hi, i'm VaTTeRGeR, currently mapping and modelling for the source-engine and MoW.
Wow, this is really worth playing if you haven't!
This mod captures the essence of Hl2 in just 15MByte and cranks it up a notch with awesome map design and the feeling of an interactive and well planned environment, that not only looks and feels convincing but also works with vertical movement for a change.
Only thing i can really bitch about are 2 badly lit pipe props and a bitchy ladder that worked only after the 10th try, everything else makes more of an HL2:EP3 impression...
The major bottleneck is probably your cpu, i get good to average framerates on an Q9650+gtx960 system. There are portions where my fps dips quite a bit though, even if it's just some more npcs, underhell can be overly cpu heavy in some areas.
Nope, no change. I'm playing on gzdoom 2.30. This is the point where the bug occurs: Youtu.be I'm not able to go through either corridor.
Great Job! I think i found a map-bug though: Imgur.com
You cannot pass this corridor and the one 90 degrees to the left (although it's empty). Also the lamps hang in the air...
Nice layout, nice brushwork, good atmosphere! I like the floor and the overall design, the red light creeping around the corner is great!
The dynamic shadow on that cogwheel is a nice touch.
The break in the wall is a bit too perfect to be believable.
(the rest of the wall is completely undamaged after such a large amount of bricks has been ripped out? Also no bricks/rubble laying on the ground?)
The brushes holding the pipes are a bit rectangular and fat, they could also break the flow by getting the player stuck when he runs against them.
I'm not trying to compare your mod to Alchemilla on a production level, I just used it as an example for two specific things i found were lacking from your mapping in basically every screenshot you uploaded so far, everything else is fine, i really like your map layout and prop placement.
Also, what you put out publicly is assumed to be the best you got, why should i go "nice work, looks awesome!" while thinking in the back of my head "eww that lighting, did he use fast RAD or what?! i hope he fixes that later on". That's just dishonest and not constructive in my opinion.
I don't want to continue this disaster of a comment chain any longer, have a nice day and good luck with further development!
Sorry, I didn't mean to be rude and I also didn't know your development history, it was just my impression from the mapping for this mod.
Everyone has an opinion and i'm not saying mine is better than yours, it's your mod and therefore your choice.
What i was basically trying to say was that the levels feel like they lack the small details like grime/rubble in edges and (contact) shadows, which makes source levels really stand out.
Things that look like they should cast a shadow do not do so, like the ceiling pipes and vents in the screenshot above. It's something that bugs me a lot.
Also the black props, there are multiple screenshots where some props are full black, while the surrounding walls clearly indicate that there is a lot of ambient light: Media.moddb.com
There is no way it's "just my monitor" i copied it into PS and took the color value, it's just plain pitch black.
Here is an (albeit extreme) example of what i consider best case grime and shadow: Moddb.com
It has edge grime, everything throws a correct shadow, making the props feel connected to the scene.
I'm not saying you should change your style to what others do or anything, it's just the first thing i notice when looking at the screenshots in the gallery, the very harsh/sharp transition between elements in your scenes, to the point that they look disconnected.
I compiled some extra critique here: I.imgur.com
And a few useful resources!
Setting the mood:
Also try to look into light color("temperature") for different kinds of lamps!
Tuning the light resolution:
Compile with more bounces and fix bad prop shadows:
You're on the right path but your lighting is dragging down everything else, it's just so very bland and uniform, no color, no contrast...
There might be some people saying "yay" and "nice work", but the ones thinking:
"ugh another hl2 mod with fugly lighting and basic geometry..."
will most of the time just leave and say nothing, cause they don't believe that it'll change at all.
I don't want to step on your toes, this is just my honest opinion and I'm really looking forward to playing your mod!
You really got the ceiling and walls nicely detailed but the pillars stand out like a sore thumb.
You could easily make them more interesting/convincing by adding a 1 or 2 unit bevel to the edges.
Looks good! the brush table and decor above it could use some smoothing tho:
The modelling and light-placement in your mod is really nice! Good luck!
It works, nice!
Yes, i downloaded the newest stable release from the website yesterday (release-20161019), the default games do work.
You're right, i thought it was some mac specific thing. The game throws the same error though. Also downloaded all the files for dune/red alert/tiberian dawn beforehand.
Can't begin a game without crashing with this error:
Exception of type `System.InvalidOperationException`: Unit `boxes04` does not have a sequence named `idle`
(On windows you need to unpack the wwi.oramod file and place its content in a new folder called wwi inside the mods folder...)
arrows work well if you add a trail or make them bigger/slower, AoE2 made the arrows slow enough so that they are visible for at least a few frames and also made then just big enough to be nicely visible without breaking immersion: Youtu.be It's a matter of tweaking it until it looks right (on all resolutions!)
Reminds me of AoE2 :)
Awesome art you have!
Will locking the aim make the cursor stay on a position, follow an entity or keep the rotation? Locking on a position seems quite reasonable but the other options could provide additional gameplay options.
Took it a few days ago...
will there also be an presentation of the results?
You could add an assembly crane like so I.imgur.com
Arches would look really nice on the tower.
The kicking function looks really promising!
Loved the flash-version! This looks very nice, good luck!
Awesome to see that it's still going forward somehow. The first Chapter was a real blast in terms of gameplay and atmosphere!
This fits well with your color-palette :)
It would be great to see a non-cutout version of this for proper judgement
Good to know, looks like a nice all-in-one-editor! (i didn't actually test my proposal, but shouldn't it work in this case, since "*.pk3" is only a renamed zip file?)
Rip and Tear that pk3 open with 7zip and change the symbol in the mentioned line would be my suggestion :D
Is damage for buildings calculated with physics in mind, or just like "projectile X does Y damage" ?