vault, which should help you find more newly released OP4 maps. Problem is, that map type was only just recently implemented, so there's bound to be some older maps in there that weren't labelled for that game. To find those, just search the maps for "op4" or "opposing" and I'm sure you'll find plenty.
I remember a massive cluster of crates in watertower being tied to a single func_wall. What a VIS nightmare that map was.
? A silly utopic ideology
? A well-marketed franchise (if that's the right word to call it?)