Forum posts

Posted 1 month ago2024-02-17 13:04:53 UTC
in Help Wanted Post #348579
just put your questions in the forum here
Archie ArchieGoodbye Moonmen
Posted 1 month ago2024-02-11 16:23:34 UTC
in Transition Doors Post #348570
trigger_changelevel's 'Change Target' attribute can be used to trigger an entity on the next map.
20 years of Half-Life mapping, and still learning something new
Archie ArchieGoodbye Moonmen
Posted 1 month ago2024-02-06 01:12:14 UTC
in Transition Doors Post #348555
Welcome!

There are a few ways to achieve this effect, but almost any setup you try is going to involve a multi_manager. This will let you set your events on a timed sequence, and can be triggered by making the door a func_button.

I recommend reading the tutorials and wiki entries about these entities, and once you've got them figured out, you want to use the multi_manager to trigger some more entities to create your effect.

You'll want:

1. a func_wall_toggle - this can be an invisible block in front of the door, inside the player. It should be set to "starts invisible" via its flags. It does nothing except freeze the player in place (unless you still want them to be able to run around as the room fades to black)
2. an env_fade - this will fade to a colour (or black) over a specified number of seconds.
3. a trigger_changelevel - this will load the new map.

The multi_manager can delay all these to happen in sequence, so you freeze, fade and finally change level.
Archie ArchieGoodbye Moonmen
recommended viewing
Archie ArchieGoodbye Moonmen
Posted 1 month ago2024-01-29 14:44:05 UTC
in Uneven lighting in my map. Post #348499
Is this compiled with Fast RAD or fast VIS?
The lightmap resolution also looks extremely low, but that might just be because i haven't looked at Source 2006 assets for a while
Archie ArchieGoodbye Moonmen
Posted 2 months ago2024-01-07 15:52:08 UTC
in The Rimpository Post #348422
I'm just excited to see you back home at TWHL
Archie ArchieGoodbye Moonmen
If it's just to stop them killing the scientist until the player gets there, the easiest ways would be either using a monstermaker to only spawn either the zombie or the scientist once the player reaches a certain point or, as described above, a func_wall_toggle that prevents them from seeing each other until the player arrives.
Archie ArchieGoodbye Moonmen
Why are so many of your projects the most basic edgelord subject matter? It's so boring.
How about making a map not based on recent real human suffering and death? Just a thought.

Please keep in mind that offensive content can get you banned, so tread carefully if you continue this project. It looks like you got banned from Gamebanana already.
Archie ArchieGoodbye Moonmen
Posted 3 months ago2023-12-14 11:06:50 UTC
in Any Room suggestions for a Black Mesa Map? Post #348240
He occasionally posts rambly thoughts on design and mapping on the Youtubuals. I found this one made me pay more attention to the design than I did when I played the map itself.

In terms of knowing where to start, it's often useful to start with realism until you get more comfortable taking creative risks. Go look at some hallways and reference photography. What would a laboratory have in its hallways? What purpose does the hallway serve? Where would the staff take a break? Can all this big heavy equipment get into a room without a loading door? Etc etc.

Once you're more comfortable with the tools, you can get much more creative and make choices without needing the references.
Archie ArchieGoodbye Moonmen
Posted 3 months ago2023-12-13 14:36:06 UTC
in weapon_satchel problem Post #348230
Isn't NGHL meant for speedrunning? Is it able to connect to normal HLDM servers anyway?
Archie ArchieGoodbye Moonmen
Posted 3 months ago2023-12-11 16:39:22 UTC
in Map Showcase "Offices of Black Mesa" Post #348195
User posted image
You can upload to the map vault with an 'unfinished' flag if you want. Might get noticed more than just having it in the forums. Downloading this now!

Edit:
You don't need to include halflife.wad or zhlt.wad as they come with the base game. Save on a bit of filesize :)
You can also use -wadinclude or -nowadtextures when you compile which will pack all of your custom textures into the .bsp file. Check out how here

Edit2:
Nice little map. Looking forward to seeing how this progresses! Keep an eye on texture alignment (particularly on trims and the inside of doorframes, etc) as those little details can really help a map feel finished. I didn't see any sources for the lights in the office, so that'd be a good thing to add. Maybe some fluorescent panels? Have a look at texlights for this area. Nice use of sprites on your lights in the final area, although those lights aren't actually casting any light into the map!
Archie ArchieGoodbye Moonmen
Posted 4 months ago2023-11-05 15:12:42 UTC
in Mapping game of telephone Post #347996
ayyy! Well-found Oskar!
Archie ArchieGoodbye Moonmen
Posted 4 months ago2023-11-03 19:42:56 UTC
in Mapping game of telephone Post #347991
This is a fun idea. There was a CSS map years and years ago that was sent mapper to mapper, but without the secret interpretation stage.
I can't find that map anywhere - anyone remember what it was called?
Archie ArchieGoodbye Moonmen
Posted 4 months ago2023-10-31 15:46:30 UTC
in Post Your Timeline Post #347982
User posted image
2023 update ft. a very odd three weeks in Saudi Arabia & my new favourite city: Cape Town
Archie ArchieGoodbye Moonmen
Posted 1 year ago2023-02-01 16:23:33 UTC
in Urby’s Multiple Choice Fan Fiction 2023 Post #347292
B
Archie ArchieGoodbye Moonmen
Posted 1 year ago2023-01-31 19:28:30 UTC
in Urby’s Multiple Choice Fan Fiction 2023 Post #347280
fucking write your podcast story
Archie ArchieGoodbye Moonmen
Posted 1 year ago2023-01-09 23:10:54 UTC
in Post Your Desktops Post #347226
that is stressful
Archie ArchieGoodbye Moonmen
Posted 1 year ago2022-12-24 02:36:32 UTC
in Post Your Desktops Post #347198
spiderzspiderz
Archie ArchieGoodbye Moonmen
Posted 1 year ago2022-12-22 18:41:30 UTC
in Post Your Desktops Post #347192
You're thinking of the American caduceus symbol. I'm referring to the European caduceus symbol. It's like, 90% snakes on planes.
Archie ArchieGoodbye Moonmen
Posted 1 year ago2022-12-21 00:41:23 UTC
in Post Your Desktops Post #347187
Fun fact: The snakes on the caduceus symbol were added to represent the IATA guidelines regarding the transport of snakes on a plane. (Get the motherfucking snakes off the motherfucking plane)
Archie ArchieGoodbye Moonmen
To answer your initial question - leaks are gaps in your brushwork. A giant box is not fixing this issue, just pretending it isn't there (in a very inefficient way).

The way to prevent leaks is to... not have leaks. Make sure your brushwork is clean, sealed and gap-free.
Archie ArchieGoodbye Moonmen
Posted 1 year ago2022-12-12 17:44:30 UTC
in Post Your Desktops Post #347163
Nice! How goes the piloting, satchmo?
Archie ArchieGoodbye Moonmen
Posted 1 year ago2022-08-14 17:06:06 UTC
in HLDM Server! Post #346782
awesome turnout today. Had about 2h of 16/16 players. Remember you can add any maps to the rotation by posting them in this thread!
Archie ArchieGoodbye Moonmen
Posted 1 year ago2022-06-19 17:15:25 UTC
in eXperiment HL horror mod Post #346644
Absolutely loving your work, kruk. The headcrab anims are particularly cool
Archie ArchieGoodbye Moonmen
Posted 1 year ago2022-05-30 21:37:41 UTC
in Hldm level designer here.. Post #346577
Nice to meet you, Frissi! Sorry to hear about your health issues - hope it's not too serious :crowbar:

We have a HLDM server that you're always welcome to test your maps on, and you can usually always find people to play with on the TWHL Discord.
There's a role group called @Multiplayer Crew which can be useful to tag to get a game going.
Archie ArchieGoodbye Moonmen
Posted 1 year ago2022-05-27 12:07:59 UTC
in HLDM Server! Post #346555
Server has been moved to
109.123.108.99:53500
Archie ArchieGoodbye Moonmen
Sounds like you might have small detail brushes cutting holes in your geometry. Tie individual details / groups of details to func_detail or func_wall to prevent them from cutting into geometry (and probably causing invalid brushes!)
Archie ArchieGoodbye Moonmen
I don't think you'll get many backers for what seems to be a pretty barebones mod. The gameplay shown is far too early-stage to be used in promotional materials when you're asking for money. I'd recommend removing all gameplay from the campaign until you have more to show. It looks like a broken version of HL2DM at the moment. Get it to a stage where you can demonstrate the main gameplay and maybe then you can try to get donations.

Keep in mind that multiplayer-focused games require a player base to be successful. Even (relatively) very polished multiplayer Source mods like Hidden:Source died off pretty quickly as the player-base dwindled. If free mods can't support enough active players, a paid mod will have to be exceptional to attract enough players to keep it alive.

I love the ambition and the enthusiasm, but maybe you guys could make a cool singleplayer mod first, and then you'll have an audience who will get excited and want to play your multiplayer game!

L'illustration 2D des personnages est vraiment cool! Bonne chance!
Archie ArchieGoodbye Moonmen
Posted 1 year ago2022-05-10 21:21:15 UTC
in HLDM Server! Post #346504
Please note Off A Rail has been updated on the server to fix a minor glitch. If you've already downloaded it, you can delete the previous version from this directory to force a re-download of the latest version:
steamapps\common\Half-Life\valve_downloads\maps

This update does not affect competition judging.
Archie ArchieGoodbye Moonmen
Posted 1 year ago2022-05-05 15:50:19 UTC
in HLDM Server! Post #346496
Caldera Jungle has been added to the map rotation with Fast Download.
User posted image
Archie ArchieGoodbye Moonmen
Posted 1 year ago2022-05-05 15:40:14 UTC
in HLDM Server! Post #346495
Please note Caldera has been updated on the server to fix a minor glitch. If you've already downloaded it, you can delete the previous version from this directory to force a re-download of the latest version:
steamapps\common\Half-Life\valve_downloads\maps

This update does not affect competition judging.
Archie ArchieGoodbye Moonmen
Posted 1 year ago2022-05-04 13:28:33 UTC
in HLDM Server! Post #346492
Competition entries Off a Rail & Caldera have been added to the HLDM server with Fast Download.
CalderaCaldera
Off a RailOff a Rail
Archie ArchieGoodbye Moonmen
Posted 2 years ago2022-02-07 18:15:21 UTC
in TWHL! Sound off! (who are you) Post #346265
Please stop drinking piss
Archie ArchieGoodbye Moonmen
Posted 2 years ago2022-01-24 13:17:16 UTC
in Competition 40: Bridge The Gap Post #346231
New year, new competition!

Check it out!
Archie ArchieGoodbye Moonmen
This post was made on a thread that has been deleted.
Posted 2 years ago2021-10-20 17:00:05 UTC
in HLDM Server! Post #345979
Really pleased to see we're still getting regular full-server frag fests. The community on the Discord are always keen for a game if you're reading this thread and want to organise a game :)
Archie ArchieGoodbye Moonmen
Posted 2 years ago2021-09-25 16:26:00 UTC
in HLDM Server! Post #345961
Any rimrook is good rimrook.
Archie ArchieGoodbye Moonmen
Posted 2 years ago2021-09-23 13:00:54 UTC
in HLDM Server! Post #345955
nope
Archie ArchieGoodbye Moonmen
Posted 2 years ago2021-08-14 22:40:30 UTC
in Someone can decompile this map? Post #345884
Decompiling a map will break the geometry and will stop the map compiling whatsoever.
I'm confused, though - you made this - why can't you provide the .rmf? :lol:

I had a run around - it doesn't look too badly optimised from a brushwork perspective, but it looks like it was maybe compiled with Fast VIS settings - walls like this should be blocking VIS, but instead the entire map is rendering almost all the time.
the entire map is renderingthe entire map is rendering
Also note that the rotated sign is splitting the brushwork behind it. This sort of wall detail should be tied to either a func_detail or a func_wall to prevent it from splitting the brushwork into odd angles.

Also dynamic lights are bizarrely a huge strain on older systems in multiplayer goldsource games. The red lights at the nightclub staircase will probably be lowering your fps.
a classy establishment would never use dynamic lightsa classy establishment would never use dynamic lights
As a more general review of the map:
CT spawn needs more than one exit, and I'm very curious about why the gun store uses solid texture-based guns... CS has all of those guns as models already :P
Also I hope some of the imagery used is satirical.
Archie ArchieGoodbye Moonmen
Posted 2 years ago2021-08-14 16:52:55 UTC
in HLDM Server! Post #345881
added!

also
  • removed scooby_rats (sorry!)
  • removed dm_rust
Archie ArchieGoodbye Moonmen
Posted 2 years ago2021-08-09 16:26:07 UTC
in HLDM Server! Post #345868
I still like Rust for 2-4 players, but sure! Bring on rust2

edit:

Tried all the new ones now. Chum might be my favourite for fun gameplay
Archie ArchieGoodbye Moonmen
Posted 2 years ago2021-08-08 21:45:01 UTC
in HLDM Server! Post #345866
All added!

I'd prefer to keep it to TWHL-submitted maps, but I just can't say no to that headcrab avatar, Don

Current cycle:
dm_leveldirector
chum
scooby_rats
rpg_arena
dm_crossedwire
dm_dust2_2020
dm_perthowned
dm_rust
torrent
amaphel
dm_hysteria
dm_odin
dm_altdel
Archie ArchieGoodbye Moonmen
Posted 2 years ago2021-08-06 23:12:28 UTC
in HLDM Server! Post #345859
Suggestions of maps to add welcome as always!

RPG ARENA added
Loading embedded content: Vault Item #3275
Also holy shit it was good to see so many old faces tonight
User posted image
Archie ArchieGoodbye Moonmen
Posted 2 years ago2021-08-06 13:51:26 UTC
in HLDM Server! Post #345856
added Amaphel to the rotation
Loading embedded content: Vault Item #6537
Archie ArchieGoodbye Moonmen
Posted 2 years ago2021-08-05 00:06:24 UTC
in Ode to Lockdown [Map Jam] Post #345846
Where's everyone else's entries?
Archie ArchieGoodbye Moonmen
Posted 2 years ago2021-08-04 20:20:02 UTC
in HLDM Server! Post #345844
ft. the new server
Archie ArchieGoodbye Moonmen
Posted 2 years ago2021-08-04 11:38:21 UTC
in HLDM Server! Post #345839
Ooooooooooh shit!

We're back, baby!

109.169.42.68:53500
Archie ArchieGoodbye Moonmen
Posted 2 years ago2021-07-26 13:14:07 UTC
in Ode to Lockdown [Map Jam] Post #345805
So perfectly on time with the deadline, I... I think I might be finished....
User posted image
User posted image
User posted image
User posted image
Archie ArchieGoodbye Moonmen
I wouldn't ever go as far as a giant plane floor, but yeah you shouldn't have issues with the floor extending out into the void if it's becoming a hassle.

You certainly don't need to delete and re-clip the floor any time you ever change the walls - Vertex manipulation will let you reposition any of the floor's vertices to match the new wall brushwork. The areas that Cap'n P is pointing out which will most-likely be causing your compile problems are here. These intersections will split the faces that aren't currently split in Hammer/Jack during the compile, so it's often best practice to manually split those faces with clean brushwork yourself, rather than letting the compiler do it, potentially causing the tiny cracks between brushes Captain P mentioned. It might look fine in the editor, but the compiler could have different ideas.

I always tended to visualise what the compiler does with face splitting with this tutorial. This might be years out of date, but I've used it as gospel for about 15 years. As I understand it, the compiler will essentially perform the carve operation, whereas doing it by hand allows you to create clean, legal brushwork as in the vertex manipulation example.
Archie ArchieGoodbye Moonmen
Posted 2 years ago2021-06-03 09:55:11 UTC
in Spirit's 3D Skybox emits Light? Post #345671
I haven't used env_sky before, but could you place a brush on the outside of your null sky brushes textured in SKY and use a light_environment like normal?
Archie ArchieGoodbye Moonmen