Commented 6 years ago2018-06-04 16:46:37 UTC
in vault item: dm_hydroelectricComment #101210
uhh... that was the point.
Man no matter if this was a competition or not. To remake a map with so little amount of "special" is the definition of bad taste.
Like a guy who only has made a set of poorly laid-out, blocky and terribly lit rooms filled with leaks (later fixed by another mapper) knows better.
Coming from a guy that can't even understand my entity wiring. Seriously man. And by the way my map had no leaks whatsoever, you are making that up. I can even bring back a version on the table to put you to shame. You are officially not my friend anymore.
Since when game reviewing requires being able to make games anyways?
It's sick how you guys protect yourselves and your incredibly conservative/unimaginative concepts.
It's like hurray 5/5, you've made another gray poop. You're so focused on masterbating on you maps' visual features that you miss how deadly boring and static they are.
This comment was made on an article that has been deleted.
Commented 6 years ago2018-06-02 22:02:21 UTC
in vault item: dm_hydroelectricComment #101202
All right.
Porting a single player map to HLDM is OK, but this threathens originality. What did the map creator tried to do? Was this an attempt at making something different? If not, good conversion job, otherwise, I unfortunately was far from impressed by the midly interesting additions. This looks to me like a rather by the book replicate of the original without effective efforts at brining something to the concept.
Overall, I'd say the map is more space to add to the ocean of dull uninteractive space most HLDM maps constitute. (Which is a true boring cancer.) There are many occasions where you'd expect control panels or laptops to do something, but they're disappointingly just for show. Why? C'mon! The walkie-talkie at the top of the end of the dam actually brings out an helicopter, but that's an element we know from the original map. IMO, the creator didn't put one second into trying to do something new. I wouldn't be able to call that an actual coop feature.
Some doors do nothing, but suggest otherwise (e.g.: under the dam tower). Perhaps a trailer video or walkthrough description wouldn't be bad after all. Isn't it?
Otherwise, underwater windowed pipes are cool while the dam tunnels directly cut from water to air and feel broken.
Commented 6 years ago2018-05-16 00:03:23 UTC
in vault item: TurntableComment #21340
Cool! Does it play? This is hard to implement. I just added my new map "Forgotten Bunker 2" in the vault and it contains a record player (look near the end of the trailer video). Yours looks better though ; )
Commented 6 years ago2017-11-22 23:31:59 UTC
in wiki page: multi_managerComment #101115
Proper looping:
Proper looping is done with an env_beam repeatedly shooting through a func_button with health = 1. info_targets must sandwich the button. The button activates the multi.
The env_beam must have damage set to >=1. Change Strike again time to set the loop frequency.
Note: You'll lose the activator (current player) reference.
Commented 6 years ago2017-11-22 23:25:38 UTC
in wiki page: func_waterComment #101141
Cheap water:
Water is always rendered no matter where you are. A cheaper alternative is to use NULL texture for the water brush, set wave height to 0, set its render mode to texture and fx amount to 0. This will prevent the water from rendering, but you'll still be able to swim in it.
Use a func_door on top of it, with NULL texture except on top where you put actual water texture. Set render mode to texture and fx amount to 100. Set the passable flag.
If you want to create rising water, set the same target name to both the water and the door and trigger them together. Don't forget to set delays to the same values.
If you have a large amount of water, scale your door water texture by two or three.
Commented 6 years ago2017-11-22 23:16:25 UTC
in wiki page: multisourceComment #101116
In a nutshell:
Master properties expect a multisource name. A multisource acts as an on/off switch that you trigger to toggle your entity. If two entities target the multisource, both must be active at the same time for the multisource to work. (e.g.: two buttons).
Commented 6 years ago2017-11-22 23:02:56 UTC
in wiki page: trigger_relayComment #101111
Loses the activator (player) reference. Use another entity that preserves it otherwise the triggered entities won't affect the current player.
Granted you don't rely on specifying a Trigger State, an alternative would be to use a game_counter with limit set to 1. Using a func_button also works, but creates brushes.
I had the "Access id denied" error message when running the Valve Hammer 3.5.3 advanced compiling dialog. It was working with 3.5.2 though. "Run as Administrator" on hammer.exe wasn't fixing it. I ended up creating my own .bat file and adding it as a new compile step while disabling the others. It works for some reason. Private message me if you want the .bat file.
Since when game reviewing requires being able to make games anyways?
It's sick how you guys protect yourselves and your incredibly conservative/unimaginative concepts.
It's like hurray 5/5, you've made another gray poop. You're so focused on masterbating on you maps' visual features that you miss how deadly boring and static they are.
Porting a single player map to HLDM is OK, but this threathens originality. What did the map creator tried to do? Was this an attempt at making something different? If not, good conversion job, otherwise, I unfortunately was far from impressed by the midly interesting additions. This looks to me like a rather by the book replicate of the original without effective efforts at brining something to the concept.
Overall, I'd say the map is more space to add to the ocean of dull uninteractive space most HLDM maps constitute. (Which is a true boring cancer.) There are many occasions where you'd expect control panels or laptops to do something, but they're disappointingly just for show. Why? C'mon! The walkie-talkie at the top of the end of the dam actually brings out an helicopter, but that's an element we know from the original map. IMO, the creator didn't put one second into trying to do something new. I wouldn't be able to call that an actual coop feature.
Some doors do nothing, but suggest otherwise (e.g.: under the dam tower). Perhaps a trailer video or walkthrough description wouldn't be bad after all. Isn't it?
Otherwise, underwater windowed pipes are cool while the dam tunnels directly cut from water to air and feel broken.
Design: 3/5
Gameplay: 1/5
Lighting: 3.5/5
Creativity: 0/5
Proper looping is done with an env_beam repeatedly shooting through a func_button with health = 1. info_targets must sandwich the button. The button activates the multi.
The env_beam must have damage set to >=1. Change Strike again time to set the loop frequency.
Note: You'll lose the activator (current player) reference.
Water is always rendered no matter where you are. A cheaper alternative is to use NULL texture for the water brush, set wave height to 0, set its render mode to texture and fx amount to 0. This will prevent the water from rendering, but you'll still be able to swim in it.
Use a func_door on top of it, with NULL texture except on top where you put actual water texture. Set render mode to texture and fx amount to 100. Set the passable flag.
If you want to create rising water, set the same target name to both the water and the door and trigger them together. Don't forget to set delays to the same values.
If you have a large amount of water, scale your door water texture by two or three.
Master properties expect a multisource name. A multisource acts as an on/off switch that you trigger to toggle your entity. If two entities target the multisource, both must be active at the same time for the multisource to work. (e.g.: two buttons).
starts playing.
Granted you don't rely on specifying a Trigger State, an alternative would be to use a game_counter with limit set to 1. Using a func_button also works, but creates brushes.
Source: http://zyl.pestermom.com/external/entguide/entities/env_fade.html.