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  3. Mr. Happy

Posts by Mr. Happy

  • Brash going down...

    • Mr. Happy
    • November 16, 2008 at 1:25 AM

    though I never heard of them that's too bad...

  • Originality in mods

    • Mr. Happy
    • November 13, 2008 at 7:19 PM

    The most original mods fail because you either can't get a team behind you or they require to much work for people to do in their spare time.

    The least original mods fail because they are crap ideas came up with by people who don't know anything about modding and just produce a single shitty concept drawing of a character and a two sentence plot.

    So you gotta be somewhere in between.

    Mod's, and game's in general, should just be fun. You can't expect everyone to make the the next dystopia, natural selection, or whatever. People have to work inside their capabilities, not everyone has groundbreaking ideas, and you aren't getting financial incentive to keep going. Even if you are making the same old City 17/HL2 style maps there is lots of room for creativity in goals/puzzles/enemy placement/level design/pathing/etc., without changing at all the basic core gameplay or idea of the game.

  • Cliffy B the idiot?

    • Mr. Happy
    • November 13, 2008 at 7:05 PM

    Different strokes for different folks. Maybe he won't like mirrors edge, it's very different gameplay and not everyone will like it. Hell, not everyone likes GOW or for taht matter shooters at all.

    I know in this instance the demo of Mirrors Edge made me want to buy it even more than I already did, and I did buy it, and I'm loving it.

    Anyway I've heard many people say that they play demo's of games to decided which one they spend their money on, and I've heard people say they didn't buy games because they didn't like the demo...never heard anyone besides him say they wouldn't buy a game BECAUSE they liked the demo.

    Maybe he's right about it ruining the moment of truth feeling, but from a business standpoint he's wrong.

    So, if you don't want to ruin that feeling, don't play the damn demo. It has nothing to do with a company RELEASING the demo.

  • US presidential election 2008

    • Mr. Happy
    • November 6, 2008 at 8:20 PM

    I think the biggest problem with the two party system isn't in choosing the president, but in the make up of congress.

  • Fallout 3

    • Mr. Happy
    • November 2, 2008 at 3:13 AM
    Quote from Sentura

    good to know that im not the only one who thought the box looked a bit odd

    I got the survival edition for my brother's birthday adn it wouldn't let me order one for myself

  • [TF2] pl_hoodoo

    • Mr. Happy
    • October 26, 2008 at 1:02 AM

    Best custom pl map in existance.

    That is all.

  • [TF2/FF] Desolation

    • Mr. Happy
    • October 25, 2008 at 3:18 PM

    Thanks for all the comments guys :/

    Maybe I'll get more feedback with a downloa link

    I just updated the first post with some fresh screens and three download links to the first publicly released beta so get playing!

  • Far Cry 2: Realtime damage!

    • Mr. Happy
    • October 21, 2008 at 3:02 PM

    i rotfld my pants

  • TF2 push for a community map release

    • Mr. Happy
    • October 21, 2008 at 9:51 AM

    I think this is a great idea and I wouldn't be suprised if it happens, though I find the maps in the vote questionable. I haven't played aerospace and a few others, but I've played alot of thsoe, and though some are good most are terrible in the sense that they could've been so good without some serious flaws which make their gameplay excruciating, for example labor and quarry.

    There are also some better maps out there than those listed, though names escape my very tired mental state.

  • Left 4 Dead

    • Mr. Happy
    • October 16, 2008 at 7:30 PM

    coop makes even sub par games like GoW amazing i think

  • WIP in WIP, post your level screenshots!

    • Mr. Happy
    • October 14, 2008 at 4:20 AM

    SO DARK!

  • New Compile Tools for any Source game

    • Mr. Happy
    • October 13, 2008 at 4:17 PM

    Very cool.

    I used batch files in the HL1 days as it was almost neccessary due to the percentage of resources Worldcraft ate up, but now I find it easiest just to use Hammer, it's not any slower in these days of multi-gigs of ram and theres really only a few extra options you need and I built them into Hammer's hdr full final setting.

    But I'm sure I'll use this when my single player HL2/portal packs are done to do final compiles on everything at once.

  • [TF2/FF] Desolation

    • Mr. Happy
    • October 10, 2008 at 8:42 PM

    Thanks

    Updated first post.

  • [TF2/FF] Desolation

    • Mr. Happy
    • October 2, 2008 at 6:22 PM

    TF2 arena map in a desert environment focusing on multi-tiered terrain and lots of cover to circle around during intense firefights. Arena isn't my favorite game mode, but I do like it sometimes and they are smaller, faster to build, maps, which is ideal as I want to finish this quickly.

    When this is done, I'm converting it to two team murderball for Fortress Forever.

    Oct 25th 2008 - First public beta released!

    I've put a lot more work into this map, building surrounding areas and 3Dskybox to flesh out it's world-location-situation-place-cheese-whatever thing. Also adding more detail, optimizaing the collission hull, tweaking lighting, and putting in...wait for it...clouds!

    There's still more to be done in detail and optimization, tweaking the 3Dskybox, lighting, adding ambient sound, and making the spawns more than just empty boxes, but you should (hopefully) find it fun to play, pleasing to the eyes, and FPS friendly.

    Enough talk, download links and fresh screenshots follow.

    Download at TF2Maps.net

    Download at Filefront

    Download at FPSBanana

    [Blocked Image: http://i136.photobucket.com/albums/q192/MrHappy_photos/arena_desolation_pb10008.jpg]

    [Blocked Image: http://i136.photobucket.com/albums/q192/MrHappy_photos/arena_desolation_pb10010.jpg]

    [Blocked Image: http://i136.photobucket.com/albums/q192/MrHappy_photos/arena_desolation_pb10013.jpg]

    [Blocked Image: http://i136.photobucket.com/albums/q192/MrHappy_photos/arena_desolation_pb10015.jpg]

    Oh and for the love of cheese please leave comments, criticisms, suggestions, etc!

    Oct 10th 2008 - First art pass, some lighting and prop optimization. Changed sky and tweaked lighting.

    I want to have another playtest before building the surrounding areas and skybox, then comes more detail, then final lighting and that's it.

    http://i136.photobucket.com/albums/q192 ... b10000.jpg

    Overview of blue side of middle.

    http://i136.photobucket.com/albums/q192 ... b10001.jpg

    Blue's "backyard"

    http://i136.photobucket.com/albums/q192 ... b10004.jpg

    Underneath the cap point. The mine elevator shaft = deathly fall of doom.

    Oct 2nd 2008 - Layout, basic detail, and basic lighting done.

    After several playtests I've finalized the layout. There are 3 small health vials clustered around the control point (one on each side and one underneath) to help drag the fighting there once mot people are dead and the point is unlocked.

    http://i136.photobucket.com/albums/q192 ... b50004.jpg

    Part of blu side.

    http://i136.photobucket.com/albums/q192 ... b50000.jpg

    Cap point goes between the two towers.

    http://i136.photobucket.com/albums/q192 ... b50001.jpg

    Layout overview.

  • New Alan Wake trailer coming 15. of October

    • Mr. Happy
    • September 30, 2008 at 9:24 PM

    /dies of excitement and orgasm

  • Forum restructure

    • Mr. Happy
    • September 29, 2008 at 7:14 PM

    I like it, though I do think it's kinda strange engine discussion is now gone/archived even though it didn't see much activity.

  • WIP in WIP, post your level screenshots!

    • Mr. Happy
    • September 11, 2008 at 12:02 AM

    Decided to whip up an arena map while mr2videocards has the vmf for our map cp_factory.

    It's called arena_desolation. Basically, it's an arena map, in the middle of a desert, 95% rocks and terrain, only a couple small buildings. A very desolate place. This fits nicely with my goal of finishing the map in under 24 hours total.

    After 2 hours hours or so work the layout for half the map (it'll be symmetrical) is nearly done:

    [Blocked Image: http://i136.photobucket.com/albums/q192/MrHappy_photos/arena_desolation_wip1.jpg]

    Hammer screenshot, no quips about the lighting!

  • [TF2] Cp_factory

    • Mr. Happy
    • September 9, 2008 at 2:50 PM
    Quote from tofu

    I agree here, it looks kind of strange. You could push the rock wall in by 64 and build a support structure up in front of it.

    But overall, the map looks amazing! I'd work on producing a more legible description of it's gameplay - even if it's not confusing after playing it for a bit. I want to get excited about the potential layout but I can't visualise it off of whats written

    I think the rock wall looks weird because of the really acute angle to it from the place the screenshot was taken, making the texture look squished.

    Ok, basically, the gameplay is like this: I'ts a five point CP map but the last two points are in whatever order YOU want them to be!

  • TF2 Pyro Update THIS WEEK!?!

    • Mr. Happy
    • August 19, 2008 at 2:02 PM

    I can't wait to see just how small these new maps are, I want to make one and if they are the appropriate size I will have time to

    So they are making another version of well. They keep trying to make a version people will like and they keep failing, but this should to it I hope.

    Quote from Zeta

    decent grass textures, in my TF2?

    NO WAI!

    Quote from Jenn0_Bing

    Yes! Green!I agree on the skybox though. They could have done with a second row of "real" trees, as such there is a large gap between the "real" trees and the skybox trees which jsut looks odd.

    It may just be a weird perspective. That wood structure looks accessible and I suspect there's something in between that and skybox like a giant cliff?

  • [TF2] Cp_factory

    • Mr. Happy
    • July 28, 2008 at 2:18 AM

    Hey I'm glad you guys like our little map (well actually it's quite large).

    Makes me feel good

    One thing I've been working on is a dynamic signage system. Since the way you move through the level changes with what's been capped were making it so the signs change too. Every door you can't access has hands, the signs for resupply rooms dissappear if you can't go in, the dynamic tunnel has the round hydro signs that change skin and location and disseapper/reappear depending on the state of the map. All that good stuff.

    All maps are a bit confusing when you first jump in them, and this one is probably a little more so, but were doing everything we can to minimize it. There are people out there who will get frustrated and leave after five minutes, but thats fine with me, 95% of the players, including people we don't know who randomly join, get the map after a round or two, and that was before we added the dynamic signage.

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