Comments

Commented 3 years ago2021-04-28 16:11:43 UTC in vault item: Canyon Comment #103546
I'm still working on Canyon 2.
Commented 3 years ago2021-04-21 21:17:50 UTC in vault item: New Mesa City Comment #103531
AK47NATOR said:How do you manage such good lightning? I try really hard to make the lightning in my map as best as I can. And yet, this is way more pleasing to look at.
Practice.
Commented 3 years ago2021-02-23 21:00:18 UTC in journal: 0x0013 Comment #103350
Admer456 said:I expect to become... very old.
unsigned long long age_low;
unsigned long long age_high;
Commented 3 years ago2021-02-23 12:20:45 UTC in journal: 0x0013 Comment #103344
Happy 19th!
Commented 6 years ago2018-08-18 09:19:53 UTC in vault item: Access Point Comment #101457
Thank you, Zebrazilla, for your review. If I ever release Another update to Access Point, I'd like to include your icon as the for the Steam library icon, with your permission of course.
Commented 6 years ago2018-05-18 14:50:39 UTC in vault item: Access Point Comment #21344
Thank you for your comments! I have now updated the map with overhauled lighting and additional details. Feel free to have another look at it if you want to.
Commented 6 years ago2018-05-10 10:24:46 UTC in vault item: Five Zero - Stone Temple Comment #21339
It was a fun map to play. A little too dark for the most part, but very enjoyable.
Commented 6 years ago2017-12-23 14:01:25 UTC in journal: #8891 Comment #53032
Just a heads up, if you want to use the <game>_addon folder to seperate custom content from default content, you have to enable "Allow custom addon content" in the video options of the game you are playing.
Commented 7 years ago2017-02-23 22:18:37 UTC in journal: #8779 Comment #68115
Happy birthday!
Commented 7 years ago2017-02-18 18:49:24 UTC in journal: #8778 Comment #67609
Thanks to everyone who have congratulated so far! I look forward to living long and well for many more years.
Commented 8 years ago2016-12-17 18:20:46 UTC in vault item: lab_restroom Comment #18512
What a nice little room. My only nitpicks would be that the chairs and tables are too tall in comparison to the player character. I also think it was a little to dark and had a little too monotone lighting.
But I liked the brushwork and the doors giving the feeling it belonged to a larger area (even though extensive testing (noclipping) shows that it doesn't). Some ambient background sounds would have been nice, though.
I had to noclip to find the secret, and to be honest, the way it was hidden was probably a bit too obscure for my taste. I did play the first verson of the map too, which had it hidden in a bit more sensible way.
Also, it's spelled "dehydration", with a "y". Just a friendly tip for the future :)

Overall, I liked the atmosphere, even though it's just a small detail room. Good job!
Commented 8 years ago2016-11-06 20:10:07 UTC in vault item: Black Mesa Geothermal Labs Comment #19683
Also, side note - temperatures were listed in imperial, whereas even in the US scientists (and military) tend to use the metric system - so those should be in Celsius or Centigrade, rather than Fahrenheit.
Well, in Half-Life, Black Mesa uses fahrenheit for temperatures, at least in announcements. Unless they are keeping Black Mesa at 68 degrees celcius as some sort of experiment :/
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Commented 8 years ago2016-06-09 11:56:21 UTC in journal: #8709 Comment #40535
I think it is:
"You, go A!"
"Why, A it is."
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Commented 8 years ago2015-12-22 14:01:58 UTC in vault item: Take me to your DJ Comment #18027
Just downloaded it and ran around in it.
First I gotta ask, is it supposed to be a run around and look at all the goofiness kind of map without gameplay? Since becuase I wasn't given an HEV suit and there were no weapons in the map, I'm going to assume it is.
It looks pretty good, I like the variaty in the environments. Allthough standing in the middle of a sprite dancer looks scary :(
Anyways, great map for looking around in!
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Commented 9 years ago2015-08-02 11:42:47 UTC in journal: #8585 Comment #61717
End of quote.
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Commented 9 years ago2015-05-26 12:22:36 UTC in vault item: Basetown (Payload) Comment #20894
Those are simply enough minor grahpical flaws. I don't think anyone would notice that when playing the map. The "glitches" in 2 and 3 isn't really anything I can do about, becuase it's made by the compile tools. The one in 4 is becuase of the model probably wasn't intended to be used the way I used it. The glitch in picture 1 is only visible with Pyrovision. If you load up a map with proper pyrovision support (doomsday, 2fort etc) you will see that the ropes are white there too. Tf2 doesn't have support for pyrovision textures for custom maps.
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Commented 9 years ago2015-05-22 12:57:57 UTC in journal: #8551 Comment #61237
Isn't that what you have the keyboard for?
Commented 9 years ago2015-05-22 11:57:24 UTC in journal: #8551 Comment #61236
I don't get it why people buy specialized "gamer" mouses. Games can be played without any mouse at all with the touchpad, so I don't get it how the number of buttons on a mouse would make any difference.
Commented 9 years ago2015-05-22 11:01:05 UTC in journal: #8551 Comment #61235
5 buttons?! Let's see here... Left button, right button... Oh and mouse wheel. That's Three buttons, where are the other two?
Commented 9 years ago2015-05-17 16:21:52 UTC in journal: #8548 Comment #61715
I'd even forgot that there was a game called "Day of Defeat". Guess it must've been overshined by Counter strike and Team fortress.

Not that I've ever played Day of defeat, wich I haven't.
Commented 9 years ago2015-04-26 05:51:58 UTC in vault item: Fy_Spoils Comment #20858
I'm unfamiliar with this "fy_" gamemode. Can you please explain what it is?
Commented 9 years ago2015-04-02 07:24:39 UTC in journal: #8528 Comment #67643
No. All entities you wan't in your map need to exist on map spawn. You can't change the properties of any antities except for render modes at runtime.
Commented 9 years ago2015-03-31 13:17:50 UTC in journal: #8528 Comment #67642
GoldSource doesn't have support for entities moving with each other. Source does have an advanced parenting system for what you are describing, but if you want the func_train to rotate, you'll have to try something else.

One good way would be to use a func_tracktrain and make it follow path_tracks that have their orientation mode set to face path angles, and being rotated themselves. Anither way is to make the elevator a func_platrot if you want it to rotate at the same time as it go down.

I hope you find this helpfull.
Commented 9 years ago2015-03-24 17:35:05 UTC in journal: #8525 Comment #61207
So you've finally got past your afraidness of concrete and soldiers?
Commented 9 years ago2015-03-18 14:13:26 UTC in journal: #8524 Comment #63376
I don't recognize the maps from the last 2 screenshots. But the first one is c2a5... Was it b? All I know it's the one right after the cliffside area.
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This comment was made on an article that has been deleted.
This comment was made on an article that has been deleted.
This comment was made on an article that has been deleted.
Commented 9 years ago2015-03-06 17:23:06 UTC in journal: #8516 Comment #67636
The barnacles in HL only eat enemies to itself. GMan counts as "friendly" to all monsters, so he seems to be invisible and not attacked.
Commented 9 years ago2015-03-04 18:40:29 UTC in journal: #8516 Comment #67635
"pointing"
Commented 9 years ago2015-03-04 08:14:00 UTC in journal: #8516 Comment #67634
In Half-Life 2, you can set the barnacles tounge height above the floor. It's 16 by default.
I'm pretty sure a programmer can add this feature to GoldSource Half-Life too.
Commented 9 years ago2015-01-28 17:08:27 UTC in vault item: Life's End Comment #20822
I have heard a lot about this mod, and I've tried not to read the reviews to not spoil my gaming experience. The only problem is, I can't download it. I don't know if it has to do with my computer, or the file hosting site (GameFront), but whenever I try, it just gives me a corrupt file that wont even download in the first place. Is anyone else experiencing problems? Also, it isn't just this map, it happens to Everything else I try to download through GameFront.
Commented 9 years ago2015-01-27 14:31:13 UTC in vault item: Canyon Comment #20821
And, I'm now working on Canyon 2.
Commented 9 years ago2015-01-19 23:04:35 UTC in wiki page: Tutorial: Land Mine Effect Comment #100572
It may also be possible to add a visible part to the mine too, being a func_breakable triggering the env_explosion. It's just a suggestion, but the target chainc could be like this: trigger_once -> func_breakable -> env_explosion
Commented 9 years ago2015-01-10 20:17:56 UTC in wiki page: Goldsource Error: Green "flies" around a monster, player, or model Comment #101173
I've allways wondered what Those particles are. Does they only appear in "-dev" mode? I allways run the game in "-dev" mode when I compile my maps, so I never check them in normal mode. Also, does they only appear when the map is compiled, i.e is it safe to teleport a "monster/npc" into a brush using a "scripted_sequence" or similiar at runtime?
Commented 9 years ago2015-01-10 02:30:49 UTC in wiki page: info_player_coop Comment #101095
And even tough it's used in Deathmatch maps, it have a "Not in Deathmatch" flag? That's the most logical coding Valve have ever done.
Commented 9 years ago2015-01-09 09:13:37 UTC in vault item: Nightly Assault Comment #20805
Yeah, I've allready read a lot of them. I don't Think I used any information from them in this map tough. Also, I Went the opposite direction when it comes to the mapping cycle. I first started mapping for the latest source Engine (Portal 2) then continously worked my way down (Engine version seen) to Half-Life. I've also decided to try and upload my entrys to all the other competitions, even tough I know they are all over since long.
Commented 9 years ago2015-01-07 12:21:42 UTC in vault item: Nightly Assault Comment #20802
Honestly,when that competition took place, I didn't even know what Half-Life was. I will try and make maps for everyone of these competitions. I know they can't be judged, but it will still give me some great mapping experience.