Forum posts

Posted 2 years ago2021-07-03 07:17:38 UTC
in TWHL Tower: Source Post #345720
I've only ever briefly looked at that mapbase thing, but it sounds like it really opens up what you can do in a small space. While I don't map for Source anymore I still enjoy playing HL2 mods, so good luck, I'm looking forward to this!
Strider StriderTuned to a dead channel.
Posted 3 years ago2021-03-20 12:36:02 UTC
in Post your screenshots! WIP thread Post #345459
I'd love a whole mod that's just the HL campaign warped like that.
Strider StriderTuned to a dead channel.
Yep, sounds like a good idea. Not the first time they've been suggested, actually.
Strider StriderTuned to a dead channel.
Posted 3 years ago2020-12-01 08:00:20 UTC
in Post your screenshots! WIP thread Post #344984
What engine is that? That looks really smooth for Goldsource or Source!
Strider StriderTuned to a dead channel.
Posted 3 years ago2020-11-11 14:37:33 UTC
in TWHL Tower 2 Post #344849
It's out! You can grab it from our vault, or from RTSL.
User posted image
I can't thank Unq enough for what he did with this, he went above and beyond in finishing this up, and just wait and see what tricks he has in store for you. Thanks also to Penguinboy, Shepard62FR, Solokiller, all our mappers, our testers and, of course, UrbaNebula for all that he contributed, and the original concept. I hope you all enjoy it!
Strider StriderTuned to a dead channel.
Posted 3 years ago2020-11-09 13:55:49 UTC
in TWHL Tower 2 Post #344837
https://www.moddb.com/mods/twhl-tower-2/news/twhl-tower-2-release-imminent

An update from Don AKA Unq. It might have taken a year (I thought I'd get this done quickly... ha), but it's very close now!

If you haven't been following on Discord, Unq and Pengiunboy kindly took over this when my life got a bit crap. In their and the Tower 2 team's hands, and with feedback from our playtesters, this grew into something so much cooler than I would've ever imagined. 25 floors from 18 mappers! You all rock.
Strider StriderTuned to a dead channel.
Posted 4 years ago2020-02-29 04:03:19 UTC
in TWHL Tower 2 Post #343817
Well, I guess that's it, the deadline's here. Don't worry too much, as long as you can get your entries in to me in the next few days, I'm not fussy. I've got a lot of work to do in the meantime...

Here's the plan for what's next:

First I've got to work out a map order. There are a tonne of entries this time (seriously, wow), and it looks like about two-thirds of them are combat/action maps, and the other third are puzzle/experimental. I want to try and keep a nice steady pace between the shooty floors and all the thinky floors.

It's a long weekend here and I'm going to try and use the time to get all the global stuff for the CDs done. Why did I do this to myself? I'll try and lay all the groundwork for the level changes and the HEV gate between floors. There's also little bit of cleanup required on some of the entries, and somewhere in all this I've got to get my 3 maps finalised too, though they're pretty close to complete. Then it's testing, testing, testing. Oh boy there's lot.
Strider StriderTuned to a dead channel.
Posted 4 years ago2020-01-15 23:43:13 UTC
in TWHL Tower 2 Post #343624
D'oh. Done.
Strider StriderTuned to a dead channel.
Posted 4 years ago2020-01-15 10:44:51 UTC
in TWHL Tower 2 Post #343622
Yep, I'll take care of everything at the weapon stripper, and the map change will happen right after passing through it. I'll also take care of the map name on the plaque at the start of the floor (let me know what you want it called when you send me the final map).

I guess I should also make this official even though I halfheartedly announced it in Discord. The deadline's extended until the 29th of February. I hope everyone can make the most of that!
Strider StriderTuned to a dead channel.
Posted 4 years ago2020-01-08 13:09:44 UTC
in TWHL Tower 2 Post #343572
What do you mean by a version optimised for TWHL models?
Strider StriderTuned to a dead channel.
Posted 4 years ago2020-01-08 00:01:53 UTC
in TWHL Tower 2 Post #343569
So, who wants an extension? I'm thinking at least an extra month for people to catch up and take some of the pressure off?
Strider StriderTuned to a dead channel.
Posted 4 years ago2019-11-06 10:29:13 UTC
in TWHL Tower 2 Post #343320
WinRAR or 7-Zip should open it, but here's a ZIP.
Strider StriderTuned to a dead channel.
Posted 4 years ago2019-11-02 16:49:27 UTC
in TWHL Tower 2 Post #343289
Is there an official download for Spirit 1.8? I found one at Moddb but that doesn't seem 'official'.
Did I package something up wrong? I'm using the same Spirit files as Tower 1 as far as I know.
And that Half-Life CD model could use a higher resolution texture, it's supposed to be a special collectable item, see. :nuts:
Considering it's pretty damn small, I think it'll do. :P
Strider StriderTuned to a dead channel.
Posted 4 years ago2019-11-02 05:03:04 UTC
in TWHL Tower 2 Post #343284
No sweat, you've got 3 months... or probably more, we're not known for sticking to schedule.

So here goes...
User posted image
Download the mod template HERE.

Starting now and going through until the end of January 2020.

Rules:
1. Every member must work from the base map. Stick within the room space - 1024x1024x224.
2. You can carve into the walls, floor and ceiling, add balconies, windows, lighting insets... whatever you please, as long as the player stays within the room space and nothing extends too obviously into where someone else's room will be above or below.
3. We're descending the tower this time, but that shouldn't make any difference to how the map is navigated (see the base map).
4. Make it as easy or difficult as you like, you don't even need much gameplay, just some reason to enter the room before moving downstairs. It could be as simple as pushing a button to open a door out in the hall.
5. Custom content of all kinds welcome (textures, models, sounds), please just prefix things with the the first three letters of your name (e.g. str_potplant.mdl). I'll merge all the textures into a single WAD before release to keep things neat and tidy.
6. If you're using third party content (with permission) please include a text file with the appropriate credits, otherwise no stealing, obviously!
7. You can change the hall as much as you please to suit your idea. Add another door, move the existing door down the hall, add lasers, Snorlax, anything that doesn't greatly alter the shape of the hall. Just make sure you pass through the purple weapon stripper at the end, where a level change will occur.
8. There's a light_environment and an info_texlights included in the space outside the stairwell window. Please don't alter the environment light (or the skybox), it's facing south into your room if you want to add windows. Add whatever you need to the info texlights.
9. Final compile will be done with Vluzacn's ZHLT v34, and the -full vis and -extra light parameters. if you're using any specific compile commands, let me know.
10. Don't do anything Half-Life wouldn't do. By that I mean no porn or sweary tirades, this is a community project. I don't expect any problems, just keep it M, not R.
11. New this year is a collectible Half-Life CD included in the base map. Hide it somewhere in your floor, if players find them all something cool might happen in the last map. If you don't want to put it in your room that's fine, just leave it out in the hall.
User posted image
12. Have fun!

The rules are essentially the same as last year, so check that thread if you need more info.
Please let me know if I've missed something, or messed something up, I'm rusty with Goldsource.
Strider StriderTuned to a dead channel.
Posted 4 years ago2019-10-31 23:42:59 UTC
in TWHL Tower 2 Post #343273
Cool beans. I'll get some official rules written and up, and should have the template mod ready hopefully tonight or tomorrow. I'd like to give everyone from November all the way through to the end of January to find some mapping time over Christmas.

I also had an idea to include a small collectible token in the base map that everyone can hide somewhere in their floor. If you found them all you could open a bonus door in the final map with a great big gun, or something else special. If you didn't want to hide it in your map I could place it out in the hall. Does that sound like fun?
Strider StriderTuned to a dead channel.
Posted 4 years ago2019-10-31 13:51:28 UTC
in TWHL Tower 2 Post #343265
Update:
User posted image
Download the mod template HERE.

Starting now and going through until the end of February 2020.

Rules:
1. Every member must work from the base map. Stick within the room space - 1024x1024x224.
2. You can carve into the walls, floor and ceiling, add balconies, windows, lighting insets... whatever you please, as long as the player stays within the room space and nothing extends too obviously into where someone else's room will be above or below.
3. We're descending the tower this time, but that shouldn't make any difference to how the map is navigated (see the base map).
4. Make it as easy or difficult as you like, you don't even need much gameplay, just some reason to enter the room before moving downstairs. It could be as simple as pushing a button to open a door out in the hall.
5. Custom content of all kinds welcome (textures, models, sounds), please just prefix things with the the first three letters of your name (e.g. str_potplant.mdl). I'll merge all the textures into a single WAD before release to keep things neat and tidy.
6. If you're using third party content (with permission) please include a text file with the appropriate credits, otherwise no stealing, obviously!
7. You can change the hall as much as you please to suit your idea. Add another door, move the existing door down the hall, add lasers, Snorlax, anything that doesn't greatly alter the shape of the hall. Just make sure you pass through the purple weapon stripper at the end, where a level change will occur.
8. There's a light_environment and an info_texlights included in the space outside the stairwell window. Please don't alter the environment light (or the skybox), it's facing south into your room if you want to add windows. Add whatever you need to the info texlights.
9. Final compile will be done with Vluzacn's ZHLT v34, and the -full vis and -extra light parameters. if you're using any specific compile commands, let me know.
10. Don't do anything Half-Life wouldn't do. By that I mean no porn or sweary tirades, this is a community project. I don't expect any problems, just keep it M, not R.
11. New this year is a collectible Half-Life CD included in the base map. Hide it somewhere in your floor, if players find them all something cool might happen in the last map. If you don't want to put it in your room that's fine, just leave it out in the hall.
User posted image
12. Have fun!

Frequently Asked Questions

Who can participate?
You must have an account on the TWHL website or be on the TWHL Discord, so you can send Strider your level. That's the only requirement - you can be of any skill level. We will accept any completed map that obeys the rules outlined above. Teams are allowed.

Where do I send my floor?
Send your map source files (in RMF, JMF or MAP format), and all required custom content to Strider - either via private message on TWHL or contact him via Discord at @Strideh#3588. If you want to submit your floor to the TWHL vault, you can -- however, it's probably better if you can keep it as a surprise.

Can I use custom decals?
To be safe - no. Goldsource has some special logic surrounding decals, and it can be difficult to get it working correctly. Decals can be replicated using sprites, see The303's tutorial: http://www.the303.org/tutorials/gold_sprite_p3.htm

Should I create a texture for the map name in the hallway? (example picture)
No, Strider will complete these textures at the end of the project, to ensure consistency. When sending your files, include a title for your floor so the texture can be created.

What progams do I use to create my map?
See the Tools and Resources wiki page for options. The tutorials on the Wiki can help you get started.
Most people these days use the J.A.C.K editor and VHLT v34 compile tools.

I get an error when compiling the map in JACK, how do I fix it?
If you get an error like this:
User posted image
This is a bug in JACK. To fix it, go to File -> Save As and save your map with a new name. Use this file from now on, and it will work correctly.

I've never used SOHL before, do I need a special setup for it?
No - mapping for SOHL is the same as mapping for vanilla HL. In your editor of choice, add a new config for TWHL Tower 2 and add the "spirit18" (from the mod folder) and "zhlt" (from your compile tools) FGD files. The mod folder should be twhltower2, all other settings are what you would expect them to be. Be sure to playtest your map using the TWHL Tower 2 mod, as there are minor incompatibilities between vanilla HL and SOHL. Unless you're doing complicated entity work, you probably won't experience any issues.

What extra functionality does SOHL provide?
The main functionality is "entity parenting" using the "moves with" entity property. This lets you attach one entity to another so they move together, and can be a very powerful tool when used correctly. Unfortunately all the features of SOHL aren't documented very well. You can find details on many of the changes here: spirit-1.2-docs.zip. If you know C++, you can search the source code here: Spirit-of-Half-Life-1.8--VC2010.

Why are sparks appearing above my NPC's sometimes?
This is a quirk of SOHL being compiled in debug mode. The final mod will be compiled in release mode, and the sparks will be gone.

The .rar download doesn't work for me, is there an alternate download link?
Try these:
https://drive.google.com/file/d/10S3FhabfMQ3C-0UnuC1J-XEREZAQJ0pg/view?usp=sharing
https://cdn.discordapp.com/attachments/640147115917443072/642492288802488340/twhltower2.zip
The rules are essentially the same as last year, so check that thread if you need more info.
Please let me know if I've missed something, or messed something up, I'm rusty with Goldsource.
Original post:
TWHL Tower 2

Who's up for it? Urby's given me his blessing to run a new one. At least he said it was his blessing, he put on a robe and anointed me with something.

Just want to gauge everyone's interest. I'd start it next month and give everyone a good three months at least to work on their floors. More than one floor welcome. I'd be making the intro and exit maps, and I'm already knocking up a template. The plan this time is to start on the roof and work your way down to the lobby.

We'd most likely be sticking to 1024x1024 (though I'm open to suggestions), and raising the room height 64 units to give you some more vertical space. I think the small size is what kept the first one so interesting, but just a little more couldn't hurt.

Spirit of Half-Life 1.8 once again, for people who want fancy features.

The old rules would apply, as seen in the original thread. Everyone gets a small space to do whatever they please with. Custom content is more than welcome, just prefix everything (models, textures, sounds) with the first three letters of your username so I can keep everything neatly organised. You'll get your name on a fancy plaque!

Thoughts?
Strider StriderTuned to a dead channel.
Posted 4 years ago2019-09-12 12:48:29 UTC
in The ~Video Game Music~ Thread Post #343119
Jet Set Radio Future - Like It Like This Like That
Jet Set Radio Future - I Love Love You (Love Love Super Dimension Mix)
Strider StriderTuned to a dead channel.
Posted 4 years ago2019-06-08 22:28:37 UTC
in E3 2019 Post #342710
This is the most cynical thing you've ever written and it's beautiful.

If that new Watch Dogs games is half as cringey as it seems it will be, it should make for some good laughs. It's probably too soon to hear about a follow up to the Resident Evil 2 remake, but maybe an RE3 teaser? I dunno. Don't really have much to add, pretty sick of it all too.
Maybe they'll revive Splinter Cell? If they do, Strider will hate it.
Yes.
Strider StriderTuned to a dead channel.
Posted 4 years ago2019-05-21 14:31:26 UTC
in Now Gaming: ... Post #342641
Knocked out a few oldies. Apologies for the screenshot spam.

Terminator: Future Shock

I can't say this is a great, but it feels pretty ambitious for 1995. One of the first true-3D games with mouse look, huge environments, and some surprisingly decent (and bloody hard) jeep and hunter-killer vehicle levels. But it's far from perfect, there's really sketchy player physics, making some of the jumping sections really tedious. It starts spawning massive, deadly enemies literally in your face, and it all starts getting a bit samey, but I enjoyed it. It's a fascinating oddity from the early 3D era.
User posted image
User posted image
User posted image
User posted image
User posted image
Mega Man Legends

I've been meaning to play this one for ages, because I've always loved the way it looked. It's cute as hell. The controls are a bit odd, coming before the PlayStation got Dual Analog sticks, and the combat's simplistic, but it's packed full of character and great moments. There's a vibrant overworld full of secret quests, and a big, interconnected, underground dungeon that unfolds a bit like a Metroidvania game. Just a really charming little adventure, I can't wait to check out the others.
User posted image
User posted image
User posted image
User posted image
User posted image
User posted image
User posted image
Strider StriderTuned to a dead channel.
Posted 4 years ago2019-05-02 13:58:59 UTC
in Competitions or Collaborations? Post #342561
I wouldn't mind another collaboration like TWHL Tower (even just a TWHL Tower 2019), because they usually have some kind of interesting restriction, and a longer project time. I'd be willing to pitch in with the intro or outro maps if your time becomes limited.

It could be the type of bigger project we occasionally fit in between some mini-competitions.
Strider StriderTuned to a dead channel.
Posted 4 years ago2019-04-22 02:14:51 UTC
in Competition 37: The Whole Warp Life (Mini) Post #342504
Nice to have you on board, Redzombie18.
Strider StriderTuned to a dead channel.
Posted 4 years ago2019-04-13 14:02:12 UTC
in "Top 5s" 3: Top X Post #342457
Great topic. I've got a lot to choose from, but here's two favourites to start with:
User posted image

Rocket Launcher (Quake 3)

While Unreal Tournament's rocket launcher might have a fun little gimmick behind it, I personally think it's impossible to beat Quake 3's. There's nothing fancy here. It's simply a dependable workhorse. The very essence of a video game rocket launcher. There's just something very pleasing about it's tubular design, sound effects, speed and generous hit box that makes me love this thing. Bouncing enemies around the arena, and landing a gibbing blow on them while airborne is gaming perfection.
User posted image

Shotgun (Doom)

Yep, I've picked this over Doom 2's mighty super shotgun. The super shotty might shred people up close (some might even call it overpowered) but the basic shotgun is the bread and butter of Doom. It's wide horizontal spread, and no vertical spread, make it the perfect tool for Doom's undead hordes, easily wiping out clusters of Zombiemen, or dispatching Imps with one well-aimed shot. And in the 25 or so years since Doom's release, I haven't heard a shotgun sound as satisfying as this one's.
Strider StriderTuned to a dead channel.
Posted 4 years ago2019-04-04 09:40:51 UTC
in The Gildryte Chronicles Post #342398
A new protagonist each time sounds interesting to me. I'm a fan of semi-anthology sci-fi like the Foundation series. Stuff that's all connected by one overall theme or threat, but offers many points of view. Plus I imagine it gets tiring writing for the same character, and you'd get to branch out and have more fun.
Strider StriderTuned to a dead channel.
Posted 4 years ago2019-04-04 04:38:12 UTC
in Post your screenshots! WIP thread Post #342395
Yeah I like that, feels very classic.
Strider StriderTuned to a dead channel.
Posted 5 years ago2019-03-28 23:23:44 UTC
in SharpLife - Dot Net Core based modding p Post #342359
Amazing work, Solokiller.
Strider StriderTuned to a dead channel.
Posted 5 years ago2019-03-25 04:37:46 UTC
in Competition 37: The Whole Warp Life (Mini) Post #342326
I have a really vague idea that I'm struggling to solidify into something...

I'm going to give it a shot anyway.
Strider StriderTuned to a dead channel.
Posted 5 years ago2019-03-23 00:14:26 UTC
in The Hype-o-matic (Upcoming games) Post #342313
Yeah, definitely keeping an eye on that with Mitsoda and Avellone both involved. The original is flawed, but a very well written and moody RPG.
Strider StriderTuned to a dead channel.
Posted 5 years ago2019-03-21 09:12:33 UTC
in Post your screenshots! WIP thread Post #342289
I don't know what it is, but I love it.

Some kind of cyberpunky space bar?
Strider StriderTuned to a dead channel.
Posted 5 years ago2019-03-12 09:19:11 UTC
in The Gildryte Chronicles Post #342226
Just going to echo JeffMOD's thoughts here:
1970s, so think Alien's Nostromo
Yes.
I would like the player to be able to avoid all incoming attacks by moving around.
Super yes.

Don't feel bad about rejecting Source. It's poop, and GoldSource has so much more charm. I'd gladly lend a hand if you needed it.
Strider StriderTuned to a dead channel.
Posted 5 years ago2019-03-07 10:25:06 UTC
in The Hype-o-matic (Upcoming games) Post #342182
Hell yeah.
Strider StriderTuned to a dead channel.
Posted 5 years ago2019-03-05 13:05:38 UTC
in More mods that never were... Post #342159
Word is that the 2001/2002 build of DNF was a lot more complete than we thought. Large chunks of the game were fully playable, according to Frederick Schreiber of 3D Realms. I heard he was trying to patch it up and release it for free, but it's currently in Randy's grubby little hands, who's more interested in trying to charge for it.

I'd kill to play it.
Strider StriderTuned to a dead channel.
Posted 5 years ago2019-02-17 11:50:24 UTC
in Post your screenshots! WIP thread Post #342047
Whoa. Great mood!
Strider StriderTuned to a dead channel.
Posted 5 years ago2019-02-13 13:19:22 UTC
in Now Gaming: ... Post #342021
I went ahead and played it, and it's gooood. Reminds me of a Blood map in a lot of ways. I love all the new functions they've added to the weapons, and the new enemies. They can really shred you up on skill 3, so the extra firepower is very much appreciated. That minigun, oh baby.

I also finished playing the Resident Evil 2 remake, going Leon A/Claire B on hardcore mode, which puts ink ribbons back in and makes the supplies really damn scarce. I can't believe how good the game turned out. First time through I had to be super cautious with my ammo, and scour the place for anything that could help. The level design's better than the original, connecting up in ways it didn't before, which is just super when Mr. X is chasing you around the place. They've stripped out a few enemies, and turned one or two bosses into set-piecey encounters which kind of sucks. I'm not a fan of the new character interpretations, they feel like baby-faced cosplayers acting out some HBO drama, but the gameplay carries it the whole way. It won't replace it for me, but it does make a great companion piece to the original.
User posted image
User posted image
User posted image
User posted image
FBIFBI
User posted image
User posted image
User posted image
Here's a big old album full of spoilers.
Strider StriderTuned to a dead channel.
Posted 5 years ago2019-02-11 11:14:19 UTC
in Now Playing: ... Post #342011
The Stone Roses - Made of Stone
Pulp - The Fear
Strider StriderTuned to a dead channel.
Posted 5 years ago2019-02-04 13:09:54 UTC
in SharpLife - Dot Net Core based modding p Post #341953
Interesting. The benefits of an ECS seem to make it the obvious choice, but I'm not really sure what little behaviour differences you can expect. Too soon to tell?

If you're up for what seems like a lot of work, I say go for it. The potential down the line for more complex entity setups sounds brilliant.
Strider StriderTuned to a dead channel.
Posted 5 years ago2019-02-03 07:03:40 UTC
in Competition 36: The Whole Ascension Life (Mini) Post #341939
Select everything and flip vertically.
Strider StriderTuned to a dead channel.
Posted 5 years ago2019-01-23 23:34:52 UTC
in Now Gaming: ... Post #341813
I watched the trailer and I seriously can't decide if I should play it now or leave it as a surprise for the full game, it's looking so good!
Strider StriderTuned to a dead channel.
Posted 5 years ago2019-01-16 09:30:43 UTC
in The Hype-o-matic (Upcoming games) Post #341689
I remember being too scared to play RE2 as a kid, but yes, the classic games are pretty damn cheesy nowadays (and I love that too). They billed themselves as survival horror games, and while the horror part of that is questionable 20 years on, I think they still shine in the survival side of things! They're extremely great at building up tension by restricting items and information. Just super tight little games.
Yeah... OK. Resident Evil 2 is now on my wishlist. :P
User posted image
Strider StriderTuned to a dead channel.
Posted 5 years ago2019-01-15 04:37:24 UTC
in The Hype-o-matic (Upcoming games) Post #341660
Going to add the Resident Evil 2 remake to my list. I was skeptical of this, modern remakes being what they are, and tank controls being near and dear to my heart, but then I played the demo. It might control like a third person action shooter, but it really looks like they haven't forgotten the things that make RE so cool.

The world design seems like it might be just as if not more complex than the original, with sprawling places to explore. There are hints at all sorts of puzzles, classic resource management, route planning and backtracking. Zombies eat up all your bullets in no time. It's moody as hell and gorgeous to look at (if you ignore the uncanny 3D scanned characters).

I am excite. Don't let me down Capcom.
Strider StriderTuned to a dead channel.
Posted 5 years ago2018-12-07 14:41:15 UTC
in The Hype-o-matic (Upcoming games) Post #341402
I don't think that'll be my kind of game, but with the Fallout and Troika vets running the show it's hard not to be a little curious.
Strider StriderTuned to a dead channel.
Posted 5 years ago2018-12-02 00:47:29 UTC
in Peer Review Post #341374
Very nice! The mapping and custom content all look very high quality. Those are definitely some of the nicest textures I've ever seen in Source.

Really the only thing that feels alpha about that is the sound design and some (I'm guessing) placeholder Half-Life 2 models. Also those moving crates are way too wobbly but you might not be able to do much about that.
Strider StriderTuned to a dead channel.
Posted 5 years ago2018-11-29 10:17:20 UTC
in The Hype-o-matic (Upcoming games) Post #341345
I can't quite believe all the disastrous things I'm hearing about Fallout 76. Has Bethesda's bubble finally burst?
Strider StriderTuned to a dead channel.
Posted 5 years ago2018-11-21 12:59:24 UTC
in Post your screenshots! WIP thread Post #341291
Been working on the final section of my Arcane Dimensions map, now with an eerie red skybox. Now I just have to script a big end fight.
User posted image
Strider StriderTuned to a dead channel.
Posted 5 years ago2018-11-21 12:56:59 UTC
in Competition 35: Vanilla Half-Life Post #341290
Thanks for everyone's entries, they all look really promising. I swear we'll get this one judged a lot quicker than we usually do!
Strider StriderTuned to a dead channel.
Posted 5 years ago2018-11-21 12:54:55 UTC
in Now Gaming: ... Post #341289
I played Ashes recently too, it's really good! It's Doom meets Mad Max with a little STALKER in the mix, hard not to like that. Can't wait for the next episode.

I decided I'm going to start going through all the old PlayStation games I never played back in the day, and started with some Dino Crisis:
User posted image
User posted image
User posted image
User posted image
User posted image
User posted image
User posted image
It's pretty good. If you like Resident Evil, it's that with raptors and a great big scary T-Rex. It changes up the formula here and there. Some of it works, some doesn't. Ammo's a lot more scarce, but there's a bevy of health items you can mix into all sorts of useful combinations, eventually working your way up to almighty one-shot poison darts. It's a shame this franchise kicked the bucket, it would have been amazing to see this get the same treatment as Resident Evil's (in my mind near-perfect) remake.
Strider StriderTuned to a dead channel.
Posted 5 years ago2018-11-06 07:02:03 UTC
in Competition 35: Vanilla Half-Life Post #341205
Best case I'll only texture it and add some visuals without any gameplay.
I doubt I'll be able to finish mine either because I know nothing about scripting.
That's fine. They don't have to have any gameplay at all if you can't fit that in, just as long as we can walk around in it and have a look! We'll mostly be judging on how well they look and feel like somewhere that could have existed in Half-Life.

If you want you can even send them in unfinished, the more the merrier.
Strider StriderTuned to a dead channel.
Posted 5 years ago2018-11-05 01:34:14 UTC
in Competition 35: Vanilla Half-Life Post #341190
Welcome!
Looks like the judges have a difficult job ahead of them with all these promising entries.
Yeah, seriously. Loads of really great stuff in this thread.
Strider StriderTuned to a dead channel.
Posted 5 years ago2018-11-04 12:53:07 UTC
in Post your screenshots! WIP thread Post #341179
Been cheating on Half-Life with some Quake: Arcane Dimensions. Func_msgboard are having 1024 cube map jam for Christmas and I've got two entries underway for it.
User posted image
User posted image
User posted image
User posted image
User posted image
User posted image
Strider StriderTuned to a dead channel.
Posted 5 years ago2018-11-03 10:44:57 UTC
in NotGod Post #341136
I can't possibly know what's going on in your life, but please hang in there. I saw your DeviantArt link before it was deactivated, and it was fine, you have nothing to be ashamed of. If you recognise something isn't right with your life that means you're clear headed enough to speak to someone close about whatever's getting you down.

And for what it's worth, Nine Inch Nails are bloody awesome.
Strider StriderTuned to a dead channel.
Posted 5 years ago2018-11-03 04:54:55 UTC
in Half Life skies without cliffs? Post #341133
If you mean disabling texture filtering, type "gl_texturemode gl_nearest_mipmap_linear" in the console.
Strider StriderTuned to a dead channel.