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Showing posts from 2014

Re-did this Blog.

When I first started this blog, I was mostly planning on reporting and going deeper on my logic I/O experiments of my Hammer Notepad video series. However, after 2012, my interest in making crazy things with just the I/O alone grew dull, and became more, and more simple. With this, Hammer Notepad videos became less of a thing. That, and I also forgot about this blog. Earlier last month, I was like "I should really make sure that everything (well, mostly everything) I released is up to date, and can be downloaded and installed after the trillion updates that happened over the years." I started with A Little Higher, and Tornate by fixing a few hiccups on the workshop version, and re-releasing the manual install version with detailed instructions. After those two series was done, I started to look at my other maps which where finished. For Old Times Sake did not need to be updated, and Feather Away was intended to be a Workshop only release. I'm still working on Blue Port

Oh yay! Another update!

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It has been over a year since the last blog post. Sorry about that. I would usually post things if I wanted to share information, talk about projects, or announce releases of Portal maps. So what happened? From the time I last post, PUNT has been on and off with it's development progress. With it, I learned so much more about the Source Engine, how to do more things with code, how the engine mostly works. So, even if it does not pull through, the things I learned are greater then the time I spent on it. So, is it dead? Tsh, No! After a while, I was questioning about the overall game play mechanics of the mod. I felt like it was just  "Press Mouse 1" type of game. You turned things on, you turned things off. There was no spark that Portal had. I talked about the game play changes on ModDB over the summer. This was a much more fun game mechanic, and it was really fun having power balls bounce all over the map! But with this, the Retro-Futuristic look had to go. In th