I'm CrazyChicken. I understand the Source engine very well and am a long time Valve fan.

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Well I've always hated Blogs since I watched an episode of "Lewis Black's Root of All Evil" a long time ago but later I've found that show picks on just about everything and it's brainwashed me into hating something that really isn't bad. So anyways now that I don't hate Blogs I felt like I should just talk about some stuff I've been working on/doing.

Goldsource Playermodel Ports
On the Facepunch thread you can see I've been rigging playermodels for gmod. Me and Shotgunguy did this to compete with another person on garrysmod.org who was releasing ported and rerigged HL playermodels. When SGG released his HLDM:S players and started working on the HL:S pack I started doing more from other Goldsource games. The ones I plan to do are Ricochet, Day of Defeat and Counter-Strike.

This map was more of an experiment to see if I could mass port some popular multiplayer maps from Goldsource games for Half-Life: Source Enhanced. That and I just love porting things to Source. Goldsource is my biggest nostalgia. The reason this map took an entire month to make even though I pretty much had it finished in the first 3 days was because I hit a massive work load in real life. School projects, commitments, making money; you know that kind of stuff. Once I had a break from real life I went ahead and finished this. Hope you enjoy it, even though it hasn't had much popularity so far I think it would be really neat to play.

Goldsource Stuff in Half-Life 2
I did this just for fun. Since Shotgunguy and I have been rigging playermodels for garry's mod I thought it would be cool to have all the old Goldsource guys in Half-Life 2. My Half-Life 2 folder has always been the central hub for everything I make. I always compile for HL2 sometimes by accident so my HL2 is really wacky and funny at times. So I was thinking it would be cool to replace every HL2 model with rerigged Goldsource stuff. This has turned out to be a much larger project then I anticipated, at first I was just gonig to do the citizens, combine and main characters but it soon turned into me working on many different things. No idea if I'll finish this it could die by tomorrow for all I know.

Half-Life Invasion
This mod is fucking amazing I don't know how I missed it this long. Okay let me say this. It's hard as hell, but the mod just does so much it's amazing. I was very impressed. It was also quite moving to see a very quality mod for the first time in ages, it met all my expectations.

TTT_Bank_b4 Plans
I have been planning on redoing TTT_Bank for awhile now but I never really did much planning up until this point. The biggest criticism I've gotten for it is that it's very unrealistic and pretty damn bright. My defense for the lighting was that it was realistic, but I understand now that boring lighting whether for realism or laziness is just a no-go for video games. I don't have a defense for how the map makes sense. On paper it looked really nice. However when it came down to mapping it originally it turned out quite awkward. I still really like the idea of having cubicles, hallways, elevators and underground vaults in the map. So I'm planning on keeping those but I'm going to set it up in a more realistic manner. There will not be a second floor in the next version I'm planning on getting all of the Bank like stuff into the first floor, but still having the "important" things be the farthest away. I'm really hoping I can add a vent system to this version of the map it was a real bummer when I didn't have space for it before. I'm considering adding a bank robbery objective but I'm not sure who the objective would benefit. The underground portion will be further underground to make up for the second floor. Hell maybe I'll add a sub-basement level we'll see. Also I think it would be funny for this map to connect to the other versions. When I was making B2 and B3 I left a tiny bit of back story to why the map changed. This go around I'm thinking I'll leave newspaper articles and grand opening signs explaining what happened. This sort of thing is nice for TTT because the rounds are long. This map should be a lot better than the previous versions.

Uplink Source On Hold
This project is turning out to be quite large. The final level has to connect two parts and I've been trying to wrap my mind around it. It's not hard to do but I've been lazy about it. When I goto work on the final level of Uplink I think "Okay so it's time to go through the whole map porting process again. I just need to open up the BSP decompiler, fix all the textures, fix all the input output stuff, fix all the obsolete stuff, make improvements so it's not the same as HL1 and I have to find a way to connect it to the other levels." Actually that doesn't sound too bad written down but let me tell you it's a pain staking process.

That is all for now. If you read this give yourself a medal.

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