the missing wads are "Osprey_wad, Aircraft_carrier, and Hummer" remove them from your wad file list in hammer before you compile, because even if you dont use textures in those wads, theyre still required to run the map
Commented 17 years ago2007-05-11 20:01:34 UTC
in vault item: Jo_SewerageComplexComment #14845
thanks very much for the comment I appriciate it, this map seriously is the 1st map i have made, well apart from learning how to make a room and a skybox test, but yeah 1st map iv done!
pretty good map, espesially when you get to watch a battle below. But you were missing 4 WAD files that i had to replace to get the map to run. But i really like how you had the osprey die before it drooped troops, nice
Commented 17 years ago2007-05-11 18:33:19 UTC
in vault item: Lexus LS430 2003Comment #14843
sucks how your not here anymore, but I like how the car isnt anything like what other mappers made, cause this is just a normal car. I also like how it has the HL symbol on the front of it, looks really good, (gets ready to rate, but can't) 5 Stars if I could rate.
Commented 17 years ago2007-05-10 18:13:38 UTC
in vault item: Fog EffectComment #14836
I've never really thought of useing fog in a map, I should try that somtime. I dont know why im saying this part, but I was only able to kill 3 Zombies by making them hit eachother. But nice example map.
Commented 17 years ago2007-05-10 17:04:59 UTC
in vault item: Quarintine v1.1 beginningComment #14833
Well, what kc8kjp said, providing directly playable maps helps a lot.
From what I've seen, the idea looks nice. I haven't compiled to test it in-game, that's your job after all, so I can't say much more on that. I should note that the level does look quite blocky, you may want to use some more angled rocks and generally, more natural shapes for the whole surrounding. I noticed you already slanted your rocks a bit, but the overall area is still very square. That's something I'd change if I were you.
Technically, there's a few things, such at the edges of the burning 'pool' that stick out. Read up on the clipping tool or the vertex manipulation tool if you want to tidy that up. I also noticed your maps are 'skyboxed': there's a big skybox arount the whole level. That works to prevent leaks, but the bottom of the sand and several area's that you will never see get compiled with the map, which takes some extra time and pushes your map to limits faster. Usually, people will create a more complex skybox, so, that only visible parts of the level are contained within it.
Nonetheless, it looks good so far. There's various things to improve on but that's ok. Good luck with this.
Commented 17 years ago2007-05-09 16:57:24 UTC
in vault item: Under SiegeComment #14828
This is almost exactly like my car chase map for Hostage Situation, although it resembles the second level from Soldier of Fortune even more closely. Check that out, if you need some ideas.
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mmmmm,i first played,it looked nice,but when saw the way that it was made ....,i mean it says that the scientist is "actually shooting",but is just scripting
Commented 17 years ago2007-05-06 20:42:05 UTC
in vault item: AggravationComment #14809
It always makes me happy to see a real mapper in the making, a very beginner kind, but a mapper nevertheless.
From the screenshot, the scale appears to be too large. Read up the proper dimensions of the architecture relative to the player.
And yes, the best mappers blend the use of props with their own architecture seamlessly. Try experimenting with props in your next map.
Think about how lighting interacts with the architecture before you construct the map. Imagine where the shadows might fall and how contrast in lighting can make the existing architecture more interesting.
Commented 17 years ago2007-05-06 13:05:19 UTC
in vault item: AlpestrineComment #14806
Another nice and clean map. Good use of sprites, beautiful colors, and brutally precise textures. The only thing, that was a bit weird for me, was the skybox with two suns. Or was it on purpose?
Commented 17 years ago2007-05-06 10:27:32 UTC
in vault item: AggravationComment #14805
The download is the VMF, not the BSP, so if you want to actually play it you have to compile it yourself. I didn't, I just looked around it in Hammer. It didn't take long...
There is more than one texture in the map, just not inside the building in the screenshot.
The texturing is not good, but it is better than your last map. You've even got loads of graffiti decals on a wall. It's something, I suppose...
You should only use the carve tool if it will only result in 90 degree angles. It allows you to make bigger maps that run well.
There's a bit more of an idea to this map than the last one, but it's still a load of basic shapes stuck together (and some carved). Only a slight improvement over the last attempt.
As Hunter said ... cubemaps only have a bearing on reflective surfaces, so without any reflective textures the only difference you will have made to this map by putting cubemaps in is how the light will shine off the players weapons, and other character models. That's good, but could be better. You definately shouldn't give up on them though. They're very important to a good looking map.
Also as Hunter said, some reason for light being emitted is always nice to see.
Commented 17 years ago2007-05-06 07:41:16 UTC
in vault item: Under SiegeComment #14804
Actually, there's a trigger_push on the track. If you fall off the train, you die before you reach the edge of the map (not in this version). Also planned is fog, so you don't see the poles and cables appear and dissapear.
Commented 17 years ago2007-05-04 03:22:52 UTC
in vault item: AlpestrineComment #14792
I liked the building stretching into the sky the best but overall it was fantastic. The only bad thing was the wind sound, you made it too loud and gave me a headache after listening to it for several minutes. Nice dm level!
//Downloads
Nice, but i do like to point out some issues i didn't really liked:
From what I've seen, the idea looks nice. I haven't compiled to test it in-game, that's your job after all, so I can't say much more on that. I should note that the level does look quite blocky, you may want to use some more angled rocks and generally, more natural shapes for the whole surrounding. I noticed you already slanted your rocks a bit, but the overall area is still very square. That's something I'd change if I were you.
Technically, there's a few things, such at the edges of the burning 'pool' that stick out. Read up on the clipping tool or the vertex manipulation tool if you want to tidy that up. I also noticed your maps are 'skyboxed': there's a big skybox arount the whole level. That works to prevent leaks, but the bottom of the sand and several area's that you will never see get compiled with the map, which takes some extra time and pushes your map to limits faster. Usually, people will create a more complex skybox, so, that only visible parts of the level are contained within it.
Nonetheless, it looks good so far. There's various things to improve on but that's ok. Good luck with this.
And "unique" is the keyword for this project. So... woot!
I liked the detail on the wires and the track textures.
This could evolve into something quite unique.
Very, very good for a first ever map.
But I am having some trouble believing that you didn't make any maps at all before this.
Check out the tutorials for prop aligning, etc. That'll get you started on the right foot.
From the screenshot, the scale appears to be too large. Read up the proper dimensions of the architecture relative to the player.
And yes, the best mappers blend the use of props with their own architecture seamlessly. Try experimenting with props in your next map.
Think about how lighting interacts with the architecture before you construct the map. Imagine where the shadows might fall and how contrast in lighting can make the existing architecture more interesting.
Anyway, good work. Five stars.
There is more than one texture in the map, just not inside the building in the screenshot.
The texturing is not good, but it is better than your last map. You've even got loads of graffiti decals on a wall. It's something, I suppose...
You should only use the carve tool if it will only result in 90 degree angles. It allows you to make bigger maps that run well.
There's a bit more of an idea to this map than the last one, but it's still a load of basic shapes stuck together (and some carved). Only a slight improvement over the last attempt.
As Hunter said ... cubemaps only have a bearing on reflective surfaces, so without any reflective textures the only difference you will have made to this map by putting cubemaps in is how the light will shine off the players weapons, and other character models. That's good, but could be better. You definately shouldn't give up on them though. They're very important to a good looking map.
Also as Hunter said, some reason for light being emitted is always nice to see.
At least you're enthusiastic.
Also planned is fog, so you don't see the poles and cables appear and dissapear.
I'm all for the learning curve, but why do you find it necisary to release all your experiments as completed maps, when clearly they are not.
Allow me to point a few things out:
- Again.. the textures.. why? How hard is it to define a floor from a wall?
These are all points based on the screenshot.. Fix please. THEN you can call it a completed map, and i'll download.Awsome job! but i'm concerned about your textures.
But from the pic it seems you got the grasp of lighting pretty well and you even used a model as a light origin.
Well done. Nice for a first map it appears.
Fullbright = leak/error/norad/etc = unfinished. And so... moved to unfinished.
it looks fullbright.
Also, the screenshot is from hammer. Is this even compiled?