• Half-Life 1/2 DM (not fucking HL1DM Source) Sponsored by Vultr.com
    312 replies, posted
[QUOTE=Biohazard99;52712985]I'm interested but why arn't you running HLDM in OP4? That's kinda the definitive Halflife Deathmatch experiance due to some maps having more toys to play around with[/QUOTE] I've already asked them why they aren't running HLDM in AG_pro. Apparently everyone loves having a bhop cap and a broken gluon.
[QUOTE=Redfiend;52713647]I've already asked them why they aren't running HLDM in AG_pro. Apparently everyone loves having a bhop cap and a broken gluon.[/QUOTE] are you just gonna keep looking for excuses to bitch about that lmao. again, we want to just play half-life, not your dumb whacky mod, so quit bringing it up already thx!
Why aren't you guys playing hl1 while sitting upside down on the couch with your assholes being stuffed with bananna's as you sing the star spangled banner? expecting your answer in 5 minutes you better tell me or I'll get real mad
[QUOTE=postal;52713683]are you just gonna keep looking for excuses to bitch about that lmao. again, we want to just play half-life, not your dumb whacky mod, so quit bringing it up already thx![/QUOTE] This is legit my last post because calling it dumb and whacky kinda got me peeved. First of all, it significantly improved the HLDM experience in both administrative and gameplay senses, such as including gamemodes that better control gameplay (such as arcade, where players spawn with a full loadout and get restocked when they score a kill, or classic where players spawn with nothing but a 9mm, etc), a better anti-cheat than VAC1, and some decent players. If it were dumb, how come the entire sourceruns community swears by it? But you've already made it clear you aren't even going to try it and call it dumb without even looking at it... which saves me from using a single insulting word.
Good god why are you getting so worked up just because some people just want to play some old games without using some dumb training wheels mod that helps you bunnyhop or whatever lol. How many different ways can I say it: we just don't caaaaaaaaaaaaare
Seriously? that AG mod is for literal babies tbh, prove me wrong.
[QUOTE=Craptasket;52713721]Seriously? that AG mod is for literal babies tbh, prove me wrong.[/QUOTE] it separates the big boys that have good game sense and great aim from people who still think snark pit is a great map. just because the biggest baby pineapple who demands everyone plays on 100fps happens to play AG doesn't mean the entire game is for babies. I mean, cmon even executable reckons he's retarded. But like I said, I've tried to show you guys something better and you've thrown it in my face with insults and derogatory terms. TBH the ag community doesn't need players that behave like that, i mean we already have pineapple and his fuckbuddy, we dont need more.
[QUOTE=Redfiend;52713730]it separates the big boys that have good game sense and great aim from people who still think snark pit is a great map. just because the biggest baby pineapple who demands everyone plays on 100fps happens to play AG doesn't mean the entire game is for babies. I mean, cmon even executable reckons he's retarded.[/QUOTE][QUOTE=Redfiend;52713698]This is legit my last post [/QUOTE]:thinking:
[QUOTE=postal;52713750]:thinking:[/QUOTE] craptasket asked me to prove him wrong.
[QUOTE=Redfiend;52713753]craptasket asked me to prove him wrong.[/QUOTE] and you failed
Is AG mod the same as OZ deathmatch mode?
[QUOTE=ColossalSoft;52713763]Is AG mod the same as OZ deathmatch mode?[/QUOTE] yep same thing just rebranded iirc
Alright I think I've figured out the old hammer. It's a bit tricky in the lighting department though. The direction of the light_spot inside of the editor does not reflect what it will actually do in-game. I also had forgotten that there are no prop entities since everything is handled by brushes. If you guys have any ideas/concepts for a map; throw'm my direction. Just try to keep things realistic. I've only gotten my feet wet with this editor. [thumb]https://i.gyazo.com/f9d10cbba4a3d19c059cc95a00cb59f0.png[/thumb]
[QUOTE=KnightVista;52713781]Alright I think I've figured out the old hammer. It's a bit tricky in the lighting department though. The direction of the light_spot inside of the editor does not reflect what it will actually do in-game. I also had forgotten that there are no prop entities since everything is handled by brushes. If you guys have any ideas/concepts for a map; throw'm my direction. Just try to keep things realistic. I've only gotten my feet wet with this editor. [thumb]https://i.gyazo.com/f9d10cbba4a3d19c059cc95a00cb59f0.png[/thumb][/QUOTE] i always liked that one area in half-life with the elevator shaft where you see the scientist drop. could have two floors, labs on the bottom one (include that cat walk area) and cafeteria/rec areas on the top one, connected by a long elevator shaft with a serious of ladders you use to climb, and also various vents throughout so it's not just one path that connects them. could have a tau on the bottom lab area that you can also use to quickly shoot through the elevator shaft. or could always just take a stab at remaking some maps from other twitch shooters like UT or Quake
[QUOTE=postal;52713804]i always liked that one area in half-life with the elevator shaft where you see the scientist drop. could have two floors, labs on the bottom one (include that cat walk area) and cafeteria/rec areas on the top one, connected by a long elevator shaft with a serious of ladders you use to climb, and also various vents throughout so it's not just one path that connects them. could have a tau on the bottom lab area that you can also use to quickly shoot through the elevator shaft. or could always just take a stab at remaking some maps from other twitch shooters like UT or Quake[/QUOTE] So a map that is connected by a single elevator shaft with a few different floors and rooms? I definitely like the idea of having a map that is built vertically. Thanks for the thoughts!
[QUOTE=KnightVista;52713823]So a map that is connected by a single elevator shaft with a few different floors and rooms?[/QUOTE] ye pretty much, tho try to have the floors differ from each other in what they're meant to be, so like dont just have all of them be offices or whatever. just makes it more interesting to navigate. also may want to consider also having a handful of vents that also allow for navigating between floors -maybe-. hard to say without testing what it'd need to flow right. but ye there's my IDEA
I can add vents no problem. I'm just concerned that being in the vents is a death wish haha.
well one thing you could do that could be interesting is have their be spinning fans behind grates through the vent ducts and have it so anyone going through a vent gets blown through it super fast. maybe color code the vents lighting red and blue for which direction they send you through. would be a bit silly probably but also possibly fun. and funny if someone caps an end with tripmines lol.
That sounds like a terrific idea. I'm going to see what kind of a layout I can come up with tonight and I'll keep the thread posted. Feel free to post images references of things you'd like to see, or ms paint outlines.
on the subject of custom maps, i've been working on a map the past two days after playing hldm with you guys and I think it's turning out okay [t]https://i.imgur.com/BFjLi5I.jpg[/t] it's really simple, but i can add whatever you guys want
niceee. also hard to say without testing it out but i'd probably fill that open area with some props and shit, like filing cabinets, desks, giant unbreakable boxes, just to make it more interesting to fight in than just a big open room.
I looked up this AG mod and for the life of me I can't see any feature in it that would seriously improve the experiance. I'd just rather play OP4 deathmatch, although it's understandable that we prob won't get to that right away. Edit: I'm quite serious here. I see some minor things like being able to turn off bunny hopping or being able to improve headshot damage. Yeah? Well turning off bunny hopping radically changes the balance of the game (which has been how it is for over a decade now) and upping headshot damage will make the Crossbow rediciously more OP then it already is to the point of absolute sillyness.
[QUOTE=postal;52714436]niceee. also hard to say without testing it out but i'd probably fill that open area with some props and shit, like filing cabinets, desks, giant unbreakable boxes, just to make it more interesting to fight in than just a big open room.[/QUOTE]will do. already got it pictured in my head of what it'll look like :ok:
I have a really unfinished multiplayer-centered map from many years ago maybe I should finally actually finish that [t]https://u.cubeupload.com/berniebud/201709242143171.jpg[/t]
this video took a thousand years to upload but this is just something i did in a couple of hours [media]https://www.youtube.com/watch?v=QQVXLUks1PI&feature=youtu.be[/media] [editline]25th September 2017[/editline] I'm trying REALLY hard not to over-detail things are spend too much time in one spot. That was a major problem I used to have when mapping, it'd quickly burn me out. I'm going for a "Lambda Complex" look/feel to it.
that's a really great layout there. only suggestion i'd make so far is something like what i mentioned above with the vents shooting you through them really quick: those water tunnels are kinda death traps and I'd avoid ever going in them. if you made them two tunnels on each side, one propelling you to the central pool area and the other propelling you from it, that'd be ace. but ofc i can't say anything for sure till i play it. what guns are you planning on adding to it? tau and egon?
jesus where were all you guys the last 4 or 5 times we've done HL1DM marathons, got 5 fucking people trying to make maps for this shit now lmao looks awesome, and yea was gonna suggest deck16 as well at some point. i feel like someone probably already made a hl1 port of it, but all the old good and navigable hl1dm map sites are long since dead so o well who knows. [editline]25th September 2017[/editline] also if any of you want to REALLY TEST THE FUCK out of your maps early then hit me up. i am the best beta tester.
[QUOTE=slayer20;52714773]I'm trying REALLY hard not to over-detail things are spend too much time in one spot. That was a major problem I used to have when mapping, it'd quickly burn me out. I'm going for a "Lambda Complex" look/feel to it.[/QUOTE]aaaaaa you and me both. i fucking hate it when i burn myself out. i have this super crazy attention to detail and i gotta resist it especially right now since i'm trying to build a portfolio if i'm not held back and pace myself well i can make really good shit like: [t]https://i.imgur.com/UahUSw7.jpg[/t] [t]https://i.imgur.com/4YIFWtV.jpg[/t] but otherwise i burn myself out with a map that has a super crazy detailed room and beyond that just no detail or nothing
[QUOTE=MissingNoGuy;52714981]aaaaaa you and me both. i fucking hate it when i burn myself out. i have this super crazy attention to detail and i gotta resist it especially right now since i'm trying to build a portfolio[/QUOTE] man don't even talk to me about spending too much time on one spot of a map lmao. i took up mapping for the first (and last) time ever when Turok 2 released with modding tools. I spent like a week just detailing this one area by carefully decorating it with a bunch of flat chairs of various sizes aligned along a flat light source to make them glow and look like graffiti covering a giant pillar in the center of the map [t]http://i.imgur.com/mvCZ3zd.jpg[/t] --> [t]http://i.imgur.com/JSRgHwC.jpg[/t] i have a problem
[QUOTE=postal;52714966]jesus where were all you guys the last 4 or 5 times we've done HL1DM marathons, got 5 fucking people trying to make maps for this shit now lmao looks awesome, and yea was gonna suggest deck16 as well at some point. i feel like someone probably already made a hl1 port of it, but all the old good and navigable hl1dm map sites are long since dead so o well who knows. [editline]25th September 2017[/editline] also if any of you want to REALLY TEST THE FUCK out of your maps early then hit me up. i am the best beta tester.[/QUOTE] I feel like the key to keeping this a casual thing is to get some new blood going. The more mappers we have making good maps, the better! Also, tonight was a lot of fun. It's been a while since I played HL1DM. Visiting those maps is helping me understand the game flow.
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