Commented 2 years ago2022-05-29 01:19:50 UTC
in wiki page: category:Entity GuidesComment #104470
The entities aren't documented here, but the specific Opposing Force CTF Power Up entities are: item_ctfportablehev item_ctfregeneration item_ctfaccelerator item_ctfbackpack
...and there's this really strange one I don't quite understand: info_ctfspawn_powerup It seems to support the "team_no" keyvalue, but I'm not sure why. I guess it just spawns a random CTF powerup in the map.
Yep! I wanted to keep the lineup period accurate, as everyone pictured here had some kind of relevance to me in the era. Some obviously stuck around, some didn't! Thanks for all the comments so far everyone!
This comment was made on an article that has been deleted.
Commented 3 years ago2020-12-22 17:10:13 UTC
in vault item: Hades ApparatusComment #103146
I was actually going to ask if you possibly had more custom maps for the Wastes, not even necessarily made just by you either, but I see someone else was already ahead of me on that request. Hopefully you're able to unearth more stuff.
Just finished this earlier tonight and I loved (almost) every minute of it. I suppose I can list out my individual ratings per floor to explain my rating more.
(25) Roof - Strider - Warm Welcome: 10, 10, 10, 10, and 10. I loved everything about this opening level and it set the stage super well for the rest of the mod. 24 - JamaicanDave - Pest Control: 10, 10, 9, 9, 10. I loved just about everything about this level but the lighting was a little boring I suppose, but it's just an office setting anyway. The ambience was a little too quiet as well. One of my personal favourites for the architecture. 23 - Dolmo - Phantom Lab: 9, 9, 9, 9, 8. Pretty good as well, but I have to say that waiting around for the bad G-Man impression to finish was a little bit irritating. 22 - Ogdred & Windawz - The Tomb: 10, 10, 10, 8, 7. Visually, this floor is excellent. But the gameplay and lighting suffer a bit. Jumping onto small platforms ain't that fun as well as the cheap deaths the first time around with the floors that break. It's also pretty dark in most areas. 21 - PsyWarVeteran - Cargo Specimen: 8, 9, 9, 8, 6. I'll be honest, I really didn't find this level that much fun to play. It's kindof irritating and I guess not really my thing. Texturing is pretty good other than some texture choices I personally found a little questionable, architecture is pretty decent I guess. Ambience gets the job done as well as the lighting, even if it's a tad plain. 20 - TruckStopSantaClaus - Food Court: 6, 6, 7, 7, N/A. It's a decent relax map made by someone who (I think?) is relatively new to HL mapping. Pretty much no gameplay aside from eating a brush pizza then hunting for the CD. 19 - MrFloyd - Half-Pint: 10, 10, 10, 10, and 10. Just like Warm Welcome, there's not a single thing I would change about this floor. Even the way the level ends is comedy gold. 18 - ZikShadow - Memories: 9, 9, 10, 8, 10. This map really shines with the ambience. It's kinda basic for the most part with the architecture and texturing but more than makes up for it with the atmosphere. 17 - Dr. Orange - Orange Corp.: 10, 10, 9, 10, 10. Nearly perfect, just a little lacking in ambience, I felt. Very humorous and one of my favourite floors. 16 - RollBarrel - Tele Office: 7, 7, 7, 7, 9. Level's pretty good for what I assume is also a novice mapper for HL. I found breaking the individual glass things for the teleporter generators incredibly satisfying to do, so that's major points for that. I might rob that gimmick for something sometime in the future. 15 - Spikehunter - Training Course: 10, 10, 6, 7, 8. Well if you wanted to make a training course map, I'd say you nailed it, but at the cost of having some plain lighting. There's also no or very little ambience at all? This level is also pretty hard. 14 - Strider - Smash & Grab: 10, 10, 10, 10, and 10. Loved absolutely everything about this floor. The entity work must've been insane. Also, what's that song on the radio? 13 - JamaicanDave - Saviour?: 10, 10, 9, 10, 10. Really fun level, but I don't think I've been able to save the scientist ever. Is it even possible? Lighting is more interesting this time around since it's a lab setting. Another one of my personal favourites. I love both of JamaicanDave's floors, okay. 12 - Strider? Unq? - Xen Garden: 10, 10, 10, 10, and N/A. Another chillout floor with no gameplay, but the visuals and ambience more than makes up for it. 11 - Dr. Orange - Apartments: 9, 9, 9, 9, and 10. A cool map to follow the chillout floor, though I don't find it to look and feel quite as nice as his previous floor. Weird and awkward transition after going to bed, not sure if that was entirely intentional. 10 - Penguinboy - Not Much Of A Turnabout: 9, 10, 6, 8, 10. I loved this floor. The murder mystery gimmick was awesome and brought me back to one of my fave custom scenarios for SimCity 3000 (Who Murdered Mayor Stunkalot). The level itself is pretty plain but it gets the job done. I don't think it has any ambience though. 09 - Urby - Headley and Crabb Solicitors: 10, 10, 10, 10, and 9. Killing headcrabs and zombies is kinda boring and slow, so it lost a point for that for me. It was pretty good otherwise. 08 - PsyWarVeteran - Darkwoods Penitentiary: 8, 7, 10, 8, 10. I enjoyed this floor much more, even though it really is just Orange's Apartments but spookier. The texturing this time around was a little weirder, and some low quality textures were used. Lighting is used pretty well for the most part. 07 - 2muchvideogames - Flippant: 8, 9, 7, 8, 6. I played this in beta testing and it was absolute hell. You know the section if you've played it. If not, consider yourself lucky. It's a lot easier this time around. The level gimmick is cool even if the gameplay suffers because of it. Level gets the job done. 06 - Ogdred - Von Braun: 10, 10, 10, 10, 10. I don't even LIKE System Shock 2, but this floor is incredible. Everything about it is nailed. I love it. It's also especially better now that the one issue it had in beta has now been fixed (the crate). 05 - Lukkasz323 - Cupid's Queue: 9, 9, 9, 9, 9. Fun floor. Don't really have much to say about it otherwise. 04 - PsyWarVeteran - Trial By Fire: 10, 10, 10, 10, 10. One of my absolutely favourite floors. I loved it. Absolutely nothing I would change about it other than maybe rewriting the code for the text on the notes that appears on your screen so you don't accidentally miss a note's text. That's no fault of this floor though. It's similar to ZikShadow's floor. 03 - Zoonyarts - Hard Inferno: 10, 9, 8, 8, 8: Some really impressive destruction at play in this map, but a couple questionable texture choices. Ambience is a little lacking but it doesn't last very long before it doesn't matter anymore. Lighting also suffers a bit but it quickly becomes obvious why. Maybe I'm getting biased at this point, but fighting hgrunt fatigue is setting in. 02 - Unq - Repechage: 10, 10, 10, 10, and a goddamn 10. The entity work for this map I'm sure was an absolute nightmare but it absolutely paid off. This is probably hands down my absolute favourite floor of the entire mod. It's Strider's Smash and Grab but on steroids. 01 - Strider - All Foyered Up: 10, 10, 10, 10, 9. Grunt fatigue is in full swing, so I guess it loses one point for that, but the APC is fun. Not much else to say otherwise, Strider's floors are pretty consistent quality. 00 - Unq - Cenodrome XL: 10, 10, 10, 10, and another damn 10. Same thing as Repechage. This floor is awesome. Vox is hilarious and the final boss is as well. I loved it.
So if I were to average out all of my scores, we get an overall score of: 8.5 (rounded up to 9), 9.3 (rounded down to 9), 9, 8.9 (rounded up to 9), and 9.125 (rounded down to 9). All in all, a great success! I was most impressed with the floors that tried to achieve a realistic setting or do something different and new with the game. Most of the puzzle or "walking simulator" floors were my absolute favourites. Looking forward to TWHL Tower 3!
Edit: I wrote this late at night/early in the morning so I might've been too harsh or too generous to some. Don't really take it too personally.
item_ctfportablehev
item_ctfregeneration
item_ctfaccelerator
item_ctfbackpack
...and there's this really strange one I don't quite understand:
info_ctfspawn_powerup
It seems to support the "team_no" keyvalue, but I'm not sure why. I guess it just spawns a random CTF powerup in the map.
Texturing — 9
Ambience — 9
Lighting — 9
Gameplay — 9
(25) Roof - Strider - Warm Welcome: 10, 10, 10, 10, and 10. I loved everything about this opening level and it set the stage super well for the rest of the mod.
24 - JamaicanDave - Pest Control: 10, 10, 9, 9, 10. I loved just about everything about this level but the lighting was a little boring I suppose, but it's just an office setting anyway. The ambience was a little too quiet as well. One of my personal favourites for the architecture.
23 - Dolmo - Phantom Lab: 9, 9, 9, 9, 8. Pretty good as well, but I have to say that waiting around for the bad G-Man impression to finish was a little bit irritating.
22 - Ogdred & Windawz - The Tomb: 10, 10, 10, 8, 7. Visually, this floor is excellent. But the gameplay and lighting suffer a bit. Jumping onto small platforms ain't that fun as well as the cheap deaths the first time around with the floors that break. It's also pretty dark in most areas.
21 - PsyWarVeteran - Cargo Specimen: 8, 9, 9, 8, 6. I'll be honest, I really didn't find this level that much fun to play. It's kindof irritating and I guess not really my thing. Texturing is pretty good other than some texture choices I personally found a little questionable, architecture is pretty decent I guess. Ambience gets the job done as well as the lighting, even if it's a tad plain.
20 - TruckStopSantaClaus - Food Court: 6, 6, 7, 7, N/A. It's a decent relax map made by someone who (I think?) is relatively new to HL mapping. Pretty much no gameplay aside from eating a brush pizza then hunting for the CD.
19 - MrFloyd - Half-Pint: 10, 10, 10, 10, and 10. Just like Warm Welcome, there's not a single thing I would change about this floor. Even the way the level ends is comedy gold.
18 - ZikShadow - Memories: 9, 9, 10, 8, 10. This map really shines with the ambience. It's kinda basic for the most part with the architecture and texturing but more than makes up for it with the atmosphere.
17 - Dr. Orange - Orange Corp.: 10, 10, 9, 10, 10. Nearly perfect, just a little lacking in ambience, I felt. Very humorous and one of my favourite floors.
16 - RollBarrel - Tele Office: 7, 7, 7, 7, 9. Level's pretty good for what I assume is also a novice mapper for HL. I found breaking the individual glass things for the teleporter generators incredibly satisfying to do, so that's major points for that. I might rob that gimmick for something sometime in the future.
15 - Spikehunter - Training Course: 10, 10, 6, 7, 8. Well if you wanted to make a training course map, I'd say you nailed it, but at the cost of having some plain lighting. There's also no or very little ambience at all? This level is also pretty hard.
14 - Strider - Smash & Grab: 10, 10, 10, 10, and 10. Loved absolutely everything about this floor. The entity work must've been insane. Also, what's that song on the radio?
13 - JamaicanDave - Saviour?: 10, 10, 9, 10, 10. Really fun level, but I don't think I've been able to save the scientist ever. Is it even possible? Lighting is more interesting this time around since it's a lab setting. Another one of my personal favourites. I love both of JamaicanDave's floors, okay.
12 - Strider? Unq? - Xen Garden: 10, 10, 10, 10, and N/A. Another chillout floor with no gameplay, but the visuals and ambience more than makes up for it.
11 - Dr. Orange - Apartments: 9, 9, 9, 9, and 10. A cool map to follow the chillout floor, though I don't find it to look and feel quite as nice as his previous floor. Weird and awkward transition after going to bed, not sure if that was entirely intentional.
10 - Penguinboy - Not Much Of A Turnabout: 9, 10, 6, 8, 10. I loved this floor. The murder mystery gimmick was awesome and brought me back to one of my fave custom scenarios for SimCity 3000 (Who Murdered Mayor Stunkalot). The level itself is pretty plain but it gets the job done. I don't think it has any ambience though.
09 - Urby - Headley and Crabb Solicitors: 10, 10, 10, 10, and 9. Killing headcrabs and zombies is kinda boring and slow, so it lost a point for that for me. It was pretty good otherwise.
08 - PsyWarVeteran - Darkwoods Penitentiary: 8, 7, 10, 8, 10. I enjoyed this floor much more, even though it really is just Orange's Apartments but spookier. The texturing this time around was a little weirder, and some low quality textures were used. Lighting is used pretty well for the most part.
07 - 2muchvideogames - Flippant: 8, 9, 7, 8, 6. I played this in beta testing and it was absolute hell. You know the section if you've played it. If not, consider yourself lucky. It's a lot easier this time around. The level gimmick is cool even if the gameplay suffers because of it. Level gets the job done.
06 - Ogdred - Von Braun: 10, 10, 10, 10, 10. I don't even LIKE System Shock 2, but this floor is incredible. Everything about it is nailed. I love it. It's also especially better now that the one issue it had in beta has now been fixed (the crate).
05 - Lukkasz323 - Cupid's Queue: 9, 9, 9, 9, 9. Fun floor. Don't really have much to say about it otherwise.
04 - PsyWarVeteran - Trial By Fire: 10, 10, 10, 10, 10. One of my absolutely favourite floors. I loved it. Absolutely nothing I would change about it other than maybe rewriting the code for the text on the notes that appears on your screen so you don't accidentally miss a note's text. That's no fault of this floor though. It's similar to ZikShadow's floor.
03 - Zoonyarts - Hard Inferno: 10, 9, 8, 8, 8: Some really impressive destruction at play in this map, but a couple questionable texture choices. Ambience is a little lacking but it doesn't last very long before it doesn't matter anymore. Lighting also suffers a bit but it quickly becomes obvious why. Maybe I'm getting biased at this point, but fighting hgrunt fatigue is setting in.
02 - Unq - Repechage: 10, 10, 10, 10, and a goddamn 10. The entity work for this map I'm sure was an absolute nightmare but it absolutely paid off. This is probably hands down my absolute favourite floor of the entire mod. It's Strider's Smash and Grab but on steroids.
01 - Strider - All Foyered Up: 10, 10, 10, 10, 9. Grunt fatigue is in full swing, so I guess it loses one point for that, but the APC is fun. Not much else to say otherwise, Strider's floors are pretty consistent quality.
00 - Unq - Cenodrome XL: 10, 10, 10, 10, and another damn 10. Same thing as Repechage. This floor is awesome. Vox is hilarious and the final boss is as well. I loved it.
So if I were to average out all of my scores, we get an overall score of: 8.5 (rounded up to 9), 9.3 (rounded down to 9), 9, 8.9 (rounded up to 9), and 9.125 (rounded down to 9). All in all, a great success! I was most impressed with the floors that tried to achieve a realistic setting or do something different and new with the game. Most of the puzzle or "walking simulator" floors were my absolute favourites. Looking forward to TWHL Tower 3!
Edit: I wrote this late at night/early in the morning so I might've been too harsh or too generous to some. Don't really take it too personally.
Sincerely,
Winter Gang