Forum posts

Posted 1 year ago2018-11-19 05:50:32 UTC
in Competition 35: Vanilla Half-Life Post #341273
I love what I'm seeing here! I hope to play your maps soon.

Unfortunately, due to setbacks with life in general, I wasn't able to finish my half life level for this contest. Hopefully I will in my own time since I had some cool ideas, but for the meantime, here's some screenshots:
User posted image
User posted image
User posted image
Good luck in the contest! Happy Anniversary!
Posted 1 year ago2018-10-15 06:18:44 UTC
in Triggering sound every X seconds Post #341041
I had the same exact question a while back, this thread should help you.
Posted 1 year ago2018-10-14 00:15:17 UTC
in Competition 35: Vanilla Half-Life Post #341032
@Dr. Orange
Oh my god I love it!!! Especially the 6th picture, that really feels like something from Half Life! My only complaints are the ceilings in pictures 1-3, 1st one could get a pass but all pics need the top ceiling to have a different texture, like a ceiling texture and the 2nd pic could use some geometry like supports or ventilation.

I love the progress everyone is making here and I hope I can catch up since I just finished the layout and gameplay spacing of my map and now need to get into the nitty gritty detailing.
Posted 1 year ago2018-09-18 19:46:04 UTC
in Competition 35: Vanilla Half-Life Post #340911
That is true, this is definitely a big project but it will be so worth it. It's definitely an option for a fade in / out if the geometry of every level doesn't match up but we'll have to see once every map is completed.
Posted 1 year ago2018-09-17 11:50:46 UTC
in Competition 35: Vanilla Half-Life Post #340902
Hey guys, I don't know if you discussed this but I just thought up a cool idea!

When the competition is finished and judged and whatnot, we should put all the maps submitted in the contest into one large Half Life mod! Of course, each level would need a solid transition of level change which would need the vmf to be modified after the competition, but I think it would be awesome that everybody's level could be played together in a mod.

Though its still quite early to judge and even plan for this concept since we don't even have the levels yet and some of the entries could have no gameplay to them, we should still attempt this later on and make it a birthday gift to Half Life's 20th anniversary!

Already thinking about it makes me 100x hyped up more than HL3...
Posted 1 year ago2018-08-27 10:05:46 UTC
in Competition 35: Vanilla Half-Life Post #340688
Very nice UrbanNebula, not only does the architecture looks great but the lighting is spot on.

As for my map, I haven't drawn a layout yet but I will challenge myself in one of the most impossible problems that exists in video game history: making a fun water sequence in an FPS. Of course, I'm not making a water level but I will try to make a water sequence less of a nuisance/obstacle but more of a challenge that has "platforming" to it.

The keyword to this water sequence is "Delta P".
Posted 1 year ago2018-08-26 02:19:48 UTC
in Can we get a new poll? Post #340678
MOTM is automated now, but in order to get MOTM the map needs to be rated at least 5 times... Unfortunately not many people are uploading or rating maps so there's not really anything to give MOTM to :(
So thats why my map didn't get MOTM last year, I thought it was a conspiracy :D
Posted 1 year ago2018-08-22 06:47:49 UTC
in Can we get a new poll? Post #340626
It's been a year (or more) and the poll is still about blue colors with Cobalt and Azure most popular.

Let's make a new simple poll! Maybe as the Half Life anniversary is coming up, we can make a "What's you're favorite HL level?" as that would also help mappers in the competition understand which levels are best and give them the direction they need.
Posted 1 year ago2018-08-16 06:30:03 UTC
in Competition 35: Vanilla Half-Life Post #340559

meanwhile I made a an octagonal sphere and it crashed my computer rip
Posted 1 year ago2018-08-13 21:21:41 UTC
in Competition 35: Vanilla Half-Life Post #340533
Aw yeah, its been a long time since we gotten a competition! I'm gonna ping it to some communities to spread the word around.

So only custom textures, but no models or any other sort? Also can we do more than one level if we wanted to, or is it limited to one .BSP file per entry?
Posted 1 year ago2018-08-11 09:13:04 UTC
in (Release) Half-Life: Echoes Post #340482
Aw yeah! Can't wait to play it ever since I saw the update in 2015.

Great job finishing it! It's a rare sight to find mods finished, let alone developed for more than 5 years!
Woaah, I didn't expect to get a lot of help from such an old community! I followed your suggestions and tips, tried out making .wads with some textures I made, and wow it's pretty easy now. I guess I over exaggerated my confusion with wally as now it seems so quick and easy. Maps look a lot better now.

Thanks to everyone who helped here! I'll take your tips to heart and save this thread in case I get stuck on something :thumbsup:

I've been fumbling around both engines, making some maps and all. There comes a time where I need to make or import a texture for a map so it works well into the map. In Source engine, its very easy as you just convert the image file into a .vtf and make a quick .vmt file and then boom! You got a texture for your map. Then quickly use VIDE to package everything together and the map should work as intended.

In Goldsource, I'm lost. The wally image editor confuses me as I'm not an expert in making wads. I make my image then drag it over in the wally image editor, then it loads for a bit (idk why), then I try my best not confusing export to save as I need to save as a .wad file, then I have to open up hammer editor and import the .wad into the texture, then who knows if the texture is even right. Once I'm finished with everything, I don't know how to even pack the whole map! I assume you just put the textures in the correct folders and then post it online, but what about people who download it through the game?

It feels such a hassle compared to the Source engine, though don't get me started with that engine. I wish there was an easier or faster process for this. I don't like individually creating wads as it causes the map to bug out but I hate going through the process just to group up all the textures, taking such a long time. It's processes like these that encourage me to use hl and cs wads instead so I don't over complicate things and cause me to drop out of the project.

Posted 1 year ago2018-05-07 20:57:50 UTC
in cl_dll compile problem Post #339515
If you want, you can get Sven Coop for free on Steam, that in itself has an SDK. It works pretty well and you have more control and options that the original doesn't have, like the Key to door function.
Posted 2 years ago2017-08-31 12:42:04 UTC
in Invisible texture bug Post #337189

Here, Im using Sledge btw but I also encountered these problems in the original Valve hammer, I never knew how to fix them so my usual solution is to just hide it with another brush
Posted 2 years ago2017-08-31 12:10:52 UTC
in Invisible texture bug Post #337187
What causes this problem and how do I fix it?
Posted 2 years ago2017-08-27 09:15:44 UTC
in Timer in HL1? Post #337091
Alright, I tried all your suggestions, I think Tetsu0's was the easiest to implement and get it working but I will look over the tutorial Victor-933 provided. Thank you all!
Posted 2 years ago2017-08-26 15:44:40 UTC
in Timer in HL1? Post #337066
I wanted to trigger an animation every 30 seconds in a map but don't see a logic_timer like in Source. Am I missing something? Do I need to bypass this system using a multitude of entities?