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HALF-LIFE / SVEN CO-OP THREAD
awooooooooooooo
a primative Zig Forums map i made
Sven Co-op is a 100% free no extra DLC crap needed version of Half-Life 1, the game that inspired many other games. try over 2,000 custom maps with friends online vs npcs and puzzle maps very redpilled and boomer pilled store.steampowered.com
I, the thread creator, am CryoKeen, I can answer your questions i have helped create famous maps over the past 20 years, Horsecock7, KeenHalloween, PeanysWorld, and helped with Ragemap maps
Praise Kek, Am I right, Fellow Gentlemen?
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hehe
>those seams
it looked more convincing back when I was a kid.
a random alien
you have been incorporated into a new map im working on a calender map to show what stuff ive watched damn i watch a lot of tv and movies by myself and with friends
How long does it take you to complete a map to 1.0 on average? I'm assuming you've built up a nice library of prefabs for yourself over the years.
A while back I hopped onto Sven Co-op for the first time in about a decade with some new maps including the lobby map stated to be from your own server back in the day.
The one with the absolutely massive walls listing an A-Z archive of Sven Co-op maps from over the decades.
Many of the maps listed I recognize from my time, but many more I've never found anywhere. What are some old, old old old special maps from back in the day that are worth seeing?
Do you have them all yourself or have many of them been totally lost to time?
some of the older maps might be on older harddrives, but 80% of all maps probly can be found on the svencoop map database, for all its flaws (they delete "low quality maps" on a regular basis, and delete my meme maps that have nudity in them) scmapdb.com
as for those more rare stuff, its half like that stuff might be on really old hard drives i have, some of them are like test maps and incomplete versions of now released maps as well
it takes me anywhere between 6months to a few years, its very frustrating lol this is something i was working on for a while youtube.com
word around the office is you've got a small cock.
8 inchs actually, i lack self confidence in areas of women tho , i really would prefer to ejaculate inside and on women for the next 20 years instead of mapping for a semi-dead mod for the next 20 years
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I can't believe you're still going man.
Everything fell off hard after 5.0 first released.
A few of the old farts on Snark Cafe hopped back on for a bit and then left just as fast; I don't even know when Snark Cafe finally died but I guess it'd been sitting empty for quite some time.
What was it all for??
What is this perfect time capsule of gay furry porn memorializing?
Well, in any case, I haven't given up goldsrc yet either. I still have lots of fun screwing around and making cute little showcases for myself from time to time -- Simple tools for a robust creative outlet.
Keep on leveraging what you have to make cool shit.
Also as I have the time and interest, I'll be fully waypointing all the maps I have and might download for RCbot. It'll be quality work too; no half-assing simple grids for the basic minimum.
Any map that can work sufficiently for the bots, I'll look into graphing, and if I'm left with significant quality work in the end, I'll be sure to release it.
right on man i try to work on stuff i like to work on when i can i try to push other times, wootguy is working on bots that work with angelscript u might wanna look into that its kinda secret tho i hang out on twlz twilightzone discord u can look that up apparently u cant post links to discord here itw ont post and uh i think a lot of ppl from Snarkcafe migrated to Misfires server
It's just Rcbots isn't it? They were porting that to Angelscript and it's in a good working state at the moment, but stuck with some of the same fundamental faults rooted in its early origins.
I'm no programmer but I'd be looking into Parabots's navigational code, and if I had the ability, I'd for the rcbot and look into refactoring its navigational code for the Parabots solution.
I've used it for Half-Life DM and CTF, and I've looked at it on a surface level, and from what I can tell it generates its own nav mesh like grid of waypoints on the fly, but it also seems to prune and refine the grid automatically over time.
In the words of Pb's author, the bots learn to play maps better with and against players over time and in observations that seems to be the case. It doesn't support the concept of platforming but the programming allows for a basic handling of simple jumps too without having to precisely waypoint every little thing manually.
Seems like waypointing wouldn't be a problem for rcbots if they had that solution in there, but it'd be a massive job.