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Gamer and GoldSourcerer. Level design contractor currently working on Phantom Fury with Slipgate Ironworks/3D Realms. Lead developer for Half-Life: The Core. Project lead on TWHL Tower 1.

Comment History  (0 - 30 of 3,025)
monster_urby
monster_urby - - 3,023 comments @ Female Assassin

Oooh. I like it.

Good karma+7 votes
monster_urby
monster_urby - - 3,023 comments @ Coastline to Atmosphere

It has to be said, that so far, this mod features some very poor level design. The number of times the controls are wrenched away from the player, or a text prompt appears on screen to guide you, is really quite telling.

I appreciate that every level designer has their own way of doing things, but there are still golden rules that everyone should follow. A major rule that Leon appears to struggle with is "show, don't tell." If pressing a button in a room then requires a cutscene to show me what it did, then the layout is poor. If entering an area without a key item requires a "Go back!" message, the guidance is poor. Source has the tools to guide the player without ripping control away from the player every time they press a button. Need to open a distant door? Use a monitor to show the door, or have the door in sight. Want to tell the player that they'll need a keycard? Show them the locked door first!

If the player enters your level and you have to immediately tell them, "There is a keycard in one of the buildings outside," then I'm afraid you've done a poor job.

I've heard Leon's releases compared to the boomer shooters of the late 90s, but even they had level design principles. They NEEDED to follow them, because NPC dialogue and cutscenes weren't a thing. You were always in control. You were expected to find your way and levels were designed with this in mind (most of the time anyway).

Good karma+1 vote
monster_urby
monster_urby - - 3,023 comments @ image

The whole thing is pretty bad really. It looks like an early 90s CGI show that you'd see on a kids channel... Oversaturated and cartoonish.

Good karma+2 votes
monster_urby
monster_urby - - 3,023 comments @ Half-Life: Bunker

Why has this been uploaded as an addon? The description LITERALLY say's that it's a mod...

Good karma+1 vote
monster_urby
monster_urby - - 3,023 comments @ Half Life Crushing Depths intro demo

Granted, but compare it to the intro of Half-Life or Half-Life 2 itself, there's stuff going on. People aren't just standing around doing nothing. They're walking around, they're having conversations, they engage with the player.

There's also a lack of ambience with most areas being totally silent. Not even a hint of wind or other background noise. In short, even as a demo, it feels very incomplete to be honest.

Good karma+1 vote
monster_urby
monster_urby - - 3,023 comments @ Half Life Crushing Depths intro demo

Well it seems that I walked around some city themed corridors with dozens and dozens of NPCs standing around doing nothing and then it faded to black. There wasn't any gameplay? There weren't any set pieces or things to find? It felt like the first draft blockout of a map.

Good karma+1 vote
monster_urby
monster_urby - - 3,023 comments @ Half Life Crushing Depths intro demo

Uhm... was something supposed to happen in this demo?

Good karma+2 votes
monster_urby
monster_urby - - 3,023 comments @ Thomas The Tank Engine Prefab

Sometimes you come across something you never thought you needed...

and you're absolutely correct.

Good karma+1 vote
monster_urby
monster_urby - - 3,023 comments @ more progress on the base map.

Yeah, the computer feels out of place. If it belongs to the grunts, I would expect it would be something portable. More along the lines of a crate with a military grade laptop.

Good karma+1 vote
monster_urby
monster_urby - - 3,023 comments @ map 4

Guard rails for the vending machines but not for the stairs? :P

Good karma+2 votes
monster_urby
monster_urby - - 3,023 comments @ Feature update, overall progress & huge screenshot dump

Very satisfying dump.

...wait

Good karma+2 votes
monster_urby
monster_urby - - 3,023 comments @ THR V

Why is there all of this infrastructure inside the volcano now? This seems like an unnecessary addition.

Good karma+2 votes
monster_urby
monster_urby - - 3,023 comments @ Watermelons in Jail by JinksWasntTaken

They know what they did.

Good karma+1 vote
monster_urby
monster_urby - - 3,023 comments @ Image 5

So tiny...
C.tenor.com

Good karma+1 vote
monster_urby
monster_urby - - 3,023 comments @ map 4

Now this looks great!

Good karma+1 vote
monster_urby
monster_urby - - 3,023 comments @ map 4

Take out some of those lights to make the area more gloomy, and put some barnacles in here, rather than in the brightly lit lab a few feet off the ground. This spot is ideal.

Good karma+1 vote
monster_urby
monster_urby - - 3,023 comments @ map 4

I would say that those barnacles don't really work in this area. They are ambush predators and would likely be found higher above the ground, in a concealed spot. They would work far better in the metal walkway area you also posted, if you remove some of the lights so that it isn't so bright.

Good karma+1 vote
monster_urby
monster_urby - - 3,023 comments @ 2024: The Year of The Core - Q1 update

I'll see what I can do. We keep legacy copies of all our map source files before making major changes. Wouldn't be too hard to compile one of those to get the before shots.

Good karma+1 vote
monster_urby
monster_urby - - 3,023 comments @ Half-Life: Force Equation

Looks interesting. Tracking this one.

I like the trailer, but the AI generated voices are kinda bad. Hopefully you can take on some voice actors before the final release. :)

Good karma+2 votes
monster_urby
monster_urby - - 3,023 comments @ 2024: The Year of The Core - Q1 update

That's a tall order. We would be honoured to be considered just as good, but better? That's quite the act to beat.

Good karma+2 votes
monster_urby
monster_urby - - 3,023 comments @ Half-Life Alpha: homesweethome_dm (Deathmath Map)

Can't say that I understand the point in making a multiplayer map specifically for the alpha version of the game, but some of the details look nice in the video.

Good karma+3 votes
monster_urby
monster_urby - - 3,023 comments @ Half-Life: Deepening The Challenger

Challenger Deep 3: Challenging Deeperer

Good karma+1 vote
monster_urby
monster_urby - - 3,023 comments @ World Beyond

Ah, yes. The AWS Lambda Logo. Haha

Good karma+1 vote
monster_urby
monster_urby - - 3,023 comments @ new map

Yeah, I second this. A little too yellow and a lack of variety in general. In an office setting, you could use vending machines/computer screens as light sources in otherwise dark rooms, just to switch things up a little.

Keep it up. :D

Good karma+1 vote
monster_urby
monster_urby - - 3,023 comments @ Bryce Mod 2

Environments look stunning. Dropping a follow and hope to see more. :D

Good karma+2 votes
monster_urby
monster_urby - - 3,023 comments @ Half-Life : Scientist Story

I'll drop a follow. Maps look decent, though there are some minor issues like missing light sources and such. Keep it up though. Can't fault having more Half-Life content. :D

Good karma+2 votes
monster_urby
monster_urby - - 3,023 comments @ Chapter 1 Preview #4 OUTDATED + OLD

That table DOES looks terribly inconvenient for the space that it's in. It either needs a lot more sides or to just be longer with curved edges.

Good karma+1 vote
monster_urby
monster_urby - - 3,023 comments @ Half-Life: The Core

I was in fact making a very funny joke, implying that Archie's mother is unfathomably large.

Good karma+10 votes
monster_urby
monster_urby - - 3,023 comments @ Half-Life: The Core

That's no way to talk about Archie's mother.

Good karma+10 votes
monster_urby
monster_urby - - 3,023 comments @ Grunt heads overkill

That is fantastic work!

I always wanted to do something similar for The Core in the early days, but lacked the modelling/coding chops. I wanted to extend it to multiple NPCs though, including scientists and guards including different hairstyles, facial hear and other things like headwear, earpieces and eyewear.

Good karma+3 votes