Posts by The Horse Strangler
-
-
Those should be the new sentry's for an engi, they seem to fit so well in that scene.
-
Sounds interesting as to what you're making, may I ask what?
-
-
That nice rain is a generated model, that only can collide with dev texture floors, which is more fail then AIDS.
-
Even more is hard enough, yet an uber helps, but sentry's down there are pretty in defeatable.
-
Me too, lazy town was complete crap, I hope you blanaced the map far more then just gave it a makeover, it needs to be a bit smaller too. From the original I mean.
-
It's a collage In California, of Westwood. Not one of the best Game design collages, but not the worst!
-
Great work On this Map HP, can't wait to play through it, heck it looks better than most of the maps in Crysis too.
-
Pretty awesome if I might say.
-
For a HL1 mod, this was pretty good, great job guys.
-
Quote from Zacker
The course is a part of the Media Technology and Games degree, which has two lines: Design and Analysis and Technology. The first is about game design and the second about programming which means that the games should not be judged too much on the visuals as there were no real artists.
Then they will not be Properly Prepared. I teach a class, and the goal is to be artistic in your programming and Level design. Making it work is pie, but making it awesome is the challenge. We use source, and after 2 years, the games I've made with the students I had, were sadly alot better. I'd expect more from a 4 year class.
-
Yeah, I'll give that a look at, it's really odd you ran into that. Thanks though!

-
Whoa thats odd, we never had that happen to us in any playtests, how did it get there to begin with, did you fizzle your box or?
-
-
No, its still missing the much needed tool textures and alot of other misc textures like Test colors.
-
Indeed it does.
-
There really isn't a way, you just have to Deal with it, I find that when I've used alot of textures in a single map, i tend to click the "textures used Box" Which shows the ones that are in the map at that time. Sadly there is no way to get rid of the Textures as the FGD requires H2 in it for the entity's.
-
-
Quote from Sentura
just tried it out, and honestly, i'm not impressed. while the visuals are good (although not canon), the puzzles set the bar way too high in difficulty. i had a hard time figuring out what to do in some puzzles, and later on how to speed it up so you could make it within the required timespan. Add to that the numerous places you could get physically stuck, where i had to use noclip to be able to move. for the low gravity parts, you are offered no step by step tutorial on how it works other than simply watching how cubes float on a plane through a window. i also had a bug when trying out said low gravity chambers and i accidentally slipped a cube over some of that toxic waste. while i just watched the cube drift away, i realized there was no way i could get another cube from the hatch unless the first one was destroyed.for the sake of my mental health i decided to put off trying any more than the first two levels for good. i could give you a ton of examples where the linear progression jumps up and down to the point where you'll be stuck in awe because the rooms were too complex. or that the autosaves are too far inbetween. or that there is no sense of direction/goal in the levels i tried.
if your target audience were japanese nerds a la asshole mario (
), then you've hit the nail on the head. otherwise, find some testers and reshape this; too buggy, too complex, too difficult. i can't recommend anyone trying this out unless you have a wish for a temporary mental decapitation with a sideorder of frustration.External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.Sorry you didn't Like it that much, we tried alot on it, but at the end we had an issue where we had so much that we had to break the map into two, which was the biggest contributor to breaking the Linear feeling. Yet we had designed the area in map 3 to be very non Linear, and allow the player to choose any room they would like to complete first.
Seems like Non-Linearity is something most people don't like anymore...
So with that the Initial gravity isn't at all hard to understand, I think when I hear the word gravity, it means it makes you flaot in some direction, and usally upwards, but I suppose that transition didn't work all that well within Portal. Much like a feature, this is something that is extremely new to Portal, and it's never been done, so as much as we designed it, we aren't yet masters at it, and therefore we're still working around alot of what we can do with it, and what we can't.
As too the Japanese people, I'm not sure where you got that from... It's not that we Don't like them, it's just odd that you would state that as a Goal for us lol. But yes I do admit that gravity from Mario galaxy was something that also did factor this feature, because I found Mario Galaxy so damn awesome, But if you hate it then you can't really add anything on that side since you would hate it.
But thanks though, I'm hoping myself to get through much of these bugs this week, and then release a patch with challenges included, and yes that means more difficulty, yet at the same time because were modders, we can make it as hard as we want, but not un-Defeatable that's for sure.
Also it would of been a bit helpful where you found the bugs, and what you ran into. Thanks. You did mention one though yes, and that I never really noticed in playtesting. Mainly cause no one ever threw their block in that room, nor could they ever get it down there.... so thats really odd.
Also that video was pretty funny, yet I see no comparison as to the difficulty in the map. We never had strict deaths in this one. I feel like we had more of that in map 1 then anything.