Commented 17 years ago2007-06-22 22:37:47 UTC
in vault item: Mini CardgameComment #15180
I just had a play and it's real good, I like the textures and, well, everything, but there is an invisible wall around the mug. I'm not sure what they're called but it acts like a clip brush. Also the max_viewable distance is pretty annoying, I stood up where the sniper was and 3/4 of the map was missing. Maybe it's just Josh's crap computer though. Awesome idea too.
Commented 17 years ago2007-06-22 18:47:17 UTC
in vault item: Advanced scriptsComment #15178
This map is awesome. It helped me with a scene I needed. Only bugger is the NPC doesn't seem to move when in this pose. Like he is frozen but I think it wasn't made for close-ups or long durations. Like a one off peek.
Commented 17 years ago2007-06-22 02:46:14 UTC
in vault item: Mini CardgameComment #15173
Wonderful, original concept which actually looks good and would work for DM. I liked the card that was balancing on the edge of the box tower. My only two complaints: max_viewable distance runs out and things dissapear. The back side texture of the cards should have a frame in the outermost edge. When you have a row of cards with the backside showing, it's not obvious they are separate cards. You can't clearly see the limit.
Commented 17 years ago2007-06-22 00:01:59 UTC
in vault item: fy_klobbmap_endComment #15172
thanks, no its my fault no one was mean. i am glad i put the map up. id rather get it from the pros than from a bunch of my friends that cant really offer anything new
Commented 17 years ago2007-06-21 20:14:01 UTC
in vault item: labc_dustv2Comment #15169
I would rate it. If I had CS installed like I did 6 years ago. Now these type of maps just don't do it for many players today. If you enjoyed making it, it's certainly a positive thing. But don't trust many people will be excited by this type of maps. I say the lighting is OK and suits the dust theme, which shows you actually care about mapping, unlike some people. Try your own original theme. That's the only reason (IMO) why someone would want to release a CS map in 2007.
Commented 17 years ago2007-06-21 16:03:25 UTC
in vault item: fy_klobbmap_endComment #15167
I wasn't trying to be mean. I didn't even swear! I think espen was much harsher than me
klobb, PM me if you ever want any specific help. I'm not bad with entities and I'm getting better with architecture (thanks Kasperg!) and optimization.
Commented 17 years ago2007-06-20 14:34:56 UTC
in vault item: fy_klobbmap_endComment #15162
yeah thanks. and i should have known better. this place has lots of great mappers and where i have loaded this map before no one is really very critical. i appreciate any feedback ill try not to take it so personal.
Commented 17 years ago2007-06-20 04:59:24 UTC
in vault item: de_aztecruinsComment #15157
Probably...
"...this is about my map not a tutorial..."
Que? You make no sence, kid. ITS A TUTORIAL, TUTORIALS ARE MEANT TO TEACH YOU THINGS, BETTER LIGHTING, FOR EXAMPLE! Did you actually bother to take a look at those tutorials, or are you just ignoring everything we say?
Commented 17 years ago2007-06-20 04:50:00 UTC
in vault item: fy_klobbmap_endComment #15155
Espen and Playbus: everybody started out like that: blocky, bland maps with guns all over the place. Give the boy a break and help him to make his map fun to be played.
klobb, im moving this to the unfinishd vault. Some tips:
add light fixture with texture lights (textures that emit light)
add some detail in the walls, like stuts, pillars, stuff like that.
I don't have CSCZ installed, in fact, 90% of TWHL's visitors never play CSCZ, they play CS instead, you may want to convert your map for CS instead...
Commented 17 years ago2007-06-19 14:35:12 UTC
in vault item: fy_klobbmap_endComment #15146
well i hope you played it before coming to that conclusion. you teleport to the room and when u teleport out you never know if people are waiting for you. i have ran it on a few test servers and everyone seemed to like the idea.
Thanks!
If you made a trap involving collapsing cards, the map would be even more kickass. ;>
Also the max_viewable distance is pretty annoying, I stood up where the sniper was and 3/4 of the map was missing. Maybe it's just Josh's crap computer though.
Awesome idea too.
It was used in a very short scene in HL2.
HLDM plz <3
Nice to see something really original!
My only two complaints: max_viewable distance runs out and things dissapear. The back side texture of the cards should have a frame in the outermost edge. When you have a row of cards with the backside showing, it's not obvious they are separate cards. You can't clearly see the limit.
klobb, PM me if you ever want any specific help. I'm not bad with entities and I'm getting better with architecture (thanks Kasperg!) and optimization.
Don't stalk me though.
"...this is about my map not a tutorial..."
Que? You make no sence, kid. ITS A TUTORIAL, TUTORIALS ARE MEANT TO TEACH YOU THINGS, BETTER LIGHTING, FOR EXAMPLE!
Did you actually bother to take a look at those tutorials, or are you just ignoring everything we say?
So here they are again:
Tutorial: Texture Lighting
Tutorial: Environment
Tutorial: Light
Read!
Learn!
Adjust!
Update!
klobb, im moving this to the unfinishd vault. Some tips:
- add light fixture with texture lights (textures that emit light)
- add some detail in the walls, like stuts, pillars, stuff like that.
I don't have CSCZ installed, in fact, 90% of TWHL's visitors never play CSCZ, they play CS instead, you may want to convert your map for CS instead...I don't have CZ so I can't have a look.
The screenshot looks ... well ... awful. Please tell me that's not the best looking part of the map.
So, is that fullbright? ;p
The moderator removed the comments of the tard I was responding to.
I really wouldn't know how to solve that problem now, haven't been mapping for HL2 in ages, but i'm sure you've found out now.
Also, darken the lightning a bit. Cuz' it kinda looks fullbright now.