Comments

Commented 17 years ago2007-04-14 15:35:22 UTC in vault item: Final Assult (Version 1) Comment #14627
I like it pointless but fun
Commented 17 years ago2007-04-14 15:20:18 UTC in vault item: Gordans Secrets Comment #14626
The half-life beta! Google it, theres some amazing screenies! :D
Commented 17 years ago2007-04-14 14:31:30 UTC in vault item: Lost Valve intro Comment #14625
Was the city skybox not used or something?
Commented 17 years ago2007-04-14 12:31:03 UTC in vault item: de_bay Comment #14624
hmm well i never carve i find that in most to all circumstances its way faster to just use the clipping tool.
Commented 17 years ago2007-04-14 12:21:56 UTC in vault item: Time Machine Comment #14623
haha! thats funny!

Nice original thought...
Commented 17 years ago2007-04-14 11:44:59 UTC in vault item: 3D Skybox for HL1 Comment #14622
None, that's the beauty of it. Only the origin of the model actually needs to be in the world for it to work.
Commented 17 years ago2007-04-14 10:06:27 UTC in vault item: Lost Valve intro Comment #14621
wow it uses the city skybox ahha!
Commented 17 years ago2007-04-14 08:37:53 UTC in vault item: Black Mesa: Arctic Comment #14620
Looks much better. Keep up the good work.

Perhaps add some mountains in the distance?
Commented 17 years ago2007-04-14 05:25:36 UTC in vault item: green_mesa Comment #14619
Checked out the .rmf, and it had tons of Invalid Solid/Texture axis perpendicular to face errors, that make the map pretty much impossible to compile..

Anyways - I liked the effort put at this, if you used better textures - it could end up as a pretty nice remake of the ol' boring Anomalous Materials start. :)
Commented 17 years ago2007-04-14 05:14:23 UTC in vault item: 3D Skybox for HL1 Comment #14618
Not a bad idea..

Though you'll need a huge max vis. distance to make the skybox visible in all the areas of the map..

Anyways - doesn't a model going off-grid produce any errors?
Commented 17 years ago2007-04-13 23:29:18 UTC in vault item: de_bay Comment #14617
Carving is ok, as long as you use squares, it's a good way to save time. Even experienced mappers use it...
Commented 17 years ago2007-04-13 20:33:47 UTC in vault item: de_bay Comment #14616
Carving a square hole out of a square brush is NOT gonna do any harm. Clipping and/or VM would just yeild the same results in that situation.
Commented 17 years ago2007-04-13 20:01:39 UTC in vault item: de_bay Comment #14615
well if you use it right its a very handy tool. Never carve an object into another object, but you could use the carve tool to cut out of the wall and only add a couple w_poly's but and make it look a lot better.
Commented 17 years ago2007-04-13 17:12:30 UTC in vault item: de_bay Comment #14614
Whoa, stfu. Never carve. Carve = pure evil. Even just plain squares.
Commented 17 years ago2007-04-13 16:40:53 UTC in vault item: de_bay Comment #14613
just downloaded, currently making my own cs de map wanted to see what i was up against ;).

cool lighting effects, especially the red glowing effect u have in the screenie, but speeking for everyone on a pentium3, it makes for a very laggy experience. Very blocky architecture, but all the props doesnt make it seem so bad, Yet the fake green doors u have look really fake, i suggest carving them into the wall. Also, it is a very compact map, like u said, but i have found that to be the most common falt in all custom cs de maps. Finally, there are lots of useless rooms in the map that really serve no purpose at all. But, overall, a fairly decent map, and im sure for those who have decent video cards it would be fun to play.
Commented 17 years ago2007-04-12 12:59:22 UTC in vault item: Time Machine Comment #14612
Oh another thing - did anyone get that it was supposed to be in an amusement park? Thats why there's tracks on the floor. If you run out after pressing a button you'll see it all happen :)
Commented 17 years ago2007-04-12 12:58:19 UTC in vault item: Time Machine Comment #14611
Thanks, this was just a proof of concept if anything. Just to see what the reaction would be to a map like this :)
Commented 17 years ago2007-04-12 12:55:50 UTC in vault item: Time Machine Comment #14610
Pretty darn neat!

Texturing could use a little more work, though. I kinda like the clock going nuts!

Improve and expand! :D
Commented 17 years ago2007-04-12 10:51:46 UTC in vault item: Black Mesa: Arctic Comment #14609
Yea i`m going to model the sign (learning how to model right now), and there`s a update soon.
Commented 17 years ago2007-04-12 10:46:57 UTC in vault item: Black Mesa: Arctic Comment #14608
I played it, liked the look of it. Perhaps you could improve the snow, add some bumps and dips to it? haven't seen much snow so I dunno what it's really like. I guess the BMRF would have good landscaping though ;) Maybe a sign, like the once over the entrance to BMRF in blue shift, if you have that.
Commented 17 years ago2007-04-12 08:44:35 UTC in vault item: dm_fathom25 Comment #14607
"Unexpected End of File" with the zip file :(
Commented 17 years ago2007-04-12 07:09:37 UTC in vault item: sgrseg Comment #14606
Just played it, looks and plays like Minimicus. Whats with the map on the ceiling, and the xen lamp?
Commented 17 years ago2007-04-12 07:07:36 UTC in vault item: sgrseg Comment #14605
What's a DM card? The map looks a bit like c1a0, got that kinda feel from it :)
Commented 17 years ago2007-04-12 07:05:11 UTC in vault item: prison_cell_01 Comment #14604
Its interesting, the physbox would be good for busting through on a jail break!
Commented 17 years ago2007-04-11 22:58:44 UTC in vault item: Lexus LS430 2003 Comment #14603
yeah being able to drive a car would be awsome in HL, but this is a really awsome job rowley! its with some stuff as good as this that i feel like im not playing HL!
Commented 17 years ago2007-04-11 22:55:58 UTC in vault item: Final Assult (Version 1) Comment #14602
Well i changed this map quite a bit so its really kinda a different map than the other one
Commented 17 years ago2007-04-11 19:16:15 UTC in vault item: green_mesa Comment #14601
This is just a recompile of that example map in the sdk, isn't it?
A compiled version would have been nice.

I guess you didnt actually say it was something it wasn't, I just had higher expectations.

Its ok... :)
Commented 17 years ago2007-04-11 19:10:47 UTC in vault item: green_mesa Comment #14600
Hmm, haven't downloaded yet. Is it just alternate textures?
Downloading...
Commented 17 years ago2007-04-11 12:01:59 UTC in vault item: sgrseg Comment #14599
Card? Tssss.
Commented 17 years ago2007-04-11 08:57:34 UTC in vault item: Black Mesa: Arctic Comment #14598
Yes it`s pre-disaster :)
Commented 17 years ago2007-04-10 20:00:56 UTC in vault item: Hammer Problems (Self Shifting) Comment #14597
srry, im clueless
Commented 17 years ago2007-04-10 18:59:00 UTC in vault item: fy_busy Comment #14596
lol how about fy_shiny since its very. maby fy_craze meh i dont know lol
Commented 17 years ago2007-04-10 14:27:45 UTC in vault item: Quarintine v1.1 beginning Comment #14595
Yah I was expecting someone to say its crap, what needs improvement
Commented 17 years ago2007-04-10 14:03:54 UTC in vault item: Black Mesa: Arctic Comment #14594
Oh wow! I cant get enough of pre-disaster (it is, isn't it?) maps!

Downloading!
Commented 17 years ago2007-04-10 13:57:35 UTC in vault item: Quarintine v1.1 beginning Comment #14593
Pretty good 2 maps if u ask me, but it would be alot more helpful if you included the 2 maps in the zip file in BSP format, that way we could play the maps without having to compile them. But yeah i like what u did with these maps, nice job.
Commented 17 years ago2007-04-10 10:37:05 UTC in vault item: Black Mesa: Arctic Comment #14592
Hey thanks for the tips.
This comment was made on an article that has been deleted.
Commented 17 years ago2007-04-09 16:15:57 UTC in vault item: Lexus LS430 2003 Comment #14590
The next step is coding it so it will drive
Commented 17 years ago2007-04-09 12:12:17 UTC in vault item: Unfinished Naval Boss Comment #14589
Very nice mapping, and i really like the gameplay, nice job :)
Commented 17 years ago2007-04-09 10:25:08 UTC in vault item: Just another lab Comment #14588
A very nice, solid map. A few of the lights could've been func_walled to avoid uneccassary vis cuts and bad shadows, but I only saw that a few times. I'd like to see where this winds up.
Commented 17 years ago2007-04-09 06:54:27 UTC in vault item: Black Mesa: Arctic Comment #14587
I suppose work on the 3D skybox to make it more realistic and add more detail outside the bunker entrance with a car and some barrels.

Perhaps add snow falling.
Commented 17 years ago2007-04-06 17:52:06 UTC in vault item: HEV suit refuses to appear in-game (halflife_hell_a1) Comment #14586
I also moved the suit, but that didn't help either.
Commented 17 years ago2007-04-06 17:51:49 UTC in vault item: HEV suit refuses to appear in-game (halflife_hell_a1) Comment #14585
Moving the arrow didn't correct the problem :(.
Commented 17 years ago2007-04-06 17:17:45 UTC in vault item: HEV suit refuses to appear in-game (halflife_hell_a1) Comment #14584
It's probably that the arrow hovering over it is too close. Also try raising the item_suit entity off that platform a little. It'll fall back down to ground level when you start your map.
Commented 17 years ago2007-04-06 14:08:21 UTC in vault item: Rotating lid on storage box Comment #14583
Even if it had the correct origin point (a.k.a. the Hinge), there could go something wrong when Pitch Yaw Roll is messed up.
Commented 17 years ago2007-04-06 13:09:01 UTC in vault item: de_mainframe2_cz Comment #14582
haha, thanks mate, ive already started on some of the tips you gave! was thinking of making a source version as well as fewer people are playing cz these days :(
Commented 17 years ago2007-04-05 14:41:26 UTC in vault item: Gordans Secrets Comment #14581
what beta???????
Commented 17 years ago2007-04-05 13:30:03 UTC in vault item: dm_greentown Comment #14580
But Dave, you saw the girl in the secret room..?
Commented 17 years ago2007-04-05 13:22:35 UTC in vault item: TP Comment #14579
try making maps with wide open space, like cs_deathmatch, or two boxes separated with corridors or something. That kind of maps are good for training "newborn" mapmakers. But the "toilet paper" comment threw me up from my seat, and I can't stop laughing!
Commented 17 years ago2007-04-05 12:44:30 UTC in vault item: dm_greentown Comment #14578
I say fill the area with hills, stones, and random stuff. It could be a good map if it was way more polished off.