I have the GTM comics, but I think Habboi's already on top of that.
Name them.Not a game, but Futurama, which you've also said you have no intention of buying. Also Glee, because I feel like embarrassing you.
I want the GameCube version and I can't find it. Same as Thousand Year Door. As for all the other emulated games I have, I own all the original cartridges. I'll happily admit to that piracy, I'm not going to sugar coat it.I get that, but it's besides the point. You've done it yourself, but every time someone mentions piracy you ride in on your moral high horse to make us feel bad.
Having said that, paying exuberant prices on eBay doesn't help the industry at all.
If you say that you have to game, no matter what, then you have serious issues.Then I have serious issues. I'm a gamer. It's what I do.
Not many other people would.I disagree. It would probably weed out some of the crowd who keep complaining about the devs taking their time, too, despite doing this unfunded and in their own time. But it's a hypothetical, so who cares.
From what I've seen, that's what attracts people here. That's what makes TWHL appealing. That is our strong point right there, and you're suggesting getting rid of it.You're acting like we intend to destroy everything we already have on these engines. They will obviously be the largest focus, as we already have everything here dedicated to them. We don't honestly expect an abundance of new content to flow in for other engines, we're not that foolish. What then is the harm in simply expanding the site to accomodate other options, should people choose to use them or not?
Air - Le Voyage de P?n?lopeJust listened to it, now I do too. Amazing song.
I have an obsession with this song.
I say the more the merrier, you know? Why should the site be pigeon holed to one single thing or one engine. Like you said, if it has an editor then maybe you should try and include it. Everyone can benefit from some sound advice sometimes even if they are different engines. Level editing is pretty much the same no matter how you cut it; even the 2D stuff.Definitely. A lot of older engines still have a fanbase. 2D work would be awesome, too.
Don't laugh, RPG Maker is the bomb! Gotta love the Japanese!
Instances are like prefabs in L4D2 mapping, a wealth of instances makes mapping damn enjoyable. I spend a lot of time making them myself so a place to upload them would be awesome.Agreed. I've been using them a lot lately, they're just so damn handy.
WorldCrafters speaks more of the people and who they are.
I like WorldCrafters personally.....So do I, something along these lines would be nice. Ideally though, I would love to keep the name, but it's not going to make a lot of sense calling ourselves TWHL after expanding the site.
So what other games were you thinking of supporting? All valve games or broader?Broader. I'd love for people to start posting UDK work on the updated site.
Ooh the wonders of macro photography. Sometimes I wish I had a macro lens.Ditto. Have you got any cheapy macro/close-up filters, though? I got a 4-pack (+1, +2, +4 and +10) and you can stack them up, highest first, to enhance the effect. They do a pretty decent job, all things considered.
You have to be dumb to say that parallax mapping is awfulOuch!
The best examples of parallax mapping are when it is used in smaller areas as opposed to whole buildings and world textures. FEAR, Fallout 3/New Vegas, and GTA4 simply use it on decals, and that is as far as it should ever go.Oh god the decals in FEAR.
I thought ssbumps is unique in that whatever direction you're looking from, and using any type of lighting, the bump will still be visible.The biggest difference between normal bump maps and ssbumps is that the original one will only highlight textures, while ssbumps will highlight and cause them to self-shadow. The higher parts of the the height map will cast shadows on the lower parts, simply put.
Before this you would normally fake some lighting on the original texture (that's the diffuse) so it looked more realistic in-game. You don't have to do that now because ssbumps can take care of it.Probably the best feature they offer is the lack of any need to paint any actual light into the diffuse.Don't understand this. Can you explain better please?
I don't see what so-called special feature ssbump offers, as it does practically the same thing. Only it is smoother, looks better(less cartoony like the "normal" bumpmap), and as Valve says, it's faster to render.You pretty much just stated why it's a better technique. More for less.
Wouldn't making source have extra maps kind of be slightly unfair?Us moderators wouldn't be stupid enough to compare the quality of Goldsource textures to Source textures when reviewing the entries. Have some faith in us, come on.
Obviously the engine itself is superior, but I feel that that's slightly unfair if two identical maps made with identical textures will look significantly better in source, which might detract from the rating of the goldsource map.
OhEmGee I want to make the wad and since I won't be using them, you know they'll be totally awesome because that's just the kind of luck I have! I'll even convert them to source format so everyone is happyThey would have to be made for Source originally. Meaning at least 512x512 and normal and specular maps where appropriate. Porting Goldsource textures to Source is almost entirely pointless.
100 textures is a lot! In order for a competition requiring single-wad/single texture set to be a challenge shouldn't it have few textures? like, say, make a map with only a set of wall, floor, ceiling, and trim/glue textures or something?Definitely, 100 is ridiculous.
That's because you live in a desert where nothing happens.Are you Trapt?
Man, for a bunch of geeks, you sure are crazily opposed to technology.I can use the internet on my phone, but I never do. I've never felt the need to jump on the internet while I'm out and about. We're not opposed to technology, just technology that's worthless or overpriced! Frankly a lot of today's stuff falls into those categories.
So, you want all custom textures to have the map name included?Not in the filename, just a subfolder in the materials directory, so we can distinguish what belongs to who. It'll help when it comes to compiling the whole lot into a mod.
How about custom models? My custom models sit in their own folder anyways so I don't see the real need in changing it.I guess so.
I am all up for sorting but some may find this problematic if they don't know how to manipulate, move, and rename textures.Kind of goes without saying that if they know how to make textures for their room, they'd know how to save 'em in the right location, doesn't it?
One thing though, maybe we should add a requirement or at least a suggestion that each room must have some gameplay(combat or puzzle of some sort)?Fair enough, I think. Both my old rooms had some for of gameplay (one was combat, the other platforming).