*][R()N trips on powercord and falls down stairs after being repeatedly pounded in face with Daubster's hammer and suffering several third degree burns inflicted by M_gargantua's rampage...
Black Mesa: Source should be nice though. I'd consider it to be what Valve's Half-Life: Source should have been. It will be interesting to see the good ol' puzzles redone with new graphics
I miss the snarks in HL although the antlions are a loose replacement in HL2. HL2 also seemed to contain less of those nice puzzles that were part of what made HL so popular. Obviously the graphics in HL2 are better and those displacement surfaces are a very welcome alternative to making a bajillion triangles for outdoor terrain.
All the hacks and cheats have ruined CS. Seriously, how fun is it to get pwned by some kid half your age because they're using a speedhack, aimbot, etc?
I'm not sure if there's already a thread regarding this but I think it may be useful to create vaults (such as the map vault) for textures, models, prefabs, and such.
Those HL2 Xbox screenies are horrible. HL 1 almost looks better on a decent PC. I agree it would be better to port it to the PS3 with a High Definition mode for people using HDTV's and see if those cell processors are really as powerfull as SONY says.
By the way, how long has it been since they first anounced lost coast anyway? VALVe seems to have a tendancy for pushing release dates farther and farther into the future. Half-Life 2's release for example.
The train stopping in the beggining is sort of odd. It has happened to me once. I was jumping around all over the place within the train and after the next map loaded the train didn't continue on its course.
256 should still be within limits. I'm not sure what the maximum number of entities allowed in a map is but it's high enough that you should be able to make the g-man. Although it could hinder the number of entities you could place throughout the rest of the map.
I always thought it might be interesting to map a rather large, dark forest in source. You could make a horror map for Source. Fast zombies would be interesting to have, jumping out from behind trees and such.
I suppose a trigger_auto could do the job with the delay before trigger time set to whatever time you need to wait for the intro to finish. It would then trigger the teleport.
dll problem? I'm not entirely sure if you are referring to a problem with DoD or if you are just talking about a .dll file error. If it is a .dll file problem i suggest going to Windows Update and checking if there is a new .NET framework available for download. However if you are having a problem with mapping for Day of Defeat I believe you need to use both the Day of Defeat .fgd file and the Half-Life .fgd file (someone please correct me if I am wrong). The other thing is, did you place a light entity into your map? Another possibility is that you have your Hammer Configuration setup wrong. Make sure that hammer places the compiled .bsp file into the "maps" folder of Day of Defeat. Unfortunately you were rather unclear as to what exactly the problem is. Therefore I cannot give an absolute answer.
I think there are plenty of mappers out there that haven't joined TWHL yet. I used the tutorials and the site a heck of a long time before joining as a member.