Forum posts

Posted 11 years ago2012-06-27 20:15:15 UTC
in Source Film Maker Post #307455
Powerful tool!

Valve never ceases to amaze us.
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 11 years ago2012-05-12 17:24:56 UTC
in Mapping for Dummies? Post #306118
The maps generated by the Puzzle Maker seem to run fine. But I have not dissected the framerates or VIS. My guess is that it's quite irrelevant in this day and age with powerful graphics card and CPU.
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 11 years ago2012-05-10 16:04:20 UTC
in Mapping for Dummies? Post #306076
I got to the exit area fine, I just couldn't see how to get a cube up there.
Ah, I see. The new version should make the final solution more apparent.

ADDENDUM: I just played Archie's map. Nice puzzle, and there are quite a few architectural eye-candies as well.

I do have two suggestions though. I thought the light bridge should be activated by default. There is no real purpose for the player to press the switch to turn it on permanentely. Besides, the switch just becomes a physical obstacle when the player walks back and forth between the chambers.

In fact, the light bridge can be replaced with a grill, which would serve the same purpose here. I cannot think of any other use of the light bridge in this puzzle.

In addition, the small room with all white panels is too bright. I suggest removing the observation room instance in there so the player isn't blinded by the light.
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 11 years ago2012-05-10 13:27:20 UTC
in Mapping for Dummies? Post #306074
I'm going to play yours now.

I have since updated my map. The version you played had some glitches and exploits.

Were you able to get to the exit area? Hint: the solution is quite similar to the sp_interception that you reviewed for Map of the Month.
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 11 years ago2012-05-10 08:16:31 UTC
in Mapping for Dummies? Post #306071
I stayed up until past 2 am, but I just published my first map that's made from the new editor to my Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=69323011

It's a map inspired by my sp_interception that was designed back in August of 2011. The puzzle is somewhat different, so I don't know whether it has any bugs or exploit yet.

Let me know if you get a chance to play it.
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 11 years ago2012-05-09 19:31:23 UTC
in Mapping for Dummies? Post #306057
its so simple and funny!!
Don't you just love the animation when you break the connection between two instances? :D
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 11 years ago2012-05-09 05:02:29 UTC
in Mapping for Dummies? Post #306041
Instead of porting my existing maps to the workshop, I am building them from scratch.

The new editor is pretty incredible. What used to take me days to build is taking merely hours. Granted, there are some limitations, but it leaves plenty of room for a creative mind. Interesting architecture is still possible with the new editor.
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 11 years ago2012-05-09 00:10:43 UTC
in Mapping for Dummies? Post #306037
It seems like the update broke Hammer, and in order to upload existing custom maps made in Hammer to the workshop, you have to heavily modify the maps for them to work in the workshop.

This means there is no way to upload custom maps to the workshop at the moment.
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 11 years ago2012-05-08 23:43:00 UTC
in Mapping for Dummies? Post #306036
It just finished downloading for me. I'm going to try it now.
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 11 years ago2012-05-05 04:07:04 UTC
in Mapping for Dummies? Post #305960
It's coming out in three days, according to reliable sources.

I was skeptical, but now I have seen it in action, I am actually thrilled.
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 12 years ago2012-05-01 02:11:09 UTC
in Mapping for Dummies? Post #305852
Here is a detailed tutorial of how the new in-game editor will work.

It allows a test chamber to be quickly mashed together, but it does not allow the degree of flexibility that Hammer has for details in texturing and lighting. For one, the 60's or behind-the-scene style chambers are impossible with this editor.

I will definitely introduce this to my four-year-old son. But everyone older than five should probably learn how to map using Hammer, which is more versatile and powerful.
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 12 years ago2012-04-28 03:23:27 UTC
in Mapping for Dummies? Post #305797
Perhaps my imagination is limited in that respect, but I cannot think of a way for an in-game editor to build very complex architecture, or puzzles that really fit outside the box for that matter.

Again, I should postpone my judgment until I see the final result of this project.

I thought Hammer strikes the best balance between flexibility and power. It is already very easy to use. Oversimplification can only result in unnecessary limitation.
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 12 years ago2012-04-27 03:06:39 UTC
in Mapping for Dummies? Post #305754
My worst nightmare has come true.

I hate to pass judgment before I see the actual product, but this project does not sound promising.

Even with a powerful editing tool like the Source SDK, people manage to churn out mediocre puzzles and maps. With a simplified editor designed for the masses (perhaps the intellectually disabled), I can only imagine the quality of maps going places where none of us want it to go.
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 12 years ago2012-04-07 21:52:00 UTC
in Now Watching: ... Post #305056
I saw a good Brazilian film this morning, Adrift.

I did not expect it, but it felt like Dear Esther in a strange way. Granted, the beach is populated with fourteen-year-old girls in bikinis, but perhaps it was the music and the dark tone of the film toward the end that brought the connection to my mind.

I mentioned it a few years ago, but in case anyone is wondering whether Half-Life 2 is ever going to be made into a movie, I would argue that it has already.
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 12 years ago2012-04-07 17:18:04 UTC
in Dimensions in Source Post #305049
1 Hammer unit is approximately 1 inch, which is a good rule of thumb for Americans.

Using this knowledge, and compare to the structural dimensions in the real world gives you a good frame of reference.

Walls in the real world come in all sizes, so there is no "standard" wall.
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 12 years ago2012-03-26 03:34:17 UTC
in Kodu Post #304618
I taught my son how to use Kodu this afternoon.

He's a fast learner. Within half an hour, he made his first game.

I can't tell you how satisfying it feels to teach your offspring how to design levels and program AI.
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 12 years ago2012-03-26 03:31:09 UTC
in The Official CS:GO Thread Post #304617
Looks promising indeed.

Virtually all the modern games have global shadow mapping now. The Orange Box engine had limited shadow mapping with the flashlight activated, but skylight casting shadow is a huge improvement for the Source engine.

When I fist saw it in Crysis and FarCry 2, I was almost moved to tears.
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 12 years ago2012-03-05 05:53:53 UTC
in Desktops of March Post #303974
Mine is the same:
User posted image
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 12 years ago2012-02-23 21:26:36 UTC
in Now Gaming: ... Post #303661
I was playing Dear Esther for the third time through last night, and I noticed that the stars actually twinkle in the skybox. I am quite impressed by the attention to detail.

This is one of his development diary entries for Dear Esther: http://youtu.be/cI9cVDVGBL8
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 12 years ago2012-02-22 05:37:23 UTC
in Desktops of February Post #303614
User posted image
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 12 years ago2012-02-22 05:36:22 UTC
in Light intensity Post #303613
Whenever I see this topic, my brain tells me "Linsanity" for a fraction of a second.
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 12 years ago2012-02-18 06:50:33 UTC
in Now Gaming: ... Post #303530
I just finished playing Dear Esther.

I have played nothing like it before. In fact, I cannot even imagine myself conceiving such a game until I played it.

It's stunning, poetic, and melancholic. It sits on the heart like an abandoned heirloom, precious, hopeless.

I don't know whether I can call it gaming, but it's an experience I cannot forget.
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 12 years ago2012-02-16 20:09:11 UTC
in Now Gaming: ... Post #303450
I am glad that I can pay the developer for their effort.

The level design is top-notch--Source mapping at its best.
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 12 years ago2012-02-16 06:37:33 UTC
in Now Gaming: ... Post #303435
Dear Esther. . .
User posted image
What a stunning game.
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 12 years ago2012-02-16 06:02:58 UTC
in Now Gaming: ... Post #303433
Thanks to Archie, I just purchased Dear Esther. Downloading right now.

It looks like a very intriguing game experience.
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 12 years ago2012-02-16 05:42:22 UTC
in Now Gaming: ... Post #303432
Replaying through the original Half-Life again.

Still good fun after all these years.
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 12 years ago2012-01-26 06:31:24 UTC
in How did you start mapping? Post #302976
It's my first time reading Archie's paper for his journalism class. I was pleasantly surprised to find my own interview in there. Thanks for sharing.

As for my story:
~What made you start mapping in the first place?
I was visiting my college roommate when I saw a copy of Half-Life on his desk. He stopped playing the game long ago, so he gave it to me.

I had problem playing the game, so I had to explore the CD. By chance, I found the Worldcraft editor, and I started investigating its capabilities. To learn how to use the editor, I Googled Worldcraft, and I found TWHL.

I made my first map without ever playing the actual Half-Life game.

~What was your first map?
This was my first playable map.

This was my second map. You can read some of the original comments posted by ZombieLoffe.

~Where did you get inspiration for your first map?
Before I had a chance to play Half-Life, I made the first map, imagining what the game must be like. I used my existing knowledge of Black Mesa in Colorado and extrapolated the landscape. I imagined a battle on top of the mesa, with a cliff drop-off on all sides. This way, the surrounding landscape is actually a threat, in addition to the enemy combatants.

~To who did you show it & how did they react?
I shared my first map at TWHL, which actually garnered fairly positive reception. This really encouraged me to design more maps.

I remember CaptainP and ZombieLoffe were very important teachers and motivators in my early mapping days.

~Your advice to future mappers/current mappers?
Keep mapping. I had since mapped for Half-Life 2, Counter-Strike: Source, and Portal 2. I prefer the single-player experience, because it allows me to tell a story and craft the player's experience.
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 12 years ago2011-12-06 14:55:46 UTC
in Holiday Shopping Deals Post #301332
I got the OCZ Vertex 3 after Thanksgiving for $169 (no rebate needed).

That was a great deal.
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 12 years ago2011-12-06 14:52:24 UTC
in HL3 Rumour Post #301331
Don't you know, the custom maps for HL2 we have been playing will be officially designated as HL3 as a collective.
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 12 years ago2011-09-22 05:34:50 UTC
in Last movie you saw? Post #299241
"Blue Valentine"

What a masterpiece!

I had high expectation for this film, after hearing what the critics had to say.

But I always reserve some level of skepticism for film critics.

They are either overly critical, or they are ingratiating.

They prove to be right on the money for this one.

"Blue Valentine" is a bitter sweet love story about two ordinary people falling in and out of love. Watching it leaves you heart-broken, while making you savor the wonderful bits of their relationship at the same time.

It ranks one of the best movies I have seen, and I set my standard pretty high.
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 12 years ago2011-09-09 03:15:43 UTC
in Desktops of September Post #298752
OMG, Unbreakable. Why are your icons scattered all over the desktop?

For an OCD guy like me, it's killing me.

I pretty much have the same theme as TJB's taskbar.
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 12 years ago2011-09-07 03:12:44 UTC
in Now Gaming: ... Post #298708
Sandbox games are generally a very bad idea.
You mean you didn't like FarCry 2 (sarcasm)?
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 12 years ago2011-09-06 00:25:28 UTC
in Desktops of September Post #298681
Which 3D skybox are you working on, Archie?
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 12 years ago2011-09-01 16:24:17 UTC
in Desktops of September Post #298574
User posted image
What I am playing now...
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 12 years ago2011-08-29 03:17:28 UTC
in Props Dissappearing Post #298470
You did texture some of the brushes as tools/skybox, correct?

And I mean the whole brush, not just one surface of the brush.
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 12 years ago2011-08-26 20:38:01 UTC
in PC dies while compiling Post #298399
What CPU cooler do you have? It could be a heating issue.

Memory problem could cause this problem too.
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 12 years ago2011-08-23 16:15:55 UTC
in Portal 2 Proposal Post #298324
Creative geek.

A very unique and personal Portal 2 map.
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 12 years ago2011-08-14 13:12:00 UTC
in Curing diseases Post #297938
These viral infections tend not to kill people, so population control is not really relevant in this discussion. HIV is a rare exception when a viral infection is fatal.

Most viral infections just make the person sick and miserable, but they do not cause death.

The mechanism of action described in the article is plausible. It's clever. I wonder whether this could actually work one day.
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 12 years ago2011-07-08 14:03:19 UTC
in Deep thinking Post #296354
The photon is as "small" as it gets. It has no mass, yet it has properties that make it seem to have mass. It bounces off things, yet it can penetrate things at the same time.

As for our existence, yeah, anything is possible. But I don't really care.

People strive to find the meaning of life for centuries, yet I find it incredibly simple. The meaning of life is happiness. All of us are constantly working toward that goal--either instant gratification or delayed reward. Ultimately, we are all trying to be happy.

Mapping makes me incredibly happy. Sometimes I think it ought to be regulated like a potentially addictive substance because it's so exhilarating.
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 12 years ago2011-07-06 12:36:09 UTC
in Desktops of July Post #296307
User posted image


Good ol' classic HL2.
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 12 years ago2011-06-09 21:22:41 UTC
in E3 2011 Post #295446
Yeah, I felt like doing chores when playing FarCry 2. The story doesn't really go anywhere, because of the non-linear gameplay.

However, Mass Effect series is able to achieve great story with non-linear gameplay, so it's not something that's impossible to achieve.
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 12 years ago2011-06-09 20:46:38 UTC
in E3 2011 Post #295444
What's wrong with FarCry 2? I think it looks pretty gorgeous.
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 12 years ago2011-06-09 17:44:58 UTC
in E3 2011 Post #295440
I went to E3 this morning.

I don't have an industry pass, so I couldn't get inside the showroom.

So what's the point, you ask?

I still get to watch a lot of the demos that are outside of the showroom, and I also scored a stack of free gaming magazines. There are also two Lamborghinis parked in front of the showroom, and a bunch of booth babes.

Still worth the trip every year, I think.
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 12 years ago2011-06-07 05:21:34 UTC
in E3 2011 Post #295356
Damn! I live half an hour away from E3, yet I cannot go because I have to work.
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 12 years ago2011-06-03 19:26:19 UTC
in Retro TWHL Post #295191
Growing old sucks even more. I am going to be 40 years old next year.
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 12 years ago2011-06-03 14:26:32 UTC
in Portal 2 Mapping Competition Post #295178
From what I've seen so far, the majority of the maps submitted for that compo are no more than "playground" style maps and no real puzzle.

There are exceptions, of course. I've seen a few good ones.
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 12 years ago2011-06-03 03:34:35 UTC
in Portal 2 Mapping Competition Post #295164
I submitted my entry for the competition this morning.
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 12 years ago2011-06-02 17:38:27 UTC
in Portal 2 Lift Post #295147
Thanks. It must have been too late for me, as I stayed up until 2 am to map.

When I woke up this morning, everything made sense.

Thanks again, everyone.

I'll be releasing a Portal 2 single player map in the coming week.

[EDIT]: I have released Gravity.
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 12 years ago2011-06-02 00:42:54 UTC
in Portal 2 Lift Post #295139
I feel like I shouldn't be having such a hard time making a lift in Portal 2, but I am.

I found this tutorial, but I can't make any sense of it.

Can anyone enlighten me?

Yes, I already Googled to death on this topic.
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 12 years ago2011-05-26 19:40:26 UTC
in Portal 2 Mapping Competition Post #295007
Anyone interested in this compo?

I am tempted.
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”