Call me Darkie

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Mr. Darkness
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Call me Darkie

Post by Mr. Darkness » Fri Dec 12, 2014 12:11 am

Greetings Lambda Wars community!
Me, my friends and people who meet me in-game call me Mr. Darkness. Yet I still think this is too long of a name and wouldn't mind if people would call me Darkie or Darky and in any other similar way.
My real name is Mikhail (you may call me Mike if you want), I am a 19 year old (well, turning 20 in March) dude who has always been a fan of the Source Engine. I came from Russia and have always been keen on learning multiple languages (thus so far I have studied Russian, English, Spanish and Flemish (Dutch)) so I have spoken to different people with different languages.
However, the linguist role isn't the thing I would like you guys and You, administrators, to notice. I have (almost) 7 year old experience with Hammer Editor and been always improving and opening new experiences for myself. I was mostly creating Gmod maps, some CS:S maps, and a few maps for Source filmmaker (which I used to make some posters and videos). In all honestly, to me Source Engine is one of the most impressive engines out there (even if it's somewhat outdated), still has one of the best functions a polygon game could ever have.
But why exactly do I want to help out Half-Life 2 Wa... ahem, Lambda Wars? I left my review on the Store Page of Steam here: http://steamcommunity.com/id/misharoman ... 1418341792, take your time to read into my story :)

Apart from Hammer Editor I have been working with Photoshop, making different posters and editing photos for projects in a university. I could definitely make something interesting with this or help at all my best with my creativity.
I also worked with various sound programs (FL Studio for music <- thoguh for this one I don't have too big of an experience; Audacity for editing voices and sounds).
I can make videos (Sony Vegas based) for trailers or introductions.
And, as mentioned earlier, use Source Filmmaker.
And finally, just as many other players around, I have suggestions that to my overview would improve the game a lot :).

If you want to consult these details with me - feel free to add me: http://steamcommunity.com/id/misharoman
P.S: I have been receiving many invites lately, mostly from either hijackers who send you 'Dont Click The Link' links or unknown people who wanted to add me because of my Workshop submissions. So please keep your profile open, otherwise I might just click the 'Ignore button'.
P.S 2: I am still learning to do more things. What I am talking about here is related to source and other development, such as Particle Editor and modelling. Though, for the first one it is more likely to be learned sooner.

When I speak of my projects in Hammer Editor, I mostly try to mention two of my best maps:
zs_obj_outland for Garry's Mod "Zombie Survival" game mode

-Worked on design that reminds of Half-Life 2: Episode 2 atmosphere
-Over 500 point entities with different functions
-Over 150 I/O entries
-A playthrough of average duration (10-20 min)
-Barely any undetailed areas
-2 custom color correction entities
-Many secret locations with hidden loot
And many more.
Note: The first video is outdated. I made it 4 years ago when my map (along with the next map I am going to talk about) was in pretty much early stage. I improvise all my levels in the future if they leave me motivation.
Example of my improvization:
This is what it used to look like on the very first release: (This was the release after 2 weeks work)
Image

zs_obj_mental_hospital for Garry's Mod "Zombie Survival" game mode.

-Kept at simple detail
-Many 'special' effects
-Moderate length playthrough (10 min without zombies, 30 min with)
-The map itself is quite small, yet the puzzle is hard
-Tons of I/O entries, many of which include filters and relays
-Planned secrets
If you want to see what I mean with 'Many special effects' I will only provide you one so I don't spoil it for you ;)

With that provided, I can make levels for campaign playthroughs as well as multiplayer maps. Those maps are mostly co-op which can be both played solo and in multiplayer (though it is more multiplayer-oriented, since zombies are players only).
As I post this today, tomorrow I will start working on a multiplayer map (since there is a lack of multiplayer maps at the moment), and later on will contribute to campaign maps.

Thank you for your attention!
-Mr. Darkness

Image
Last edited by Mr. Darkness on Mon Dec 15, 2014 10:15 pm, edited 1 time in total.
Mr. Darkness: fucking game
Sandern: yeah, game sucks
Mr. Darkness: ya, the devs must be some total twats
Mr. Darkness: Who even names a game like that
Mr. Darkness: "Lambda Wars"
Mr. Darkness: fucking pathetic
Mr. Darkness: right?
Sandern: yes

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pandango
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Re: Call me Darkie

Post by pandango » Sat Dec 13, 2014 12:02 am

I'm looking forward to see what you'll make.

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Ennui
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Re: Call me Darkie

Post by Ennui » Sun Dec 14, 2014 2:14 am

Yep, looking forward to seeing what you come up with. We can always use more good maps.

Just a side note though, since you're from Russia maybe you don't realize, but at least in the US "Darkie" is a racial insult so I'll just call you Mr. Darkness :P

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Mr. Darkness
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Re: Call me Darkie

Post by Mr. Darkness » Mon Dec 15, 2014 4:39 am

Ennui wrote:Yep, looking forward to seeing what you come up with. We can always use more good maps.

Just a side note though, since you're from Russia maybe you don't realize, but at least in the US "Darkie" is a racial insult so I'll just call you Mr. Darkness :P
Oh wow, I'll try to remember that, haha. So sudden :'). People called me that from time to time, but I guess those were mostly Europeans any way.
But hey, thanks for the kind words! I shall reply back via my current progress.

Alright. In order to introduce the map I've been working on this weekend, I shall start with...


B E H O L D !
hlw_snow_wasteland (I will include the map file tomorrow)
Screenshot of my previous compile version, sorry for the bad angle, this is just a quick-peek screenshot I made (was pretty much the version I tested with Pandango (great guy), I also want to credit Achwell and rui_troia for testing):
Image

As you can see, its quite snowy. It features 8 players slots, a map of Free-For-All type. You can play either 2v2, 3v3, 4v4 or 2v2v2v2 or FFA.
A map called hlw_outland inspired me to make this one due to the method of separating bases (with mountains) and the capture point in the center of the map, the enclosed area.
So what are it's unique points?
Here is the list of things:
-Each player base has a scrap point that has it's own unique localization. For example, in order to make things look somewhat more realistic I made various designed spots for the scrap piles. Those are either buildings with some decay to them, either they are in a surrounding of junk, collapsed buildings and such.
-Next, for each 'lane' (word coming from Dota 2 lanes), as there are 8, there are 8 special unique spots which take place in a form of a bunker, a house, a mansion that can be entered and allow npc to shoot out of the windows. It works as a great built-in barricade. And of course, a capture point is nearby. BUT: beware, there is 1 zombie in each of those areas. Why did I add a zombie there? I will explain when it comes to the center of the map.
-Each of these capture points has another scrap pile which engineers can collect scrap from. By the way, I used scrap_small, but it made it into big, is that a bug?
-There are some statics props placed around generally for the design. Most of them actually work as a cover, so they aren't just for the looks! :)
-The Center. This is the place you would rather avoid early on. And, perhaps, during the middle stage (when have researched Ar2's and are building an army). It features a capture point, a scrap pile, enclosed area (with fences and npc clips along with block LOS), 3 buildings and some static objects where you could place barricades around. So why not send a scout or a civilian there to capture this point? The reason is in the following: there are zombies, fast zombies and zombines luring all around this area. So in order to get this highly expensive point you will have to get an army first.

But why would I bring generated zombies into a Free for All multiplayer map? Here is why...
First of all, when I was playing my first few games I noticed how people simply sent their units to capture flags so they instantly got requisition bonus. I found that too boring, everyone does that all the time, eventually it turns into a game who-will-get-more-captures-first. I tested this several times, my scouts couldn't properly capture the point until I made either at least 6 of them while keeping a long range away from the zombie (so the headcrab doesn't turn another scout into a zombie) or brought a rebel to my scout so the rebel took all the damage (since he has at least 4 times greater hp). When it comes to center of the map, I wanted to make it a very competetive map, a map that doesn't last for 20 min with rocket launcher armies or Combine Elite + Sniper armies taking everything down on their way, but rather a 40 min game where people either focus on the center for the flag and scrap piles OR to slowly take down their oponent. It simply makes everyone equal with 1 captured point and 2 scrap piles for gathering (1 cap point for less requisition over time). So I saw too many maps that worked the same way. You build a base, you send 2-3 scouts to capture points, you build an army, you win/lose the game. Here players have to deal with their problems first and only after they may move on.

A screenshot of the center. Trust me, I tried sending big squads there, not even talking about a group of scouts.
Image

Known issues:
-Concrete bunker is somewhat hard to get in. Seems like nav_generate doesn't do it's job well there :(
-You can send your camera under the ground at some points, the camera can also go through mountains; note: I had issues with func_map_boundary, but I got it fixed, now it works properly (just need to fix the camera going in these specific areas)
-There are some points in player bases that don't let engineers/stalkers construct buildings. At this moment its a few of them (There were a lot more when we were testing)
-The snow texture looks a bit glitchy when you look at the mountains. It looks like the blend material shows up a little.

Also sorry for grammar mistakes, thats mainly due to my sleepyness and the fact that I had to edit parts of this text several times.

EDIT: :lol: :lol: :lol:
18:16 - rui_troia: youre a big cunt
18:16 - rui_troia: you only credited the dev for testing
18:16 - Mr. Darkness: your cunt is big
18:16 - rui_troia: go fucking fix
18:16 - Mr. Darkness: *ownt*
18:16 - rui_troia: go go go
18:16 - Mr. Darkness: fix?
18:16 - rui_troia: i tested with you aswell cuntnerddddddddd
18:17 - Mr. Darkness: ph
18:17 - Mr. Darkness: :DDD
18:17 - rui_troia: plsssss
18:17 - Mr. Darkness: kk
18:17 - rui_troia: ty nig
18:17 - Mr. Darkness: wlink
18:17 - Mr. Darkness: link*
18:17 - rui_troia: viewtopic.php?f=6&t=2230
18:31 - Mr. Darkness: okay done
Last edited by Mr. Darkness on Mon Dec 15, 2014 5:33 pm, edited 2 times in total.
Mr. Darkness: fucking game
Sandern: yeah, game sucks
Mr. Darkness: ya, the devs must be some total twats
Mr. Darkness: Who even names a game like that
Mr. Darkness: "Lambda Wars"
Mr. Darkness: fucking pathetic
Mr. Darkness: right?
Sandern: yes

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sants1
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Re: Call me Darkie

Post by sants1 » Mon Dec 15, 2014 6:08 am

Looking good. Maybe we can collaborate sometime.

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Mr. Darkness
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Re: Call me Darkie

Post by Mr. Darkness » Mon Dec 15, 2014 5:14 pm

sants1 wrote:Looking good. Maybe we can collaborate sometime.
Thanks :)
And sorry, I have a big experience with working with other mappers or helping rookies and amateurs out. It is quite hard to do both, especially with first one, when your tastes in mapping differ. I am not saying 'no', I am simply afraid of the idea of a map that is required to be done. I can provide you an interesting example of me making a map with another mapper:
http://steamcommunity.com/sharedfiles/f ... =180500020
It is 4 years old btw.
It was hard to work with him, took roughly 6 months to finish this tiny map. The thing was that he didn't know how to use areaportals and had a different style in mapping. It turned into some sort of a random village with different styles instead of a formed town. I had to fix his stuff, he (with my acceptance) added his stuff to my design. He also made weird targetnames that included exclamation marks that are for global target names such as !activator, !player, !self, etc. By far I have worked with him on multiple maps, though in later stages I learned that it's better for us both if one works on the geometry while the other works on the entities and gameplay.
In all honesty, I enjoy helping out more than working with someone on 1 single project.
So if you are ready to cooperate with me, you should be able to visualize my world (dunno how to tell otherwise :lol:), as well as I should see what you want to make.

That's that. Woah, big reply (sorry for making it so big, but I had to share this).

Anyway.

I have finished working on the map. At least for now.
I fixed the navigation for the NPC and included some lights (for the looks). The map now has a dark blue-ish lighting for the late evening feeling.
See attachments for the map file (.nav and .bsp included in the zip)
I also made a cl_leveloverview screenshot (.tga), though my photoshop does not include .tga format so I can't edit it (not to sound lazy, but I actually can't include .tga plug-in for some reason, it's odd) for the minimap. I can't even see it, actually. :(

As for the further projects:
Please view one of my workshop maps here - http://steamcommunity.com/sharedfiles/f ... =219844444
Image
I want to make this^ be the theme of the map.

I am planning to make a 1v1 map. I have noticed thus far that the only 1v1 map we have on HLW (srsly I just like to keep calling it Half-Life 2 Wars becasue why not?) is hlw_forest (if I named it correctly :D).

The map isn't going to be big, tho it won't be small either. I don't want to let both players bombarde one another with headcrab cannisters (unless it's unavoidable) so I will try to keep the distance for them both.
We shall see what it will turn into!

Download link: http://bbq.to/hlw_snow_wasteland_dd80.zip (expires in 7 days)
EDIT: I uploaded the attachment twice but can't see it. Here is the mirror: http://bbq.to/hlw_snow_wasteland_minimap_dcde.zip (it lasts for 7 days, will be removed after its expired, you will have to ask me for the new file)
Mr. Darkness: fucking game
Sandern: yeah, game sucks
Mr. Darkness: ya, the devs must be some total twats
Mr. Darkness: Who even names a game like that
Mr. Darkness: "Lambda Wars"
Mr. Darkness: fucking pathetic
Mr. Darkness: right?
Sandern: yes

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sants1
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Re: Call me Darkie

Post by sants1 » Mon Dec 15, 2014 6:53 pm

Mr. Darkness wrote:
sants1 wrote:Looking good. Maybe we can collaborate sometime.
Thanks :)
And sorry, I have a big experience with working with other mappers or helping rookies and amateurs out. It is quite hard to do both, especially with first one, when your tastes in mapping differ. I am not saying 'no', I am simply afraid of the idea of a map that is required to be done. I can provide you an interesting example of me making a map with another mapper:
http://steamcommunity.com/sharedfiles/f ... =180500020
It is 4 years old btw.
It was hard to work with him, took roughly 6 months to finish this tiny map. The thing was that he didn't know how to use areaportals and had a different style in mapping. It turned into some sort of a random village with different styles instead of a formed town. I had to fix his stuff, he (with my acceptance) added his stuff to my design. He also made weird targetnames that included exclamation marks that are for global target names such as !activator, !player, !self, etc. By far I have worked with him on multiple maps, though in later stages I learned that it's better for us both if one works on the geometry while the other works on the entities and gameplay.
In all honesty, I enjoy helping out more than working with someone on 1 single project.
So if you are ready to cooperate with me, you should be able to visualize my world (dunno how to tell otherwise :lol:), as well as I should see what you want to make.

That's that. Woah, big reply (sorry for making it so big, but I had to share this).

Anyway.

I have finished working on the map. At least for now.
I fixed the navigation for the NPC and included some lights (for the looks). The map now has a dark blue-ish lighting for the late evening feeling.
See attachments for the map file (.nav and .bsp included in the zip)
I also made a cl_leveloverview screenshot (.tga), though my photoshop does not include .tga format so I can't edit it (not to sound lazy, but I actually can't include .tga plug-in for some reason, it's odd) for the minimap. I can't even see it, actually. :(

As for the further projects:
Please view one of my workshop maps here - http://steamcommunity.com/sharedfiles/f ... =219844444
Image
I want to make this^ be the theme of the map.

I am planning to make a 1v1 map. I have noticed thus far that the only 1v1 map we have on HLW (srsly I just like to keep calling it Half-Life 2 Wars becasue why not?) is hlw_forest (if I named it correctly :D).

The map isn't going to be big, tho it won't be small either. I don't want to let both players bombarde one another with headcrab cannisters (unless it's unavoidable) so I will try to keep the distance for them both.
We shall see what it will turn into!

Download link: http://bbq.to/hlw_snow_wasteland_dd80.zip (expires in 7 days)
EDIT: I uploaded the attachment twice but can't see it. Here is the mirror: http://bbq.to/hlw_snow_wasteland_minimap_dcde.zip (it lasts for 7 days, will be removed after its expired, you will have to ask me for the new file)
Don't worry, I understand. I've been through the same road.

I really like that map you posted, looks great.
I plan on practicing mapping for lambda wars.

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Mr. Darkness
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Re: Call me Darkie

Post by Mr. Darkness » Tue Dec 16, 2014 1:59 am

Update:
-Improved the landscape (ProgSys reported buildings were flying above the ground due to bad displacements), the ground at bases is more flat. At some base locations you will get on a surface which goes about 3 to 5 degrees downwards.
-Expanded doorways for buildings
-Player camera now spawns high enough (thank god)

Aaand that's about it. The map is playable now. Please report if you encounter any errors!
Download file: http://bbq.to/hlw_snow_wasteland_38ed.zip (VMF, BSP, NAV; minimap in the overviews folder)

P.S: for the following projects I will be making separate threads so I dont have to post it all here.
Mr. Darkness: fucking game
Sandern: yeah, game sucks
Mr. Darkness: ya, the devs must be some total twats
Mr. Darkness: Who even names a game like that
Mr. Darkness: "Lambda Wars"
Mr. Darkness: fucking pathetic
Mr. Darkness: right?
Sandern: yes

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Ennui
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Re: Call me Darkie

Post by Ennui » Tue Dec 16, 2014 8:25 am

Looks good. Wouldn't mind playtesting this with you sometime :)

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Mr. Darkness
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Re: Call me Darkie

Post by Mr. Darkness » Tue Dec 16, 2014 2:05 pm

Ennui wrote:Looks good. Wouldn't mind playtesting this with you sometime :)
Sounds good!
I added you to friend list so we may play this whenever you feel like it! :D
Mr. Darkness: fucking game
Sandern: yeah, game sucks
Mr. Darkness: ya, the devs must be some total twats
Mr. Darkness: Who even names a game like that
Mr. Darkness: "Lambda Wars"
Mr. Darkness: fucking pathetic
Mr. Darkness: right?
Sandern: yes

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