next compo Created 20 years ago2003-12-14 18:51:20 UTC by stusaysyo stusaysyo

Created 20 years ago2003-12-14 18:51:20 UTC by stusaysyo stusaysyo

Posted 20 years ago2003-12-14 18:51:20 UTC Post #7782
can the next compo have a spirit version as well as a normal compo, using spirit we could produce some really good maps,
Posted 20 years ago2003-12-15 04:56:07 UTC Post #7819
Ok, Spirit does make life easier, but it really only effects the entities.... Getting HL to do what you want has always been difficult, but you have to remember that HL wasn't built for you to modify, it was built to be a single player game and grew from there.
Having a compo based on Spirit is a good idea, I will keep it in mind.
Posted 20 years ago2003-12-15 14:57:44 UTC Post #7871
I like the challenge of trying to do cool things without spirit :P

I can do a lot of stuff that spirit does but it takes me a lot longer to do it and I learn a lot more doing it in such a complicated way :lol:
Posted 20 years ago2003-12-15 15:06:17 UTC Post #7872
I think it should be spirit allowed, but hl is as well. I'd actually quite like to use normal hl, I've got back into it again.
Posted 20 years ago2003-12-15 22:13:26 UTC Post #7916
didn't we already have this argument?
Posted 20 years ago2003-12-15 23:08:00 UTC Post #7921
I suggested for the next compo we make a CS map or some kind of mulitplayer map for making good use of func_breakables. Such as breakables for key points of the maps, strategies, and what not.
Posted 20 years ago2003-12-16 07:57:43 UTC Post #7946
Only problem with that is we would have to change the site name to TWCS ;)
Posted 20 years ago2003-12-16 08:43:32 UTC Post #7951
CS... Uh OH

HL multiplayer, anyone? :zonked:
Posted 20 years ago2003-12-16 09:26:44 UTC Post #7958
DMC is the most underestimated mod uothere
Posted 20 years ago2003-12-16 09:55:00 UTC Post #7962
Yeah, and Ricochet is actually pretty fun too :)
Played them both since I got Steam working
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-12-16 13:28:58 UTC Post #7975
NO MULTIPLAYER! I REFUSE TO ENTER AN MP COMPO! And DMC is underestimated because it's crap. Also, wanted sucks. The only mp stuff I like is opfor, hl, cs, and firearms.
Posted 20 years ago2003-12-16 13:39:43 UTC Post #7978
AHME ON YOU VASSY! SHAME! DMC IS AMAZING! AND RICOCHET!
Posted 20 years ago2003-12-16 19:04:08 UTC Post #8008
Well, I'm up for a team based mp game. I'm not familiar with anything other than CS or a little HL. I think it's funny that most of the maps in the vault are CS maps.

Anyway, I suggested CS because those breakables will come back every round, but like I said, I'm not familiar with the other games. Do the breakables just come back when nobody's looking, or are they gone throughout the entire game?
Posted 20 years ago2003-12-17 03:57:39 UTC Post #8033
Yeah, I know the are! I went through and set the little mod icons for every single one :nuts: I don't think we should have multiplayer mod compos though.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-12-17 04:21:04 UTC Post #8036
no multiplayer compos. period.
Posted 20 years ago2003-12-17 08:16:58 UTC Post #8045
Well said, diehard. Very well said. I suppose firearms or cs would be ok but...no, hl/opfor/bs/spirit only. How about an opfor compo?
Posted 20 years ago2003-12-17 08:22:56 UTC Post #8046
you'd be suprised what you can do with multiplayer, especially tfc, which has the most diverse categories (eg. escape) of maps I've ever seen in a mod not intended for them!
Posted 20 years ago2003-12-17 08:41:23 UTC Post #8056
single player maps are a lot more interesting and challenging to make i reckon
Posted 20 years ago2003-12-17 10:40:13 UTC Post #8067
only because you can put more detailed scripted sequences etc in them
Posted 20 years ago2003-12-17 13:54:49 UTC Post #8078
Yep. Still better tho :|
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-12-17 20:29:07 UTC Post #8154
guess so, more people especially those who can't play online too much say those of you with dialup 56k or a crap adsl (like my tiscali connection) find online mods such as multiplayer stuff just too annoying not really from lag but from the fact they are unpredictable.

so thats why single player mods have out stripped multi player maps of a lot of glory because they can be played really to the speed of the actual player rather than the online server speed...etc.

so i say single player
Posted 20 years ago2003-12-18 06:29:37 UTC Post #8196
I think designing a map with complicated sequences, taking into account the latency of others, is much more challenging that being given a blank slate. Limitations are what make halflife so fun to map for, I just love to try and break them in every way I can.

Overlord is very complicated (I can barely understand it myself now), but fun for people with all kinds of connections. The netcode is suprisingly resiliant, even when you are trying to control 14 people parachuting, each looking at themselves through 14 cameras!
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