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Blog RSS Feed Report abuse Latest Blog: It's hard to keep focus

0 comments by Mxthe on Jan 23rd, 2012

No, I don't mean keep focus as in "Staying focused" as in "Focus in what you are doing"

I mean focus as in, "the image is blurry" or "Can't see a clear picture"

When you are working on a Project, no matter if you are working alone or with teammates, you are assigned (or assign yourself) to one specific task at a time, and even if you multi task some different things at once, you just can't make THE WHOLE project at once.

You gotta start somewhere, and then go somewhere else, and then somewhere else, and those parts that you complete, well you won't really be seeing them again for a while, since you'll be working on the other parts.
Yeah testing the whole project can fix that, but once you "lockdown" a part, you just won't touch it again, and you gotta focus on the parts that are still not complete.

My point is, when you spend 2 weeks working on a tunnel, your view starts narrowing down to that tunnel and sometimes, you might encounter yourself feeling "this is it? Two weeks for a bloody tunnel."

It's important to sometimes, step back from that tunnel, and look back at the project in it's entirety, because looking just at that tunnel that just won't look as good as you imagine it, well it can demotivate you pretty badly...

So sometimes step back, and replay your project, and try to piece the ENTIRE thing in your head, to see where you are going.

This helps getting out of that tunnel...

The problem is getting back in, but once you are motivated it gets easier.

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Post comment Comments  (60 - 70 of 73)
bXmMusic
bXmMusic Aug 21 2011, 4:31am says:

hi mixthe i was just wondering if u could accept my freind request plz im sure uv heard this million time but i love your mod its the best mod ever made hor hl2 ty for this great game

+1 vote     reply to comment
bXmMusic
bXmMusic Aug 21 2011, 4:32am replied:

i meant bigsexyhoneypantsthatiwouldstuffmyselfintoyou sorry

+4 votes     reply to comment
LIMP_BIZKIT
LIMP_BIZKIT Jul 28 2011, 10:46pm says:

hi mixthe i was just wondering if u could accept my freind request plz im sure uv heard this million time but i love your mod its the best mod ever made hor hl2 ty for this great game

+1 vote     reply to comment
LIMP_BIZKIT
LIMP_BIZKIT Aug 3 2011, 6:53pm replied:

i ment mxthe sorry

+1 vote     reply to comment
orang3dragon612
orang3dragon612 Jul 7 2011, 7:25pm says:

Hello M, yet another fan here. I wanted to complement you on not only becoming one of the most renowned Half-Life 2 modders (And making one of the best mods) but also on the striking soundtrack made by Tom Stoffel and you. If there was a mod award for music, Underhell surly would have won. One of my personal favorites is the one hidden in your media section, the Red Door. Truly fantastic. Being the fan I am, I have a few questions. If you include the prologue and epilogue, then there are 8 chapters, each ruffly comprising from 1.50 to 2 hours or more apiece. This roughly makes your mod 14 hours long. By the mods conclusion, this is going to be one big download. So, I was wondering, would you ever approach Valve and ask for Underhell to be a official Steam Mod. Of course, there's also the outdated Smod engine. As well, as I have seen others do this, would you make some sort of survival mode, as your mapping is great and there's a wide variety of weapons and opponents. Finally, the events occurring at the house including the dreams, do they take place before, during or after the main campaign because I doubt the army would let Jake run off home to catch a nap and investigate his paranormal home. Sorry that this was so long and thanks for taking your time to read this. K.L.

+4 votes     reply to comment
Mxthe
Mxthe Jul 10 2011, 3:44am replied:

Hello, thanks for the comment.

The Red Door is not a music from Underhell, it was just something I made on the side.

I suppose you deduced the chapter count from the mod folders, this count was made including the prologue, epilogue and credits, there are not exactly 8 chapters in the mod, and not all of them are exactly the same length.

As for the file size, what takes the most space are the models and textures, now that the "biggest" chunk of the mod was released through the Prologue, the other chapters should not be much bigger than the actual Prologue, I am pretty sure that the entire mod at the end will be smaller than most of the heavy mods you download from MODDB.

Valve only adds mods on Steam once they have reached a certain level of popularity/downloads, and they rarely add single player mods.
I believe the download count has to be over 70.000, but I am not sure.

Underhell will be ported to the newest version of the Source Engine, that includes a re-make of The Prologue that will contain the port as well as some bug fixes and overall improvements, that will hopefully be released along with Chapter 1.

I have not thought about making a survival mode, in Single Player it would not really be much fun, that kind of things works better in coop.

As for what happens in The House, I cannot really tell you now, that would be spoiling the story.

Thanks for your feedback and your well developed questions.

+5 votes     reply to comment
WS-GS8
WS-GS8 Apr 3 2011, 6:40pm says:

Mxthe, I was wondering if you wanted to increase the difficulty of the Prologue in regards to shooting the terrorists and them shooting you.
I recently saw some comments on the UnderHell main page on Moddb, one of them complained that the action was too easy and the enemies "have to learn to aim". I happen to agree to this, began experimenting on my own. Entering "npc_weapon_adjustspread" in the console, followed by a number (0.1 = very accurate) enables all npcs to overall be better shots. Since I know you must have triggers for console commands to be executed behind the scenes (ex: disable_bullettime 1), I think if you implemented this, shootouts would be more satisfying without you having to do much work.
Just a suggestion, I know you're working towards moving the Smod functions you need to the 2007 engine, which would moot above console command.

+2 votes     reply to comment
Mxthe
Mxthe May 15 2011, 2:01am replied:

When making the prologue I tried to keep a 1/3 ratio between difficulties.
1 being the easiest, and 3 being the hardest.

During beta testing, testers commented that on 2 (Normal), instant deaths were common by headshots, which is why I tried to keep this ratio.

I realize now that the ratio should be kept for Easy and Normal, but should be exponentially increased for the Hard difficulty, making it even harder, some sort of "Realistic" difficulty if you will, where a few shots are enough to kill the players.

This difficulty setting will be implemented into the prologue later on.

+5 votes     reply to comment
Wobot
Wobot Mar 28 2011, 6:33pm replied: +4 votes     reply to comment
Mxthe
Mxthe May 15 2011, 2:28am replied:

When it's done

+4 votes     reply to comment
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