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Commented 10 years ago2014-05-05 01:23:22 UTC in vault item: Twelve Absent Men - Beta 2 Comment #20558
Hmm, originally the lighting was lighter, before many said it should be darkened, I might have gone too far towards the dark -> so I'll balance out the ambience a bit in the outside areas.

re: The 2 turret area - I tried intensifying with the balcony rush and the hunter, but I might make the combine actually enter the room properly in a final rush (pre the hunter sequence), that might make things more demanding. As it is, it's a lot harder than it was previously, but I get that some more intensive mechanics might be required there.
Commented 10 years ago2014-05-04 07:00:22 UTC in vault item: Twelve Absent Men - Beta 2 Comment #20552
ah yes, that's the final map for now. Have a few more in the works :D
Commented 10 years ago2014-05-03 11:14:54 UTC in vault item: Twelve Absent Men - Beta 2 Comment #20548
How far did you get up to? :P

There's currently a big compiling error on the final map that makes that one hard to finish. (It'll be fixed in my next update).

Thanks for the playthrough and comments!
Commented 10 years ago2014-02-26 11:12:06 UTC in vault item: Twelve Absent Men - Beta 1 Comment #20491
Cheers Captain Terror,

The turrets are an existing asset, I've been trying to think up some of my own gameplay mechanisms however (a self-building defence system maybe for one).

Not sure what my next step is with this, but will keep you posted.
Commented 10 years ago2014-02-15 13:22:08 UTC in vault item: Twelve Absent Men - Beta 1 Comment #20483
Hmm, will work on fixing that... I can easily just lock the doors to the next room. The cops are meant to knock you out FYI.

As a precaution I'll place an autosave after the turret section (a fairly logical place for an autosave regardless.)

Thanks for the feedback!
Commented 10 years ago2014-02-14 14:00:01 UTC in vault item: Twelve Absent Men - Beta 1 Comment #20480
Just a note on installing:

NB: Unzip the file into your common/Half-Life 2 folder

Run the first map "dew_house1" via the ingame developer console of HL2: episode 2, by doing the following:

1) Enable the developer console in the 'advanced options' of the options menu.
2)Click the tilde key '~' (top left of your keyboard).
3) Type into the box "map dew_house1" and press Enter.
Commented 16 years ago2008-10-21 00:50:50 UTC in vault item: ctf_outset Comment #17062
Yeh, it was a pretty decent one too, points out a heap of faults I'll never bother fixing :D

It was only made for the compo after all :P
Commented 16 years ago2008-08-09 01:13:48 UTC in vault item: ctf_outset Comment #12306
Fixed those areas by adding clip, also fixed a door error and a few minor things, up for re-dl.
Commented 16 years ago2008-05-08 02:36:30 UTC in vault item: dm_mudanchee Comment #16625
Wow, I remember seeing WIP shots of this ages ago, nice to see that it's finally out :P Will take a run through and see if it's any good, I'm guessing yes.
Commented 16 years ago2008-04-30 07:10:44 UTC in vault item: DoD_Nuernberg_rc1 Comment #16596
I like it. Downloading now to give it a run through.
Commented 16 years ago2008-03-28 08:14:00 UTC in journal: #4969 Comment #58598
I would :P But you're also entering the compo so you don't have to lend me em, still, pm me if you don't mind me using em.
Commented 16 years ago2008-03-22 16:25:42 UTC in wiki page: Tutorial: NPC Scripting Basics Comment #100840
both of those fixed, thanks guys
Commented 16 years ago2008-01-12 23:44:11 UTC in vault item: Six Feet Under Comment #16234
I played through all of it and I'm thinking 3/5..
I think the concept was really great and bits of it matched up to the concept, however a lot of it felt like a killbox with a heap of enemies everywhere.

On the whole the mapping was alright, the outside area was probably the best part of the map and because of that I reckon you could've done a much better more focused map in only an outside environment.

As a whole it wasn't very consistant, some of the lights were too strong, mess around with the falloff distance in the light properties a bit more next time.

The crash site in the beginning was fairly well pulled off and the crows were a nice addition, I also liked the running water and the rocks falling didn't really hit me, but they were still an alright effort :P.

Graveyard was nicely done, nice addition.
Commented 16 years ago2007-11-25 18:40:58 UTC in vault item: dm_biological Comment #16044
Will think of doing a recompile without clip and without water? I'll have to save the map as a different name though.
Commented 17 years ago2007-10-14 22:00:36 UTC in vault item: dm_contrast Comment #15788
I really liked it, it's a great style in my opinion, very different from the average dm map. Weapon placement wasn't too bad, I liked the rpg table. What I said about finding the weapons still applies but overall quite an effective map.

4 stars...
Commented 17 years ago2007-10-06 21:00:13 UTC in vault item: dm_walkway Comment #15743
Fixed, dl link updated :P
Commented 17 years ago2007-10-06 01:01:44 UTC in vault item: dm_walkway Comment #15736
Damn, keep trying to fix it, can you give me a screen of an area with missing textures? I think it's only one that I haven't added properly.
Commented 17 years ago2007-10-05 02:04:18 UTC in vault item: dm_walkway Comment #15733
Updated it to a new version, the dl link is the same but everything works a bit better... ladders fixed, textures I think are fixed, haven't tested though. A few other updates with props, weapon placement, lighting etc...

Dl and enjoy. :)
Commented 18 years ago2006-08-05 21:18:48 UTC in vault item: ba_tram1 - Recreate Competition Entry Comment #12763
Hmm, interesting..
I haven't played it yet but I'll find some time today...
tbh the 3d skybox looks like the best part of the map... in terms of 'sourcified'ness.
Although you were going for a recreation... next time you could add a lot of brushwork to the existing buildings...to beef em up a bit and give them a better feel.
I think everyone used displacements... so it's a shame you didn't... try making a few test maps with them until you get confident, so you can use them when another compo comes along.
For instance: the sand seems to bring the map down (not talking about the skybox in this case) , generally because it's so repetitive.. the dust blend textures would've helped.. and are generally a preferable option.
yeh 3 or 2/5 because of the obvious mainly. (and the others deserve the 4's and 5's :P)
Commented 18 years ago2006-08-05 01:47:14 UTC in vault item: Competition 21 - Shadows Comment #12736
I like it. :)
A very interesting and much more sourcified version of the original... basically everything is good :P the lighting is great, and I love the long tunnel part with the red lights.
Yeh... not much to say, obviously there was a lot more that you could do, opening up the interior of a few of the buildings etc.. but other than that...
The detailing in props seemed spot on.. had a nice industrial look :>
Commented 18 years ago2006-03-28 03:08:43 UTC in vault item: de_sustenance Comment #11374
Thanks all, crits taken...working on an update, watch this space! :)
Commented 19 years ago2005-01-29 06:07:53 UTC in vault item: Gas Trap Comment #5762
havent had a chance to test but does seem pretty nice. maybe you need a valve instead of a barrel to turn it off tho? :P a barrel could be overturned as if it started it tho.
Commented 19 years ago2004-12-27 09:23:00 UTC in vault item: Sanctuary Comment #5387
lol its better but um its reaching 5 megs :P
Commented 19 years ago2004-12-14 01:39:47 UTC in vault item: Source - HL2 Signs Comment #5317
10 stairs far extra matarialz0r!!!
Commented 19 years ago2004-12-13 19:07:13 UTC in vault item: Source - HL2 Signs Comment #5313
oh saurrie ef* ma cless....haw falish ove ma ey?
Commented 19 years ago2004-12-13 19:05:09 UTC in vault item: aim_multiplearenas1 Comment #5312
I love it 100 stars *_*
Commented 19 years ago2004-12-13 18:57:29 UTC in vault item: Source - HL2 Signs Comment #5311
no i ARM TeH L337testz0rredout englash spaker of ma cless.
Commented 19 years ago2004-12-13 06:07:52 UTC in vault item: Source - HL2 Signs Comment #5307
can't download atm mucking around with teh l337 green man. will soon and rate 5 stars now anyway cause i now its l337.
Commented 19 years ago2004-12-09 17:36:13 UTC in vault item: aim_aztecwave Comment #5261
cough decompiler?
Commented 19 years ago2004-11-29 21:55:24 UTC in vault item: de_kako Comment #5206
yeh no teasing :P we encourage your efforts and are commenting sugestions for future work. think codename gordan, stickman style :o
Commented 19 years ago2004-11-29 03:50:38 UTC in vault item: de_kako Comment #5194
better yet lets make the walls invisible and just skybox it in white or black O.o
Commented 19 years ago2004-11-28 16:40:23 UTC in vault item: de_kako Comment #5191
wooteh we should make a stickman mod :/
Commented 19 years ago2004-11-27 22:57:24 UTC in vault item: sg_spacestation Comment #5186
:P jokes
Commented 19 years ago2004-11-27 19:33:44 UTC in vault item: sg_spacestation Comment #5184
no they're all hl.wad :/
Commented 19 years ago2004-11-27 00:21:06 UTC in vault item: de_kako Comment #5176
O.o it might not always be the architecture but thats why its out of 5 so you can judge both aspects...otherwise it'd be out of 2.5
Commented 19 years ago2004-11-27 00:12:26 UTC in vault item: sg_spacestation Comment #5175
yeh i am going for the futuristic look. i will update it soon when its bigger ;) planning on being 3 times the size with much more electronics etc..
Commented 20 years ago2004-11-22 16:35:12 UTC in vault item: sg_underworld Comment #5141
:D thanks guys.
Commented 20 years ago2004-11-18 04:29:13 UTC in vault item: stepping_stones Comment #5092
O.o i've decided you know too much for your own good rabid :P. the Q is, when will they actually release the final SDK for me to try this new system. Or did they put it in cs:s version for all the noobies?
Commented 20 years ago2004-11-18 03:08:46 UTC in vault item: HL2/CS:S - 3D Skybox Example Comment #5091
nice work rabid, as usual :P. Best tutorial released all month.

p.s. I'm having trouble with setting up the SDK for hl2. No materials for this file? :/
Commented 20 years ago2004-11-17 02:15:22 UTC in vault item: The Sydney Harbour Bridge Comment #5076
on a fast paced comp. My comp doesn't lag during hl2,rome total war or doom 3.
Commented 20 years ago2004-11-16 02:17:39 UTC in vault item: The Sydney Harbour Bridge Comment #5069
lol imagine compiling the whole of sydney. 10 years to get the textures, 20 to create, 30 to compile O.o
Commented 20 years ago2004-11-15 16:40:19 UTC in vault item: The Sydney Harbour Bridge Comment #5061
I felt like I was going over it O.o(which I have done countless times) very nice job,though train doesn't move :P. Lighting should've also been toned down a tad or been completely dark,ya know new year style? (:o trapt I forgot in our earlier thing,we had the Olympics AND the new year celebrations) wouldn't it be cool if you re-make it for hl2 with fireworks or that cool blue touch. All in all nice job ant
Commented 20 years ago2004-11-09 02:35:27 UTC in vault item: stepping_stones Comment #5007
hehe thanks for comment...obviously didn't work on it long but it's just a small sampler ;). Will post a link to the mod when done. Decided to not code anything and making it SP.
Commented 20 years ago2004-11-05 01:30:59 UTC in vault item: de_sand Comment #4942
unique maps*
Commented 20 years ago2004-11-05 01:30:34 UTC in vault item: de_sand Comment #4941
it looks ok, though people here like your own unique suggestions more than an already made one. In this way you could get more credit for textures and stuff. Though architecture does look ok from the pic ^.