Commented 6 years ago2018-11-18 01:36:43 UTC
in vault item: de_edificeComment #101623
@satchmo It's so much a political statement that I had to make an edited version for my clan's server (I suspected that this may happen, we try to keep a friendly atmosphere). I couldn't come up with a good name for it so I just called it de_compromise. haha
Commented 6 years ago2018-09-25 22:26:59 UTC
in vault item: fy_aframeComment #101529
A really nice looking map (though, there's still a lot of visible blue in those tree textures). I couldn't figure out how to open the secret (even though I spotted the "clues"). How many spawns are on this map? I would recommend it to be added to my clan's server but it's gotta have 32 spawns (possibly just 30 but I think the PTB team switch plugin sometimes kills people without that 16th spawn on each side).
One other thing I would like to note though is that there is more area behind one spawn than the other, which might encourage players to hide back there. It is fun to see an asymmetric fy map, though.
Commented 6 years ago2018-06-19 03:17:04 UTC
in vault item: JeffMOD's Compo 29 EntryComment #101278
I'm not going to go on about the visuals because you made this 7 years ago and I'm sure you're well aware. But, I do want to say, I really liked the sparse health and the fact that it seemed to be intentionally set up to use up your rifle ammo for some close range pistol fighting at the end. It made the fighting feel more intense.
Commented 6 years ago2018-06-17 19:44:04 UTC
in vault item: JeffMOD's Compo 29 EntryComment #101273
Ah, it's been a while since I've installed mods for Source and I don't have the 2013 SDK base installed. It does have a bin folder. If installing the 2013 SDK base doesn't work then I'll try renaming that and then if not I'll get back to you.
EDIT: Installed the 2013 SDK Singleplayer and Multiplayer base. Didn't work. Changed the name of the bin folder. It didn't work. Tried re-installing the mod off a fresh download. After trying those first 2 things. That didn't work.
Commented 6 years ago2018-01-23 05:32:13 UTC
in journal: #8891Comment #53031
Are you still planning on uploading the streams to Youtube? I'm behind on them and I think there are a few VODs between 010 and whatever the oldest VOD is on Twitch that I haven't seen.
Commented 6 years ago2018-01-07 18:36:21 UTC
in journal: #8891Comment #53030
You may not be able to noclip in CS but you can reload the map and select "spectate" and fly around in free spec mode (in the middle of watching 008 on YT so if you've eventually started doing this later on, I'm sorry).
Commented 7 years ago2017-11-15 04:54:48 UTC
in vault item: de_vineComment #19680
I know this map is old as hell but I figured in the off chance that you still check the comments on your maps every once in a while I'd leave one. This map gets a decent amount of play on my clan's custom map server and most of us really enjoy it. I was actually really surprised to see how old it actually was because it looks more like it's on par with CS maps from the late 2000's rather than 2003. I can't comment on how evenly it would play with 5 on 5 but in a larger pub server setting (8v8 or more, typically) it plays very evenly. The layout feels very original and unique. I really like fighting in the warehouse.
Commented 7 years ago2017-06-28 03:10:27 UTC
in vault item: Airsoft FortComment #21012
I basically made the de_ version just in case nobody liked the tag hostage idea.
I'm trying to come up with some other ideas for small maps with the "tag" hostage setup. I had an idea in it's early stages but I scrapped it because the layout was terrible. I have another map that I just finished that uses the same setup but it's a much larger map with this ambitious fun/goofy obstacle course setup that wasn't too popular on my clan's server.
I don't know the name of it and I've never played it, but I saw a brief bit of a Nipper map in a video that had hostages that spawned inside their rescue zones, but he had replaced the hostage model with these little gems or something so it was like you were "collecting" the gems. This is where I got the idea for it, but I specifically wanted to apply it to small maps for fast gameplay that could replace the countless fy and aim maps that are typically played before my clan's server fills up.
Commented 7 years ago2017-01-04 02:24:33 UTC
in vault item: Spawn CounterComment #20844
The problem with a single wall trigger would be the potential of incorrect counting. Two players could walk through at the exact same time and only one would get counted or someone could "hang out" in the trigger area and trip it more than once. Even a wall trigger would probably be best broken up into a few pieces and then you would also want to push the players through. I wanted my spawn to "appear" to players as if it were a normal spawn as much as possible. I had to stagger the trigger delays on my individual triggers because the multi_manager was getting multiple requests at the same time and multi_manager entities will not accept a new trigger request until it is finished with the previous one it got. This resulted in players not being counted. Once I staggered the trigger delays on the individual triggers (and divided them up to trigger multiple multi_managers) I stopped having frequent miscount problems.
Your wall method would probably best be used by breaking up the spawn exit into 3-5 thin hallways with a func_conveyor forcing players through one once they enter it so they can't walk backwards into the trigger on the other side.
Commented 8 years ago2016-09-17 14:33:56 UTC
in vault item: war3dm_snowComment #14498
Love that there's even an underwater section to fight in. Lighting and sprite/texture effects make it look sexy. Gonna add this to my list of maps to recommend for my clan's server. I did find it very hard to grab on to and stay on the ropes hanging down over the water in the middle of the map. I don't know if that was by design or not.
It's so much a political statement that I had to make an edited version for my clan's server (I suspected that this may happen, we try to keep a friendly atmosphere). I couldn't come up with a good name for it so I just called it de_compromise. haha
One other thing I would like to note though is that there is more area behind one spawn than the other, which might encourage players to hide back there. It is fun to see an asymmetric fy map, though.
EDIT: Installed the 2013 SDK Singleplayer and Multiplayer base. Didn't work. Changed the name of the bin folder. It didn't work. Tried re-installing the mod off a fresh download. After trying those first 2 things. That didn't work.
"Failed to load the launcher DLL:
The specified module could not be found."
Successful success!
I'm trying to come up with some other ideas for small maps with the "tag" hostage setup. I had an idea in it's early stages but I scrapped it because the layout was terrible. I have another map that I just finished that uses the same setup but it's a much larger map with this ambitious fun/goofy obstacle course setup that wasn't too popular on my clan's server.
I don't know the name of it and I've never played it, but I saw a brief bit of a Nipper map in a video that had hostages that spawned inside their rescue zones, but he had replaced the hostage model with these little gems or something so it was like you were "collecting" the gems. This is where I got the idea for it, but I specifically wanted to apply it to small maps for fast gameplay that could replace the countless fy and aim maps that are typically played before my clan's server fills up.
Your wall method would probably best be used by breaking up the spawn exit into 3-5 thin hallways with a func_conveyor forcing players through one once they enter it so they can't walk backwards into the trigger on the other side.
The layout reminds me of Dust2 in some ways but with plenty of differences to give it a whole new feel.