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this is gona come off sounding SC nerdy any way I say it Lol, but the actual line spoken in SC was "Battle Cruiser Operational".
but yeah, that looks awesome. love the detail on it.
cylinders + skew
no not at all, i take everything as constructive criticism, even compliments.
Basically what I am attempting to do with this particular chapter is bring my mod and the l4d level design mentality together and make an over-mapped urban city environment.
Also keep in mind just because something wasn't a part of a game series doesn't mean a mod can not add it.
like the Care Bear mod, your comments would apply to that mod as well. Care Bears have nothing to do with TF2, but they put them in anyway.
Really when it comes down to it, sure there will be people that either do not like or hate my mod. And they are free to do so because I really won't/don't care about them too much except to improve my maps using their critique. but there will be people that like it and love it, and it is really for that last group that I am continuing to make this mod, even though I know there probably is going to be a lot of criticism on my semi-crappy mapping skillz.
but thanks for the insight.
lol, yeah thats what I realized half way through that post. Ill be releasing what I have of the back story and "interviews" next week with the WPR. Which should shed some light on exactly what is going on during the mod without directly giving anything too substantial away.
yeah, a particular mod, Coast Line to Atmosphere, has a section where there are at least 50 manhacks release over the course of the map. Way excessive if you ask me.
jesus, talk about hard choices. I had to go with Star Trek in the end though. Even though all three are move/tv series that I own pretty much all of the complete series box sets for (except SGA and the original Star Trek).
maybe, maybe not, all depends on what your opinion of a weekly report is.
To me, a weekly report is a post or video or something showing off what you got done during that week.
It does not necessarily mean it has to look perfect, it doesn't even have to look good because you can work towards that goal during each week until the map(s) is(are) finished.
lol, you have it backwards. Think about it in the content of the back story for the mod.
This was built after the Combine were driven away, they didn't rename the city.
Thought since I have not released the back story yet I guess thats an understandable misconception.
Maybe that will be what I do for next week as a tag-a-long.
referring to the demo? It doesnt really have a purpose. It was just to show off 2 years (on and off) progress on those alpha maps. With-in the story the section from the demo is the aftermath of a Combine attack that happens during the mod. I won't go into any more detail then that at moment.
well expect an update in a few weeks, I am working some more on that Mall map, it will be a little more fleshed out (if I don't rebuild most of it first).
pretty cool, the graphics were cheesy though xD
im getting CTD (crashed to desktop) at the main menu 100% of the time.
Current resolution in-game 800x600, vista ultimate, Radeon Hd 4870 x2. DX and drivers/CCC all latest releases.
nope, this is a new kind of technology that the Combine have invented through their use of shielding. Instant structures with the press of a button. there will be more on this in the back story.
Lol, maybe just a bit crazy.
The intention of this shot was an aerial view of the citadel-looking floor piece.
on the final version each one of these is going to be showing a different camera feed from the prisoner screening area. I didn't get around to adding in the entities yet though (just finished the screening area).
but I do understand what you mean.
sorry no WPR this week D: Have some rl stuff going on at the moment. But I'll make a double WPR next week though!
oh well lol firefox phail +1 for suggesting gorilla for the typo i had made me phail +3 for not realizing i used the wrong one lol.
either way, guerrilla gorilla, almost the same thing <.<
lol dunno if your being sarcastic or not, buut explanation time i guess.
gorilla warfare as in setting traps, ambushes, attacking from not very noticeable places, using advanced tactical maneuvers, and such.
lol, im working on the mod icon this week and next week. hopefully it will be done for WPR #6.
pretty cool game. bought it about a month ago, it isnt really that hard or easy really, right in the middle.
although, I have found a few bugs. I noticed a lot that if you rabbit kick into wolves it can kill you instantly (especially if you get the 'nice aim' bonus).
cant wait to see what Overgrowth brings to the table though.
the only thing that kinda put me off is there was no voice acting and the stand-in effects during the dialog (to show who was talking or something) were a bit annoying.
music was epic for the most part though.
when i get to that stage i will be making a new npc in the code for it that will have harder stats.
The idea I have for these guys is to have them be part of a Combine Tactical Op group, specialized in gorilla-warfare. There will be a short blib in the back story about them.
lol stole? if you have permission its not stealing.
and to answer your first question its something new. showing off new stuff or getting information out the the definition of a news post.
but im not gonna debate bout that any further, if you dont think mods should use stuff pre-made from places like fps banana, thats fine, but I think it shouldn't matter, if it cuts down on the mod workload its golden (again if you get the go-ahead from whoever made it).
anyway, it looks like WPR #4 will be coming out on Thursday this week. I was going to get some work done on the map yesterday but due to circumstances I was unable to get around to it and it should take me 2 days to finish this base camp area for the Combine (with displacements).
yeah, thats where all these skins came from.
lol its the image (laughing man face + hl2 icon) my dev group uses because we decided to call ourselves Laughing Man Productions².
yeah, in the process of doing that, just to be on the safe side xD
interesting mod. Thought it is a little bit buggy. and there are some things i dislike about it.
First what I do like about it:
Awesome idea. This is like Marble Works except 3d and your the marble.
Music fits it well. Very innovative and well designed levels.
Stuff I don't like about it:
Camera!!!! This was super-mega-crazy.... frustrating for me. The camera is not a free-view style and is very very hard to get it to the spots where it needs to be.
I kind of didnt like that sometimes you have to double press the keys to get the ball to move in a direction and that the ball never stays completely still when you not moving it.
Some weird stuff I found:
During the first stage, when you have to move the box down and over to the gap. I was pushing it into place and got knocked back. I went back up to knock the box into place and it jumped at me and i was sent flying off the platform. This happened another two times while I was working on this level.
Lots of things seem to shake while you move across them (probably the issues with the physics engine more then the maps).
all in all though, a pretty good mod.
ok let me rephrase, all i wanna know is if you like the style. Like do you like the single face displacement over the multi-level style. just try to tune out the texture, the features of the displacement and all that other crap lol. these test maps weren't meant to look pretty, just a point of concept for two styles I am trying to decide between.
pretty cool. I did manage to crash the game though by flinging a saw blade into one of the segment changers.
interesting theory, some pretty good mapping as well.
alright, I have decided what i am going to do with the "desert" map and how to connect it to this one and how to make this one better per everyone feedback on the past few WR's.
I am going to change the desert map to either a marsh kind of map or an empty lake that will connect to this one via an empty aqueduct (this is because the combine used up the resources around NPZ and the resistance had blocked off the flow of water to the lake; if i go with the emtpy lake route).
and BM2OA will change probably a lot.
you will start out in a small combine outpost that the aqueduct feeds to. You will then have to make your way through this and then up into the mountains where BM2 is located. I will be lowering the displacements and making what is now the river into more of a stream (raising the bed displacement) then make you have to find a way up to the drawbridge via the previous route (that area will still be up high but with no places in the beginning of the ravine that will take you up there as that back will be at near ground level.) You will see some of what I am talking about in the next WR.
at the moment though I am studying some outside area maps from popular mods to get a feel for what they did right and how they did it.
This map is getting pretty close to 45% done now. most of the outer area is done, just a few things to add so that if you fall off one of the rope bridges or cliffs that you can get back up.
as well as a way to link the NPZ out doors map to this one effectively.
I will post up Week 2's report tomorrow. will be screens of the second area I mentioned here. Finally got around to compiling it xD.