Forum posts

Posted 16 years ago2007-11-29 02:10:56 UTC
in Clapton = freeman? Post #239389
Maybe they should fight for the right to be called "Best Freeman look-a-like".
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-11-29 01:51:13 UTC
in Clapton = freeman? Post #239386
User posted image
Mr. E of Eels fame > Clapton
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-11-28 01:36:08 UTC
in TV/Movie thread Post #239312
On TV I only watch Heroes and.. Sunrise. Yeah, that's right.. the morning news.

But on DVD it's every season of Futurama, Chasers, Lost and Scrubs for the win. ;)
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-11-27 03:28:57 UTC
in New help compiling. :\ Post #239263
Error: Entity 9, Brush 1: SKY brushes not allowed in entity

Seems to me you've tied a brush with the sky textures to an entity, this shouldn't be done. Find the entity and remove/re-texture it.
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-11-23 01:12:50 UTC
in TWHL3 Post #239039
Oh, erm... prizes. >_>

Point is, I slaved.
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-11-22 22:20:17 UTC
in Silent Fear Post #239025
by pressing use
Thank god you said that, I had totally forgotten how to play Half-Life 2!

Anyway, I might check this map out on the weekend, though i'm not fond of testing out WIP SP maps, being as they are.
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-11-22 02:14:04 UTC
in Old Half-Life? Post #238988
:D

Don't be like that, snookums.
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-11-22 01:20:28 UTC
in Old Half-Life? Post #238985
And provided Steam actually loads for you, amirite Ant?!
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-11-20 22:34:42 UTC
in CoD4 Post #238911
cod2 is great because of its multiplayer.
That's all you ever say, but I don't care about the multiplayer, they're singleplayer games, too. :sarcastic:

Also, whether the non-IW stuff counts or not is irrelevant, they're an overrated developer anyway.
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-11-20 22:09:27 UTC
in CoD4 Post #238907
Strider, you liked CoD3 more? Most people liked 2 more.
Well yeah, CoD 2 felt like nothing more then flashy graphics, I expected a bit of new gameplay mechanics. 3 seemed to have a tad more injected into the gameplay than the previous, but i'm only judging that from the few stages i've seen in action.
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-11-20 21:27:20 UTC
in CoD4 Post #238904
I love it when a topic goes from something like "lol CoD4" to "lol America".

Back on topic, though:

I loved CoD, hated CoD 2, mildly enjoyed the CoD 3 demo (to me it felt like what CoD 2 should have been) despite it being on console only, and have played the CoD 4 demo have thus far been pretty unimpressed. I don't have a problem with Punkbuster, either. I'll probably just.. "aquire" this game later on.
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-11-18 22:13:46 UTC
in TWHL3 Post #238773
Mmm, the temptation of prizes didn't seem to make much of a difference to the number of entrants this time, that or people just didn't like the compo idea.

I slaved over those prices, people. SLAVED. :<
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-11-17 10:10:27 UTC
in CoD4 Post #238692
D:
and the multiplayer is amazing
But what if you don't give a rat's ass about the multiplayer?
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-11-17 10:05:35 UTC
in FinnalY! Post #238691
Ah, i found another problem that i get, heh. when i try to go in the "create a mod" It sais "That Utilitie isnt aviable for Orange box mapping"
This isn't a problem, they haven't enabled custom mods from the Orange Box products yet.
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-11-16 04:01:26 UTC
in Orange Box Mapping has arrived Post #238608
I don't see it as being so impossible for the train to have kept moving during and following the Citadel's destruction, especially considering the relatively unsettled appearance of the area's surrounding City 17.

EDIT: Plus Alyx's comments about hearing Vortigaunts suggest some outside help in getting them to relative safety.
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-11-15 10:53:15 UTC
in Source Mapping Post #238539
From what I've heard, they're working on bringing the engine updates over to CS:S and DOD:S. Dunno if it's true or not, though.
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-11-13 11:21:09 UTC
in The Citizen: HL2 sp Post #238337
Tetsuo: It's called constructive criticism, and it's most definately allowed here - as much as any positive review.

Sorry, but BIG post below:

Ok, i'm an hour and a half into this game, and I have some thoughts on it. I had high hopes for this mod, especially considering the name behind it.

Firstly, the negative comments people have made here are entirely valid, from my point of view this mod has a long way to go. I'm going to just summarise my points individually.

1) Gameplay Mechanics. This is something that MUST be consistent in the world. Why is it that some wood blocks barring doors can be smashed, while others that look the same cannot? This is a real killer to the realism and immersion of the mod, people need to be aware of what they can and cannot do in the world as they expect it to operate. Your mod is, unfortunately, full of moments like this where something may not make sense considering past events, or what we've been led to believe in HL2.

2) Boundaries - The leeches in the sewer, and the snipers outside the shop for instance. These are not hinted to, explained, or eluded in ANY way to the player. I died from jumping in the water - I later died from walking outside of the shop before the combine even arrived. Again, immersion = killed. If there's one thing Valve has taught me it's that player training is vital to a fun and succesful game, would it be so hard to show a sniper gunning down someone outside the shop, or have someone explain the sewer is leech-infested?

3) Puzzles. I appreciate you trying puzzles that are out-of-the-norm, but most of what you've done is obscure and not applicable to what we've learned to expect in the HL2 world. Had the player been trained somewhat on their new mechanics, they could of worked. But no, we're frequently given new things that we aren't at all sure about, and left to deal with it. While they aren't all that hard to figure out, you're still leaving the player high and dry in unfamiliar terrain. Again, training is paramount to a fun game. Also, the lighting in many of the areas was a major hindance to some of the puzzles without a flashlight.

4) Combat. This is severely lacking, the moments set up are particularly uninspired, and poorly laid-out. The Snipers are given amazingly high vantage points (you may notice the sniper encounters in HL2 a relatively flat, and the player is always given enough verticle cover), while little cover is given to players and grenade boxes are miles away. The Strider battle is horribly unbalanced with the RPG box being in a completely seperate area, and the Strider being able to simply shoot at you through a cover-less tunnel on your way back. You've also flooded areas with baddies from time-to-time and provided little in the way of player aid.

5) Vehicles. This has, without a doubt, the worst Airboat scene i've ever played. It is way too enclosed for a vehicle of that speed and size and there is far too much in the way of debris laying around, basically you're forcing people to zig-zag and twist their way through narrow corridors. The entire sequence also felt odd, suddenly you're moving straight from a canal into a waste-covered basketball court adjacent an apartment block, really, what on Earth? This all makes little sense and isn't very fun at all.

6) Acting. I know you probably did the best you can, but most of the speech and npc sequences in this mod make it feel cheap and tacky. The theatre speech is one of the most cliched, b-grade rants i've ever heard. Other parts were better written, but were performed very flatly. It probably would've worked better to actually omit some of these scenes, or even resort to the (tacky, but less tacky) text-on-screen approach.

7) Load times. You placed these so frequently and absurdly that I got more aggravated playing HL2 then ever before, the maps seem horribly optimised too, poor load times and poor performance in some very basic looking areas really turned me off.

Now, if you quote me on this and say i've given no constructive criticism or no valid reasoning, then you're just being an ass. I'm sorry, but this is the way a lot of us see it, and they are, whether you want them to be or not, very valid points.
Not being able to solve basic puzzles is a problem within the player. Some people can, others cannot. It doesn't mean the game or mod was badly made, it just means it was thought for a different approach in gameplay that requeries a attention to detail some people don't have.
That is a very naive way of looking at it. These are somewhat basic puzzles, sure, but they're presented in obsure ways, with little valuable explanation, training or player guidance which is a must for any original puzzle.

There were positives to this mod, and they should be commended, but seeing the typical response you're getting I thought you might appreciate some slightly more detailed insight into why I too was disappointed with this mod.

When it comes to me rating this map in the mapvault, this is why I think i'll be giving it a 2 or possibly 3 out of 5.
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-11-12 02:54:10 UTC
in Orange Box Mapping has arrived Post #238188
Headcrab - It's a delicacy.
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-11-12 01:15:00 UTC
in Orange Box Mapping has arrived Post #238184
Pretty sure it's just more pre-set cinematic physics in action.
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-11-11 11:47:03 UTC
in The Citizen: HL2 sp Post #238135
I watched the trailer and, to be perfectly honest, the dialogue was pretty cheesy. But it won't stop me from downloading it at all, the mapping looks great and i'm sure the gameplay will be too.

Will download tomorrow!
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-11-11 11:43:04 UTC
in Orange Box Mapping has arrived Post #238134
I thought the bridge was pre-animated too?

EDIT: I think with their cinematic physics they actually run their structures through some kind of physics simulator to get the most accurate results. I personally think they're a good idea that's both cost effective, and great eye-candy.
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-11-11 11:39:54 UTC
in Orange Box Mapping has arrived Post #238132
I've been experimenting around with Episode 2 now, and I'm quite dissapointed at some things.

It would seem as if the advisors had in the earlier stages of Ep2 it's own AI and were like bosses.
They could pick up things and throw them at the player.
All that is removed.

If you place an npc_advisor in your map it will just hang there with it's silly idle animation.
I also tried to trigger a row of outputs directed at the advisor.
Turns out they have been removed too, and so they did nothing.
So Im guessing that everything the advisors did in Ep2 was scripted, there were no dynamics involved at all.
Well of course all their moments in Ep 2 were scripted. =P

I hope you realise they're building them up to be battled in Ep 3 (according to the commentary), so expect all that AI and dynamic shiz to be re-implemented or upgraded.
I also noticed that most of the houses exploading were not dynamic either, they are animated.
That's how the cinematic physics work - pre-animated to take the least possible toll on your computer, and because doing it with HL2's physics would be engine-suicide.

In other news, here's some screens of a map I'm working on:

http://img405.imageshack.us/img405/5475/strchamber010026tu9.jpg

http://img204.imageshack.us/img204/1238/strchamber010028hj4.jpg

I'm kind of experimenting with the lighting atm.

EDIT: Woo, another example map. downloads
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-11-11 01:06:17 UTC
in Orange Box Mapping has arrived Post #238112
They're an overlay texture - "indicator_lights_floor", and you use an env_texturetoggle to change it from blue to orange, or vice versa.
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-11-10 22:11:26 UTC
in Orange Box Mapping has arrived Post #238101
Win.
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-11-10 12:09:33 UTC
in Orange Box Mapping has arrived Post #238067
Yeah, it's full of bugs at the moment, still usable though. I suspect a lot of these problems will be ironed out rather quickly though, given the rate of the updates TF2 got in it's initial weeks.

Madcow: can we expect any Orange Box examples from you? You've made some great examples recently, very handy stuff for beginners and long-time mappers. :>
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-11-08 20:58:34 UTC
in The Citizen: HL2 sp Post #237989
Screenies look very nice. Can't watch the video now, but I will. I hope the gameplay fits the visuals. :>
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-11-07 22:08:57 UTC
in Orange Box Mapping has arrived Post #237929
Not everything... just anything useful.
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-11-07 21:40:32 UTC
in ZHTL 2.5.3? Post #237920
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-11-07 01:51:53 UTC
in Source Light Changing in Map Post #237836
Uhh.. are you compiling with HDR? All I see is some slightly brighter/darker screenshots which would be because of the HDR.
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-11-07 01:23:14 UTC
in Flat-Life (HL2D) Post #237833
What if ChickenFist made a sequel to HL:2D!? It would be HL:2D 2! And then he ported the original to Source!? HL2:2D! And then made a sequel to that!? HL2:2D 2!
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-11-06 22:33:46 UTC
in hl1 tree models Post #237820
Models allow greater detail than you could ever do with brushes, and in an engine like Goldsource no-one's going to care about it not casting a shadow.
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-11-06 21:47:43 UTC
in Competition 24: Map from Layout Post #237814
I'm not sure when it'll end, sorry. My guess is either mid-day today, or by the end of the day. I think the only person who could tell you is Penguinboy and he's pretty busy with exams and whatnot at the moment.
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-11-06 20:40:33 UTC
in Competition 24: Map from Layout Post #237811
7 entries.. if we can make it to 10, i'll be happy enough. I'm not sure what time to competition closes today so get in while you still can.

Last minute entries are more than welcome! Do it for the stickers!
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-11-06 08:34:16 UTC
in Competition 24: Map from Layout Post #237783
Mmm, I'm really hoping a few more people are waiting 'till the very last second to submit.
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-11-05 09:38:15 UTC
in Now Playing: ... Post #237711
Radiohead - [OK Computer #02] - Paranoid Android
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-11-05 04:55:54 UTC
in Afraid of monsters Director's cut Post #237701
It's neither really bad, nor really good, in my opinion. "Attack of the bobblehead zombies!" Now there's a name!
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-11-05 04:47:17 UTC
in Desktops of November Post #237699
Hah, neat backdrop there, WC.
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-11-05 04:35:30 UTC
in i need Help with carving Post #237695
Vertex manipulation and/or clip tool, look 'em up.

Now, stop spamming the forums with simple questions that could easily be answered with the COUNTLESS tutorials floating around the internet.
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-11-04 07:58:11 UTC
in Limericks Post #237612
It's like Dr. Dre collaborated with /b/. Well done.
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-11-04 07:51:44 UTC
in Afraid of monsters Director's cut Post #237611
Oh good, so I'm not the only one who disliked the original. Unless this 'Director's Cut' fixes the horrible texturing, useless lighting and unbalanced gameplay, I think I'll pass.
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-11-02 07:15:19 UTC
in creating the gren jump in ep2 Post #237488
crawls back into his ditch
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-11-01 19:37:14 UTC
in creating the gren jump in ep2 Post #237476
Try setting the Mass Scale to something like 0.5 or lower. You'll need to experiment to get the physbox to toss you the correct distance.
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-10-31 02:08:25 UTC
in TWHL3 Post #237395
#twhl
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-10-30 21:56:57 UTC
in Bitches don't know... Post #237379
Thread forecast: failure.

[fail]

well that didn't last long! at least strider is WORST MOD EVER instead of me now. -Penguinboy

What you talkin' bout, Willis? - Me
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-10-30 09:18:13 UTC
in Competition 24: Map from Layout Post #237333
It reminds me of Dystopia. Funny, that.
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-10-30 08:48:30 UTC
in Post Your Photos Post #237331
Thanks, I'm very lucky I found a good place to take that photo with no buildings around, the sun was setting very quickly. :>
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-10-30 08:32:09 UTC
in Post Your Photos Post #237328
Bump!

A few of the other photos i've been busy with.

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 16 years ago2007-10-29 22:25:56 UTC
in hl2 mapping vs hl1 mapping/buying a pc Post #237301
And, for some reason, when you scale a texture too low in Source, it turns black, at least for me it did, which for Goldsource I could do the same with no error.
How small did you scale it?
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-10-29 20:46:54 UTC
in Competition 24: Map from Layout Post #237298
9 days left people! 4 entries pretty much guaranteed so far and I think i've seen 2 or 3 others in various stages of completion. I'm hoping there's also a good number of other people entering who simply aren't showing anything here, all secretive-like.
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-10-29 19:37:25 UTC
in Samurai Champloo Post #237292
[fail]

Seriously.
Strider StriderTuned to a dead channel.