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Comment History
GoldSourceFreeman
GoldSourceFreeman - - 22 comments @ SIGNAL LOST

I really hope we will see good-old Mr. Friendly in the mod!

Good karma+3 votes
GoldSourceFreeman
GoldSourceFreeman - - 22 comments @ Where are the commentators ?

Well, that was rather unexpected to see THIS photo on the credentials.

Good karma+1 vote
GoldSourceFreeman
GoldSourceFreeman - - 22 comments @ Hard - Life

The idea is very cool. But I've got a question. Will this new AI work with the original maps?

Good karma+3 votes
GoldSourceFreeman
GoldSourceFreeman - - 22 comments @ Half-Life: Extended

All this sounds veeeery ambitious and interesting. I hope you can successfully finish the development.

Good karma+6 votes
GoldSourceFreeman
GoldSourceFreeman - - 22 comments @ Half-Life: Insecure

That's interesting. Looks like the maps evolved from the classic vanilla HL style into a new modern one.

Good karma+2 votes
GoldSourceFreeman
GoldSourceFreeman - - 22 comments @ Half-Life Decay: Solo Mission

That's interesting. But aren't the decompiled maps a complete mess, especially some complex brushes?
And even more important question: will you bring back the toilet in the Freeman's room?

Good karma+2 votes
GoldSourceFreeman
GoldSourceFreeman - - 22 comments @ Heads Up!... Display.

A new HUD and actual explanation of its existence? That's better than GearBox did in BS.

Good karma+3 votes
GoldSourceFreeman
GoldSourceFreeman - - 22 comments @ Comfy Half-Life maps (VR)

Thank you! But isn't it too radical to flee into the borderworld?

Good karma+1 vote
GoldSourceFreeman
GoldSourceFreeman - - 22 comments @ Comfy Half-Life maps (VR)

Of course. VR is just an option.

Good karma+1 vote
GoldSourceFreeman
GoldSourceFreeman - - 22 comments @ Half-Life: Dark Matter update - 19/02/2020

The towers have doors now! It's really cool to see such details! And BTW who exactly from Vinesauce mentioned your mod, Joel maybe?

Good karma+4 votes
GoldSourceFreeman
GoldSourceFreeman - - 22 comments @ Half-Life: Field Intensity

Пожалуй тоже поинтересусь, как там идут дела? Можно ли назвать хотя бы приблизительную дату выхода?

Good karma+4 votes
GoldSourceFreeman
GoldSourceFreeman - - 22 comments @ 2020 Update #1 progress

I see. So you dealt with the problem, that's cool.

Good karma+2 votes
GoldSourceFreeman
GoldSourceFreeman - - 22 comments @ East Crossing - Apartments (WIP)

Even if this place is abandoned GoldSrc makes it look cozy anyway.

Good karma+5 votes
GoldSourceFreeman
GoldSourceFreeman - - 22 comments @ 2020 Update #1 progress

The high-res textures look cool in HL, yes, but don't you get "Block alloc: full" message from time to time, when the engine runs out of space for allocating lightmaps?

Good karma+1 vote
GoldSourceFreeman
GoldSourceFreeman - - 22 comments @ Comfy Half-Life maps (VR)

Thank you! But I don't think I'll return to this map, I've done with it. Maybe I'll come up with something new in future.

Good karma+2 votes
GoldSourceFreeman
GoldSourceFreeman - - 22 comments @ Frequently Asked Questions

I like your attention to details. It's a shame Valve cut most of the satellite stuff, like scientists' explanations and the online hologlobe.

Good karma+2 votes
GoldSourceFreeman
GoldSourceFreeman - - 22 comments @ Face the nightmare

Wow, this is an interesting technique. And definitely looks more professional than using sprites.

Good karma+3 votes
GoldSourceFreeman
GoldSourceFreeman - - 22 comments @ Face the nightmare

Looks absolutely gorgeous! That's the visuals interesting to look at and the atmosphere feels just right, something modern AAA-games had lost long time ago.
BTW how did you manage to implement that road under the powerlines so seamlessly and smoothly? Could it be composed of oriented sprites?

Good karma+5 votes
GoldSourceFreeman
GoldSourceFreeman - - 22 comments @ WIP

Nice mapping! But there are a couple of things looking not so good: pitch black polygons and pipes textures mismatch. I'd recommend to read this article on Sven Manor, dedicated to advanced lighting: Sites.google.com.
And for the textures thing: try to select a pipe side with LKM (while in texture editing) and then apply the texture on the next side by ALT + RMB, that will do the trick.

Good karma+1 vote
GoldSourceFreeman
GoldSourceFreeman - - 22 comments @ Half-Life: Battle Royale

This is a pretty interesting idea! Have you seen lms_bath or Pubg maps for Sven Coop? Would you add a danger zone (forcing the players to move to the center of the map) or transport? Will you keep the default textures or make new ones?

Good karma+1 vote
GoldSourceFreeman
GoldSourceFreeman - - 22 comments @ Half-Life: Anti-Climax

So let's criticize first, the very beginning is too hard in my opinion: it's dark, you don't know where to go, constantly being attacked and there are almost no places to hide and think where to go or watch where the butterflies go.
Next, the keycard is almost impossible to notice. It blends with the ground and partially blocked by the crystal and its glowing sprite. I had to check the walkthrough to find it.
The good ending: I've played the First EP so I thought I knew what to do to escape stasis, but it didn't work! There's only one vortigaunt who saves us and I've managed to save ONE vortigaunt, but nope it didn't work, so again had to check the walkthrough (still managed to find the pink barrel by myself though).
But despite of these minor flaws the mod is great: it's non-linear, the maps are cozy, really well made and have the right GoldSource atmosphere. The good ending is unbelievably great! The map is gorgeous! I really enjoyed playing it, thank you!

Good karma+2 votes
GoldSourceFreeman
GoldSourceFreeman - - 22 comments @ Half-Life: Anti-Climax

Actually there's an icon in the corner at the very beginning showing you the module.

Good karma+1 vote