Forum posts

Posted 12 years ago2010-05-20 08:53:53 UTC
in Portfolio Website - Help / Crit Post #281380
Mmmm I like the latest iteration, looks pretty complete to me you don't want to over complicate it.

Except I don't really like the font you used for your email address.
Posted 12 years ago2009-08-14 20:36:13 UTC
in Site Poll Post #271987
Well, typically a poll doesn't really gather that much attention. Rather than a thread for each poll, how about one stickied discussion thread that can double as a place for poll suggestions?
I guess so.
Posted 12 years ago2009-08-11 01:58:03 UTC
in Site Poll Post #271836
I think it'd be nice if there was a forum thread attached for each poll.

With the current poll, I don't want to pick any of those options (If a forum thread for the poll existed I would talk about it there) and I'd like to know why people would want to move away from the BSP format and why changing the physics engine was even an option.
Posted 12 years ago2009-08-10 05:47:09 UTC
in Pure Pwnage TV show in 2010 Post #271801
ZombieLoffe: I didn't get into it straight away either, it happened probably over 6 months or so. And some of those episodes shouldn't be viewed by people watching the show for the first time. Try episode 10 (my favorite episode) and any of the ones from season 2 are pretty good for first timers too! :biggrin:

Whatever you do don't watch episode 2, I still dislike that episode! :\
Posted 12 years ago2009-08-10 03:33:32 UTC
in Pure Pwnage TV show in 2010 Post #271797
Yeah, I think it'll be interesting. I was under the impression that Project X was a game. :\

Hopefully the tv series will be good as the current episodes! :D
Posted 12 years ago2009-08-08 00:53:52 UTC
in Desktops of August Post #271704
User posted image
Here's mine, not my usual wallpaper but I thought I'd change it for a while. It's a screenshot from Halo 3 ODST coming out next month, I can't wait! :)
Posted 12 years ago2009-08-08 00:51:28 UTC
in Korean PC Game Rips-Off Team Fortress 2 Post #271703
Certainly TF2 seems to have influenced this game quite a bit. :\
Posted 13 years ago2008-11-05 06:19:06 UTC
in You Laugh You Lose - Revisited Post #258178
I found the following ones funny:
  • Daubster's Gabe Newell thing
  • ZombieLoffe's thrid one (23 year olds)
  • The_(c)Striker's "The Line"
Random stuff always makes me laugh :)
Posted 13 years ago2008-11-03 07:18:19 UTC
in Night Terror Alpha Version Post #258075
Night Terror, Singleplayer map for Half-life 2 (Ep1 Engine)


I have decided to release a little alpha version of Night Terror to the Half-Life community. I had planned to release this on Saturday (today being Monday) as this would have been Halloween in America, but due to a 26.5 hour full visibility compile time and horrible timing, it?s being released two days late.

I would like to give the standard ?this map is a heavy WIP? insurance sepal to cover my ass... no just kidding. But yes this map is not finished, there are still spaces that need to be designed (this is roughly 30%-50% of ?map? if you know what I mean). All the features that I am especially excited that will make this map ?unique? are not implemented, sound design is horribly unfinished and I need to redesign some of the spaces, particular the interior spaces, and gameplay is just rough, and no, Zombies and Headcrabs will not be the only thing you fight as you venture deep inside the facility.


User posted image
User posted image
User posted image
User posted image

Story Line:

?You have been assigned on a mission to rescue some battered civilians that fled inside the abandon Lucas Heights Northern Petroleum facility before night fall. The facility is surrounded in monster infested forest. The whole region, including the upper Hexam Highway, the Salt Pan Lake and the railway line used for freight transportation is closed and is dangerous particularly at night time.

Military supplies are tight as securing Hexam City is our first priority, if you get yourself into trouble, you won?t be getting support any time soon. Get yourself inside the facility and meet up with the civilians asap before it?s too late.

Remember, the facility has been abandon for 23 years now, we don?t know what it is like inside. Keep your eyes peeled and ready yourself for possible enemy encounters inside the facility. Good luck.?

Download Link:

Download Here :: 22mb

Aaron's Stuff Night Terror Page

Please tell me what you think :).
Posted 13 years ago2008-10-13 22:59:23 UTC
in c++ questions Post #257020
I got into c++ by buying myself a book. I figured that I would probably be reading alot so it would be better to stare at a book rather than stare at a monitor.

Once you know one programming language, you have that "logic" and "mindset" and learning another language is just a matter of remembering all its commands and perks.

And I totally agree with Penguinboy, practical experience is the key, if you don't put into practice what you have learn't as you go, your not going to remember it well.
Posted 13 years ago2008-09-18 23:18:16 UTC
in have to see to believe Post #255650
I think its pretty cool. Obviously its nothing important or essential and you probably won't use it over normal web surfing, but its something awesome to play around in and tell your friends about.
Posted 13 years ago2008-09-17 05:22:43 UTC
in Profile suggestion Post #255538
I realize that every profile has a maps tab, but it would be nice if users could create profiles for their maps (description, images, WIP/dev images?, download link, more information link, link to TWHL forum thread etc etc). Currently, the only way you get a map up there is that it has to be uploaded to the map vault, and if I remember correctly, there is like a 2mb filesize limit or something? And even then, there isn't much flexibility in regards to adding information and media for your map. You might say to create a forum thread, but they eventually get lost amongst all the other old forum threads. A more personal and permanent solution would be nice.

That way, it would feel even more like a serious Half-life level design website with designers in the community who want to do this shit as a profession rather than just a website for Half-life fan boys who like to occasionally make a map, not that TWHL is like the latter description ;). No sarcasm intended.
Posted 13 years ago2008-09-17 05:01:29 UTC
in Post your screenshots! WIP thread Post #255537
Not bad seth, some of your design choices (such as texture and prop placement) seem a bit odd, but regardless, its pretty solid stuff for a first time in the source sdk. I see your using the graffiti decals, I loved using those when I first got my hand in the source engine. There is certainly evidence of a certain amount of level design experience in those screenshots. Just remember you can decrease the size of some of the light maps on those surfaces to get nice crisp shadows but remember, they increase compile times and will munch up in game performance.

Anyway, here is some of my source work I have done recently:


User posted image
User posted image

My entry to Snarkpits 2nd mapping competition for 2008:

User posted image
User posted image

A singleplayer map I'm working on called (atm) Night terror:

User posted image
User posted image
Posted 13 years ago2008-08-08 01:33:13 UTC
in A new challenge to Google's dominance? Post #253459
Slightly ironic to find Yahoo posting news like this, no? tongue - :P
Agreed :).
Posted 14 years ago2008-06-20 22:23:40 UTC
in gameinfo.txt question Post #251665

I've created a mod with the tool in the source sdk. For the mod, I want to use some Counter-Strike Source content, but don't want to copy all the content over, how do I tell it to look in the Counter-Strike source folder/gcf for models, textures and such?

I tried adding: "Game cstrike" under the search paths thing but i don't see any counter-strike source content in hammer, and apparently, hammer tells me it is searching in "aaronz92/sourcesdk/bin/ep1/cstrike" which is the wrong directory.

Anybody know whats going on?
Posted 14 years ago2008-06-20 19:17:03 UTC
in Fourm search feature Post #251652

Just wanted to say that it could probably do with some love. I was trying to find a thread, and I knew its exact name, I searched for it but it didn't show up. That kinda sucks.
Posted 14 years ago2008-06-19 00:10:29 UTC
in hl2 in hl1 mod Post #251515
Hehe, your still working on this thing.
Of course, you wouldn't recreate HL2 in HL exactly as it is, but you can try to emulate HL2's atmosphere in HL, making HL2-esque levels.
Yeah, Captain P is right. While making an exact version of Half-life 2 in Half-life 1 is pretty silly and would be extremely hard and take a very long time, you could possibly create short singleplayer missions with the theme/atmosphere from each chapter, like you could create a few maps with Ravenholm gameplay and the atmosphere from Ravenholm (using the textures, models, sound, monsters) and such. That would be a pretty realistic idea for a HL1 mod while being cool at the same time.

Because making an exact version of Half-life 2 in Half-life 1 is pretty useless and I don't think will appeal to anybody by the time it would be finished.

If I haven't already given it to you, I have code with the required models and sound files to get a poison_zombie and poison_headcrab into Half-life 1. You can hand it to your coder and he can implement them. You could also modify the human grunts to make them look and behave like combine units and most of the other monsters you already have. You would just need to create the fast zombie and ant lions.

As for the screenshots, they need alot of improvement. The brushwork is a decent start, but it still needs to be improved alot more, and I don't really think the Breen Screen will light up that much of the area (does it in Half-life 2?). Try adding some other light sources, it is an outdoor map, a nice subtle orange/yellow light_environment would be a start.

Email me if you need any help and keep me updated on its progress :).

Good Luck!
Posted 14 years ago2008-06-11 02:54:07 UTC
in dm_backwash :: hl2dm Post #251118
Posted 14 years ago2008-06-11 00:54:35 UTC
in dm_backwash :: hl2dm Post #251113
Alright, I finished the map, you can download it here.

User posted image

User posted image

User posted image

User posted image

Have fun with it, and tell me what you think of the map :crowbar:.
Posted 14 years ago2008-05-31 19:56:52 UTC
in Spirit of halflife download Post #250774
Yeah, that site no longer exists any more.

You need to go here and search on the forums for the spirit of half-life versions, there all there.
Posted 14 years ago2008-05-31 19:26:59 UTC
in dm_backwash :: hl2dm Post #250772
Thanks guys.
Posted 14 years ago2008-05-29 04:11:06 UTC
in dm_backwash :: hl2dm Post #250658
Hey guys.

This is my first source map, its currently about 50% finished. Here is back story to the map:

A small, abandon, overgrown dam located in the heart of a northern hemisphere alpine forest.

The Dam was built on a small creek that branched off a large river and was used to serve a small town roughly 35km south west in 1963. However due to the towns growth in the recent years, the dam was not supplying a sufficient supply of water and become obsolete 35 years later.

The Dam has now been left behind and is no longer maintained, and as a result has become over grown and graffitied on.

Here are some pictures of the map:

User posted image

User posted image

User posted image

User posted image

User posted image

Here is the original design for the map (excuse the messy hand writing :biggrin:)

Because its my first source map, its quite small and I am focusing on the aesthetics, and not really creating a good game flow for multiplayer.

If your interested you can download the map here. Please feel free to offer any opinions of thoughts you have on the map :).
Posted 14 years ago2008-05-29 03:59:54 UTC
in Bloom tutorial Post #250656
The second link that the TheGrimReafer looked quite good. Ofcourse it only requires a top end graphics card because you can only get the bloom effect into half-life by doing it in a really inefficient way.

There where two cool tron 2 glow tutorials on verc (I don't have the links), but one of them looked pretty lame and the other required you to add really complicated code.
Posted 14 years ago2008-05-29 03:51:14 UTC
Yeah, you haven't given us alot to work with C Striker.

Just in case, check your video config settings and make sure there on the normal settings. But seriously, its not a big deal reinstalling half-life. Cut all the mods onto your desktop than put them back after you've reinstalled Half-life.
Posted 14 years ago2008-05-26 22:44:22 UTC
in Hammer has gone apeshit. Post #250562
What a strange problem.

You probably should install a fresh version of hammer and the compile tools.
Posted 14 years ago2008-05-17 21:33:23 UTC
in Model search Post #250099
The brush based smokestack looks fine, but I have a model of one if you want it.
Posted 14 years ago2008-05-17 20:43:00 UTC
in More Leaves! Post #250098
I haven't really run into problems with leaves so I don't really know that much about them.

As far as I know, you can't get more leaves into your map, a well designed map shouldn't have too many leaves but sometimes the things that we want to create or map out can't be well designed.

I wouldn't worry about it to much, if your still adding areas to your level, than this will increase the leaves, adding more brushes or models in the existing spaces will not increase the leaves.

Also, just to let you know, one of my hl1 maps has something like 151% lighting... so maybe the latest zhlt tools (3.4) will offer more leeway or something.
Posted 14 years ago2008-05-11 03:53:18 UTC
in Terminal Map Pack :: HL1 Post #249835
Thanks for the nice comments :)
Posted 14 years ago2008-05-11 03:41:25 UTC
in Trigger_changelevel :/ Post #249834
I thought capital letters in the "next map" field crashed the game :S

The triger_changelevel on SB8 needs to have the next map field filled in.
Posted 14 years ago2008-05-08 03:26:03 UTC
in Terminal Map Pack :: HL1 Post #249712
Thanks Ag3nt-X.

I am quite aware of Paranoia and all its new features, however there are a few reasons why I didn't use Paranoia's bump mapping, the main reasons are that I didn't want to hurt the performance more than it all ready is and that Paranoia uses a hacked opengl.dll that effects other mods and is considered a cheat by VAC.

But thanks again for the nice words and playing the maps, I hope you enjoyed them.

Captain Terror: Hmm strange, assuming you have properly copied all the dll's to the right folder, than I can only come to the conclusion that this is occurring because you have a low end machine as you mentioned. I did actually test out this mod on a low spec system, and it crashed at your stage, and this was because of the graphics card. Because of the shader water (which uses pixel shading) and the amount of textures used, your video card needs to have a sufficient amount of VRAM (no less than 64mb) and needs to be able to support the shader water, so an old video card will crash half-life.

Hope it works out for you.

Posted 14 years ago2008-05-03 07:11:47 UTC
in EP2 models in HL2DM Post #249533
Hey guys.

I've had no luck with getting episode 2 models working in just normal half-life 2 (death match), does anybody know how to do it?

Posted 14 years ago2008-05-02 02:10:35 UTC
in Snow with spirit? Post #249497
In the more recent versions of spirit of half-life, there is a different rain entity, rain_settings and rain_modify. These are much less buggy and you can specify wind and such to make the effect look more realistic.

But I don't see a problem with using the env_rain entity, there is no other way of doing it, spamming your map with func_conveyors can cause the too many entities in visible packet list error.
Posted 14 years ago2008-04-28 20:07:53 UTC
in Terminal Map Pack :: HL1 Post #249357
BAH! I forgot to post the download link on another forum to, thats twice I have embarrassed myself :cry:.

Download link:;10082599;/fileinfo.html
Posted 14 years ago2008-04-28 00:10:08 UTC
in H.A.C.K. - a Half-Life 2 Modification is Post #249293
Looks sweet, good luck :).
Posted 14 years ago2008-04-26 23:09:19 UTC
in Need help fast-hosting Post #249227
I use filefront mainly, its reliable and fast imo, and downloaders don't need an account. You can also upload your maps to fpsbanana.
Posted 14 years ago2008-04-26 22:28:51 UTC
in Terminal Map Pack :: HL1 Post #249225
Multiplayer map pack for half-life 1. Contains finished versions of the sewer and outskirts maps. Both maps are from my mod that I am working on called Red Dawn (no nothing like the movie!). See below for some pictures.

User posted image
User posted image

User posted image
User posted image

Hope you enjoy the map pack and feel free to post your thoughts on the maps :)
Posted 14 years ago2008-04-22 00:09:19 UTC
in spirit of hl Post #249047
Most spirit of half-life versions come with information about the new features and how to use them.
Posted 14 years ago2008-04-19 18:47:02 UTC
in Post your screenshots! WIP thread Post #248945
Screen shots from my upcoming map pack for half-life 1. The pack contains Outskirts and a finished version of the sewer map.

User posted image

sewer map

User posted image


User posted image


User posted image


Note: The sewer is a WIP.
Posted 14 years ago2008-04-19 02:12:59 UTC
in Widesceen HL bug Post #248924
Yeah, my laptops resolution is 1280x800 (16:10), I simply select wide screen and select that resolution, as potatis_invalid said.
Posted 14 years ago2008-04-17 19:01:07 UTC
in Can't get my light_spot working =( Post #248892
Your pitch could be wrong.
Posted 14 years ago2008-04-15 18:55:45 UTC
in Using monstermakers with game_counters Post #248828

Well you need to use a game_counter. Get the first wave of monsters to trigger the game counter when they die, this is done in the "trigger target" and "trigger condition" fields.

Call the game counter "counter01" (done in the "name" field) and make it target "wave02" done in the target field. This means that in the "trigger target" field for the first wave of monsters, you put in "counter01". In the game counter, in the "limit value" field, put the number of guys you want to die before the next wave eg: "3" [or] "5"....

Now create a monster_maker, call it "wave02" and enter in the details! When your entering in the "monsters type" you need to use full name, not "zombie" or "headcrab", "monster_zombie".....

Create as many monster_makers as you need under the same name "wave02". This means that once the certain amount of monsters die, the game counter will trigger everything called "wave02", so all the monsters will spawn.
Posted 14 years ago2008-04-14 17:50:32 UTC
in MP3 IN HL Post #248810
Spirit of half-life is the same as Half-life except that it has more entities, if you don't like it, then stay away from those new entities.

I agree with Rimrook, a level is only HALF complete without good ambient sound, it can just bring so much to a level and bring your map right to life. To many maps have little or no ambiance and it really sucks because they are not getting the full potential of their levels.
Posted 14 years ago2008-04-09 02:32:16 UTC
in clip sizes? Post #248602
You need the source code to do that. Its very easy. You can use the half-life 2.3 source sdk, code in the changes, compile it and overwrite the existing dll's, providing that counter-life is using the half-life dll's.
Posted 14 years ago2008-04-07 00:56:22 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #248528
Its getting hard for me to keep up with this thread so I apologize if I have said anything that has already been posted.

Here is the spirit of half-life 1.5a4 source code,1190219712,11396/1057067?v=flatold

Anyways, what kind of things do you need coded in? I know how to do some really basic things in the code (still learning). But seriously dude, if you need things done and nobody is willing to help, you may as well learn how to code. Most of the coders out there are only coding for themselves and thats understandable because coding is different to mapping. Anybody can get themselves a copy of hammer and make a crappy (or good) map.

BTW.. got a download link for the mod, I'd like to give this one a go.
Posted 14 years ago2008-04-03 23:43:52 UTC
in roomtype Post #248443
There are no glitches with env_sound potatis_invalid
Posted 14 years ago2008-04-03 00:15:50 UTC
in Making Human grunts at my side Post #248396
Just use SOHL halflife_genuis.
Posted 14 years ago2008-04-03 00:14:32 UTC
in How do I make a sky texture Post #248395
The TGA files have to be in a specific format (8 bit!) and they have to be 256x256.
Posted 14 years ago2008-04-02 02:34:24 UTC
in SAW recoil Post #248349
People have recreated the opposing force source code very well, you might have to ask them.
Posted 14 years ago2008-03-31 00:12:22 UTC
in Earth Hour 2008 Post #248251
It's a tricky argument, that one. I do believe it wont make that much of a difference though. You might say that's the attitude that's holding us back, but at the same time, how does turning them off move us forward.
The amount of times I have heard "Ahhh I won't turn this off, it won't make much of a difference" is insane. If every single one of those people didn't have those sort of doubts and just turned off whatever device it was, than the energy that they would save would be quite alot.

Its just like donating to charity, you would think that your dollar or whatever won't go far but together it makes a huge amount of money.
Posted 14 years ago2008-03-31 00:12:15 UTC
in Earth Hour 2008 Post #248250
It's a tricky argument, that one. I do believe it wont make that much of a difference though. You might say that's the attitude that's holding us back, but at the same time, how does turning them off move us forward.
The amount of times I have heard "Ahhh I won't turn this off, it won't make much of a difference" is insane. If every single one of those people didn't have those sort of doubts and just turned off whatever device it was, than the energy that they would save would be quite alot.

Its just like donating to charity, you would think that your dollar or whatever won't go far but together it makes a huge amount of money.