Forum posts

Posted 7 years ago2017-02-21 00:02:19 UTC
in Competition 34: HL Re-Imagined Post #333660
Whoa, bas a** work DocRok!

And Unq, blast pit will make for some awesome gameplay.

I'm doing crossfire but with a twist.

We'll have to get all the entrances into the server and play through them when they're all done.
Posted 7 years ago2017-02-20 15:36:51 UTC
in Competition 34: HL Re-Imagined Post #333649
Trempler's map testing vid

Sorry, the video came out a little dark. Didn't really edit it, just strung together all the footage.

As for my final attempt, i've finished the layout. I've also decided on the theme and designed a few areas. This is huge! Progress underway! :D
Posted 7 years ago2017-02-19 19:50:07 UTC
in Justin Dejong Post #333639
What a shame.
Posted 7 years ago2017-02-19 16:51:28 UTC
in Competition 34: HL Re-Imagined Post #333635
Since I waited so long I feel like I don't have a say but I am working on an entry today. I'll see where I get and if anywhere i'll post wips.
Posted 7 years ago2017-02-18 22:50:50 UTC
in Competition 34: HL Re-Imagined Post #333609
Sorry met my brother at the mall. Still available?
Posted 7 years ago2017-02-18 17:22:37 UTC
in Competition 34: HL Re-Imagined Post #333599
Yes. I'll play if i'm around my pc.

Here's an old remake of stalkyard I did. I think I might do another one. We'll see.
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Posted 7 years ago2017-02-17 01:17:17 UTC
in Competition 34: HL Re-Imagined Post #333569
Ah man next competition i'm entering "NO MATTER WHAT."
Posted 7 years ago2017-02-14 05:21:07 UTC
in Competition 34: HL Re-Imagined Post #333496
Can you pm me a link to the map so I can test it and give you feed back? :D

Same for anyone, Trempler...
Posted 7 years ago2017-02-12 18:26:35 UTC
in Competition 34: HL Re-Imagined Post #333450
Posted 7 years ago2017-02-11 16:43:26 UTC
in Competition 34: HL Re-Imagined Post #333435
Man this is sweet Archie, great work! I can't wait to walk through your entry.
Posted 7 years ago2017-02-10 17:08:52 UTC
in Exist textures these kid of textures...? Post #333424
Yes I believe, just make the animated texture, slap it on a brush, tie the brush to a shootable button and voila. I'm away from home or i'd consider seeing if it works myself. Can't remember if the "shootable" is a flag you have to set or if there's a shootable_button entity.

If this fails, try using env_renders and multiple brushes with different textures.
Posted 7 years ago2017-02-10 15:39:14 UTC
in Im gonna make a map of my school Post #333419
@Cd5 I think school's just day care fyi along with a conditioner for long hours of focus. If you want to learn you have to teach your self. We have internet, you can be as brilliant as you'd like, well to the extent that your mind can handle.
Posted 7 years ago2017-02-09 19:40:24 UTC
in Competition 34: HL Re-Imagined Post #333392
I'd finish an entry if it wasn't for the project i've been working on since mid last year. It's finally done but the patent isn't. I'll update you guys on the project once I can share the information for those of you that are even interested.
Posted 7 years ago2017-02-09 15:11:17 UTC
in Im gonna make a map of my school Post #333386
I made a map of my house before for Archie for a X-mas gift. Fortunately he didn't shoot it up. ;) And be careful what you say on the interwebs, the authorities will probably find a reason rightfully so to get you some clearly needed help. You should seek some help yourself, just talk to your family or anyone about how you feel.

And as for me, I didn't like school either. At some points it was nearly impossible for me to even walk down the hallways. That is until I found clay/ some outlet for creativity. Just find something you really enjoy doing and focus on that.
Posted 7 years ago2017-02-03 21:17:32 UTC
in Competition 34: HL Re-Imagined Post #333327
Dude, that office is friggin dope and i'm digging the under pass!

Checks it out.

Edit:

1. Maybe add a column on the corner office window. Seems structurally unsound in a low budget warehouse/ office. They wouldn't spend the money on extra steel to reinforce the opening. Hmm...

2. Although the brick texture is nice, it seems too heavy for all the openings. Seems like the bricks would fall. Maybe try making it appear tilt wall construction on bottom two levels and all clad in like cheap old rock wall cladding like they use on old office buildings. You could even also make it appear to have pealed/ crumbled off in places revealing the old concrete underneath and play with color combinations of the cladding.

I know this doesn't help solve your problem. But if you focus on stuff like this instead of more intricacy it might make you satisfied with this entry.

3. This might save you some clip nodes. Use masked textures for your handrails, but to make it look nice make it two seprate func_illusionary's but up to each other to reveal the texture directly on either side.
Posted 7 years ago2017-02-03 20:54:11 UTC
in Swimming/water sound at map start? Post #333326
Have you checked out this level change tutorial?

Sounds like you're passing through the outside of the map to get to your spawn at the beginning of the second map. I've dealt with level changes before and remember it being finicky.
Posted 7 years ago2017-01-30 17:55:44 UTC
in Competition 34: HL Re-Imagined Post #333250
Looking good Archie! Glad to see you're keeping up with it.
Posted 7 years ago2017-01-28 11:04:15 UTC
in Competition 34: HL Re-Imagined Post #333205
Wow, what a mash up. I've seen at least four different map areas I can recognize!

Someone once mentioned to me after submiting a stalkyard remake that I could have rotated some of the boxes.

Man if you could revamp some half life ambience it would suit your map aewsomely!
Posted 7 years ago2017-01-18 14:46:07 UTC
in Competition 34: HL Re-Imagined Post #333096
I see what you mean Urby. It's just that I have a provisional that expires in a few months so I have to do something with it before it does. I don't really have any one to go to for advice with my invention so it's hard to figure out how to get it done in time.

I just made fab drawings and sent them to a few shops to get quoted. The gears i've ordered online and have in a working plastic prototype and will braze them to the stainless steel parts. I'll share the invention when i'm able to.

Besides that, that sounds like a good idea waking up before work to work on entries! Morning are when I have most energy too although I have to be in the office at 7:30.
Posted 7 years ago2017-01-11 21:03:50 UTC
in What motivates you? Post #333030
At least 75% of work I start that doesn't "have" to get finished never does.

As far as 3D modeling goes, i'd recommend you buy Rhinoceros 5.0. Pair that up with a 3D printer and you will find new purpose in life, I promise you.

I used to want to be a great architect and that's what motivated me to map great architecture. Now, without that drive I have to really know that I am going to play the map in a server and that others will enjoy it a lot in order to want to finish it. I also have to do something new and innovative at least as far as i'm concerned like the recent animated texture I made that made grass appear to blow in the wind.

Some projects I set down and some I pick up again. Like the fishing reel that I am designing and seeking a patent on currently. My drive for that is both making some revenue and contributing to the world before i'm gone.
Posted 7 years ago2017-01-09 20:12:42 UTC
in Competition 34: HL Re-Imagined Post #333009
You just said your life is getting in the way of your entry, but mine can't get in the way of mine? Lol. And I did mention I have one final iteration i'm going to attempt.
Posted 7 years ago2017-01-09 16:03:42 UTC
in Competition 34: HL Re-Imagined Post #333003
Looking Good Archie! Very clean nice work.

I've started on three separate entries but wasn't in love with any of them. They just weren't turning out as imagined.

I might try one more iteration I have in mind but besides that, i'm working on an invention that I want to get patented and it's taking up most of my free time.
Posted 7 years ago2016-12-21 20:54:48 UTC
in Any way to stop bomb and dropped weapons Post #332805
Maybe just a func_wall with render mode set to texture and fx_ammount 0.
Posted 7 years ago2016-12-15 20:32:41 UTC
in Competition 34: HL Re-Imagined Post #332726
I've finally decided what i'm going to map! :crowbar:
Posted 7 years ago2016-12-14 19:50:18 UTC
in Why this transparent textures dont work Post #332709
Make sure the blue color is "0 0 255" and in the bottom right hand corner of the pallet only. Sometimes when importing into Wally it will gradient out into multiple blues.
Posted 7 years ago2016-12-13 21:43:16 UTC
in Competition 34: HL Re-Imagined Post #332693
Glad to see all of you guys' progress.

I don't know what to do for my entry because all I play is skoutzknivez now a days on cs 1.6. I want to make something that plays similar to it with surfing but including a bunch of aspects from half life. That's where bounce pads came in. Any other ideas?

Maybe I could map some interior architecture from a bit of the train ride at the beginning. That's sort of what I think bounce was modeled from.

Or I could do something xen themed but to me the scheme is a little depressing.

I have some ideas but they don't relate to half life enough.

I'm thinking of creating a new kind of game play map for cs like some type of fun_ style map.

I suppose a half life themed surf map would be cool, but I want to keep the map relatively small because smaller cs maps are funner in my opinion. No one likes to sit around dead for an hour each round. Of course I could run the map in a death match style server.
Posted 7 years ago2016-12-12 16:08:13 UTC
in Competition 34: HL Re-Imagined Post #332672
I've started my second attempt at a map but it's not turning out how I imagined.
Posted 7 years ago2016-12-07 03:17:16 UTC
in Adding Bunnyhopping to a Mod Post #332600
I'm not sure but I think you just download the bunny hopphing configuration file "cfg" file. Put it where the other one is but in your mod's folder. Or wherever it might belong.

Maybe you can test your own for your mod by editing/ copying and pasting settings. Now go break something. :glad:

Ask zerotech what settings he uses for bh. I play with sv_airaccelerate 1000 and max_speed set to infinity. ;)
Posted 7 years ago2016-12-07 02:57:49 UTC
in Competition 34: HL Re-Imagined Post #332591
I agreed with everything you said Archie!

@Penguinboy, are team entries allowed? Just curious.

Starting to have fun with this. Here's a quick jotty sketch I did during lunch today of some ideas.
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I'm leaning more towards cartoonish but still realistic in ways without being too multi styled.
Posted 7 years ago2016-12-06 06:07:03 UTC
in Competition 34: HL Re-Imagined Post #332589
Haha Info_Player_IDK your map made me grin from ear to ear.
Posted 7 years ago2016-12-05 19:57:55 UTC
in Competition 34: HL Re-Imagined Post #332580
you have to compile expert and add this text Archie mentioned in the csg.'s parameters field. Just type a space in it and then what he said.
Posted 7 years ago2016-12-05 18:44:54 UTC
in Competition 34: HL Re-Imagined Post #332576
@Info_Player_IDK Glad it worked.

My entry is turning out to be a vm nightmare. Why does this always happen to me. :o I'm thinking of restarting part of it. I just keep mapping without having the layout set in stone and for me that's no bueno. I'll post a hammer screen when I get home.

I set up a shallow ramp throughout the spiral core and although it's fun to surf up, it takes up a ton of space and makes the scale a little too big. Maybe i'll take this map more vertical.

Also had a few cool interactive ideas like boosts "trigger_pushes" that can be activated around the map if two players simultaneously engage a trigger multiple. They would trigger air ducts that open and ball smoke sprites and stuffs. This would make surfing play faster when they are engaged, but using multiple buttons to have to target them would make it mandatory that multiple players in the level want them to be on.
Posted 7 years ago2016-12-05 07:59:52 UTC
in Competition 34: HL Re-Imagined Post #332566
if the sound's name is wind1 and it resides in the ambience folder inside the sound folder then for path/filename in the ambient_generic type ambience/wind1.wav
Posted 7 years ago2016-12-05 07:24:21 UTC
in Competition 34: HL Re-Imagined Post #332564
If it's not looping, download goldwave for free. Open the sound file in gw and add a cue point at the beginning and cue point at the end. Then I think save it as a 16 bit mono wav or mp3, can't remember at the moment.

If editing a half life sound that isn't looping, then make sure to save it with a new name.
Posted 7 years ago2016-12-03 20:50:35 UTC
in Post your screenshots! WIP thread Post #332532
Nice! Glad to see wip's.
Posted 7 years ago2016-12-03 20:47:16 UTC
in Competition 34: HL Re-Imagined Post #332531
vid - Just some surfing, going fast. I'm visualizing the layout and stuff my self right now.

@Everyone, you guys should post wip's unless you're just trying to win. ;)
Posted 7 years ago2016-12-03 01:06:29 UTC
in Competition 34: HL Re-Imagined Post #332526
That sounds like a good idea.

Man I switched my light environment to a light_spot with flag checked to is sky and it looks 1000 times better.
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Posted 7 years ago2016-12-02 15:36:14 UTC
in Competition 34: HL Re-Imagined Post #332522
Is Barney going to escort him out? :)
Posted 7 years ago2016-12-02 14:24:16 UTC
in Competition 34: HL Re-Imagined Post #332520
Heck yea, hope you guys share some wip's.

Here's a video of my brother and I testing mine's gameplay in my server.

It showed me the scale of the surroundings needs to be smaller, the layout is pretty much figured out. So far i've only mapped the center of the map.

Twin and I test Playing in my server video - you tube
Posted 7 years ago2016-11-30 15:20:23 UTC
in Competition 34: HL Re-Imagined Post #332497
It's good to see you here hotdog!

I got a 1.6 server running out of Dallas Texas if anyone wants to play test a 1.6 map they're working on for the competition or anything. Just shoot me a pm.
Posted 7 years ago2016-11-28 07:00:10 UTC
in Competition 34: HL Re-Imagined Post #332478
Posted 7 years ago2016-11-25 08:47:05 UTC
in Competition 34: HL Re-Imagined Post #332443
Thanks Snehk.
Posted 7 years ago2016-11-25 08:45:52 UTC
in CS Maps that change based on player coun Post #332446
Play with multisource entities i'd assume. In conjunction with trigger_multiple(s), multi_manager(s) and maybe some brush entities to cover the trigger setup after activated for the round.
Posted 7 years ago2016-11-24 17:03:13 UTC
in Competition 34: HL Re-Imagined Post #332427
Posted 7 years ago2016-11-24 08:40:35 UTC
in Competition 34: HL Re-Imagined Post #332410
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Looks great Penguinboy!
Posted 7 years ago2016-11-24 07:49:12 UTC
in HLDM Server! Post #332413
Slap all the 30 brush maps and make the time on map 5 minutes.
Posted 7 years ago2016-11-23 14:45:04 UTC
in Competition 34: HL Re-Imagined Post #332391
Edit: I'll make a tut on how to make the texture once I get it smoother.

We going to make this thing official?

@Trempler, you have an idea what you'll be mapping?
Posted 7 years ago2016-11-22 06:47:32 UTC
in Competition 34: HL Re-Imagined Post #332389
:aggrieved: :heartbreak:

Edit: windy grass

@Urby, i'm going to try to make the map both architectural and surfable.
Posted 7 years ago2016-11-20 20:02:44 UTC
in Competition 34: HL Re-Imagined Post #332364
Oop, sorry, there you go. Nothing special yet.
Posted 7 years ago2016-11-20 19:44:52 UTC
in Competition 34: HL Re-Imagined Post #332361