Commented 17 years ago2007-01-29 23:14:12 UTC
in vault item: OctangleComment #14105
Spirit 1.4 DM is bugged something cronic! It crashed every time I died but 1.5 Alpha 4 is much better and almost bug free. Except cheaters may crash the game. Noclip and god mode seem to crash HL when I use them.
Commented 17 years ago2007-01-29 16:52:11 UTC
in vault item: [BMHL entry] You failed.Comment #14104
At last...I wanted to rate this 3 from the beginning but though it would be wrong or something I was missing? First of all, creativity could have been better. I mean... whats so special about this door? Lasers? How creative is that.. The ending wasnt logical at all. I fail? failed doing what? walking through the corridor? There was a wall anyway..how far could I just go. However, I liked the outside look of the door and also the medium architecture at the outside. It looks like you finished in a hurry so.. could have been a hell lot better.
Commented 17 years ago2007-01-29 13:32:22 UTC
in vault item: cs_hyperspeedxComment #14103
Correct me if I'm wrong, but that was a comment. Fool!
Be constructive in your criticism, tell me what you do or (in this case) don't like about it. So that I may take your opinion into account and decide to modify the map or not. Or... don't say anything at all.
Commented 17 years ago2007-01-29 04:12:44 UTC
in vault item: de_quickshotComment #14099
I almost forgot... the rain!
It definitely looked unique, but I think you would get better results/performance using the env_rain entity that comes with the Counter-Strike FGD. Considering your mapping experise, you probably already know this, and decided not to use it for some reason, so please forgive my impertinence if this is the case!
Commented 17 years ago2007-01-29 04:08:10 UTC
in vault item: de_quickshotComment #14098
It doesnt differ from the fy version, well not alot. Some doors were changed a bit, the italy quitar music was taken away and the rain and wind ambient sound was added along with the rain. Also some of the people who playd the fy version sayd it would be good to have a de version aswell, so I gave it a try.
Thanks for the comments rowleybob, there arent many people like you out there, who actualy test and rate other peoples maps.
Commented 17 years ago2007-01-29 03:23:35 UTC
in vault item: dm_hothworld betaComment #14096
I thought about putting another ATAT at the back of the Hoth base that was deserted, and you could crawl in there, thereby: PEW PEW! PEW PEW..
Unfortunately, the map is too big already, and I plan on shrinking it even smaller than the latest version of Hothworld v2--see thread.
It would however, be cool to test making the whole head the func_tank laster and see how it would behave with the user inside... *rowleybob twirls his mustachio and laughs quietly.
Someday when I finish v2, I plan on adding more tank lasers on some of the speeder/xwing props--like anakin in the hanger of the control ship from episode I--, and a couple different ones on the falcon.
Commented 17 years ago2007-01-28 22:55:56 UTC
in vault item: Srry's Minicompo #8 EntryComment #14095
...
Well, too bad. I'm not planning on mapping for Source anytime soon. But if you can only play Source, I'm wondering, how did you even know if it was detailed or not?
Commented 17 years ago2007-01-28 20:59:54 UTC
in vault item: de_quickshotComment #14093
Looks identical to the fy map from what I can see, which isn't a bad thing: a very well-constructed map!
Without playing it, it's hard to judge the layout and gameplay, but I'm guessing it would be good. It's more of an intricate layout with all the doors than I prefer, but I'm by no means an expert on these things--dod_avalanche is a pretty intricate layout, but it plays well and is among my fav dod maps!
Like I said for the fy map, the textures, props, lighting all look great. Did you add other ambients besides the pv&k and the other one--I can't remember from quickly replaying). Btw, I listen to that PV&K song all the time now!!1
Anyway, great map! Don't be discouraged by a lack of comments... you'll find a lot of really great maps that people seem to pass by for one reason or another. Maybe try a better and/or multiple screenies, pm some of the mappers you admire to give it a test, and maybe advert it in the "Maps and Mods" section.
Select the brush or brushes you want to make a func_wall, then hit CTRL-T to "tie them to entity".
Do it for anything weirdly shaped and is not a wall touching the void or outside the map. Also, try not to func_wall things that act as good vis blockers--vis blockers are world brushes--nonentitys--that blocks one area of your map from another. This is more important on big maps to keep your wpolys at a playable level.
ok wait you said that you can make brushes into func wall how would you do that becuase i t takes forever to compile my awp map is this because all my walls are made up of bushes without function do you use tie to entity then select func wall?
Commented 17 years ago2007-01-24 23:12:46 UTC
in vault item: OctangleComment #14066
Well, i'll look at it for ya.
I had a brief thought about it too, making a spirit based dm mod. However my mod was a bit different. I was going to use the zero gravity feature to make zeroGDM. (which is like flying around in noclip but you can't go through walls) The maps would take advantage of every dimension, and maps like de_rats would be awsome. I think it would be an insane new twist on the classic deathmatch style.
Commented 17 years ago2007-01-23 23:04:25 UTC
in vault item: OctangleComment #14065
It's a Spirit deathmatch level so releasing it as a minimod would kind of be pointless. Still, maybe I will release a Spirit DM minimod and make my own maps for it. Is that a good idea?
Commented 17 years ago2007-01-23 20:30:29 UTC
in vault item: GungodComment #14064
clean setup. Very functional. it seems like it would be realy fun to play with a lot of people. I realy liked the secrets"I enjoy secrets very much because most people now adays get to lazy to put them in their maps" I could "almost" say the map is kinda boring in some places but one inch down the hall makes up for it. Maybe because there was nothing all that bazzare or unique. The turret was kinda weak in my opinion because the name of the map /maybe it should be louder or have bigger muzzleflash or have more work put into it or something. Anyways i give it a 3.5 just because i look more for unique architecture and new ideas. Thow if i rated it based on gameplay id prolly have to give it a 4.
Commented 17 years ago2007-01-23 16:03:17 UTC
in vault item: kade_glassworldComment #14063
Espen, could you do an example map for this? I'd be interested to see how it works too. That, and I don't really understand what you mean by connected multisources
From what Muzz said about the map, you'd probably be better off starting it over, and compile often. Compiling often helps you catch/understand/fix errors better and faster.
And lastly, if this is one of your first maps, it might be a good idea to start something simpler, or just create a simpler version of this one. Trying to tackle too much too fast is just frustrating.
Opens fine for me. But pretty much everything in this map is wrong. Let me sum up:
You used cillinders to make rocks/cliffs. Nothing wrong with that, but most of them have been made so badly, they cause invalid brush errors.
Huge grey hollow brush ontop of the map. Bad. Unless it is a skybox. But it isn't
Lots of brushes are off the grid (floating points).
Lots of brushes intersect in eachother (Z-fighting).
Complex shapes are world brushes. Turn them into func_walls to speed up the compile time.
and many more things...
Im sorry, but there's just no way any TWHL user is gonna fix all that for you. Either restart from scratch and read some tutorials on rock/cliff making, or fix all them yourself.
Commented 17 years ago2007-01-21 21:31:25 UTC
in vault item: gg_defenestrateComment #14055
The dev textures themselves don't make the map have less lag, although having very few materials saves texture memory. Since the map is small, you could use other textures and actually think up a theme for this. Even fy_pool_day has a pool theme.
Anyway, having a properly compiled BSP doesn't mean you have made "a map". It needs much more thought and dedication. Even if you consider this scenario fun, you won't get much input or positive comments in this site. CS pseudo-maps aren't loved @ TWHL
Be constructive in your criticism, tell me what you do or (in this case) don't like about it. So that I may take your opinion into account and decide to modify the map or not.
Or... don't say anything at all.
Most of all don't be a smegging idiot!
And you spelled it correct.
You have passed the first test.
It definitely looked unique, but I think you would get better results/performance using the env_rain entity that comes with the Counter-Strike FGD. Considering your mapping experise, you probably already know this, and decided not to use it for some reason, so please forgive my impertinence if this is the case!
Thanks for the comments rowleybob, there arent many people like you out there, who actualy test and rate other peoples maps.
http://rowleybob.googlepages.com/dm_hothworldv2.zip
Unfortunately, the map is too big already, and I plan on shrinking it even smaller than the latest version of Hothworld v2--see thread.
It would however, be cool to test making the whole head the func_tank laster and see how it would behave with the user inside... *rowleybob twirls his mustachio and laughs quietly.
Someday when I finish v2, I plan on adding more tank lasers on some of the speeder/xwing props--like anakin in the hanger of the control ship from episode I--, and a couple different ones on the falcon.
Well, too bad. I'm not planning on mapping for Source anytime soon. But if you can only play Source, I'm wondering, how did you even know if it was detailed or not?
Without playing it, it's hard to judge the layout and gameplay, but I'm guessing it would be good. It's more of an intricate layout with all the doors than I prefer, but I'm by no means an expert on these things--dod_avalanche is a pretty intricate layout, but it plays well and is among my fav dod maps!
Like I said for the fy map, the textures, props, lighting all look great. Did you add other ambients besides the pv&k and the other one--I can't remember from quickly replaying). Btw, I listen to that PV&K song all the time now!!1
Anyway, great map! Don't be discouraged by a lack of comments... you'll find a lot of really great maps that people seem to pass by for one reason or another. Maybe try a better and/or multiple screenies, pm some of the mappers you admire to give it a test, and maybe advert it in the "Maps and Mods" section.
yes break the monotonous barrier!
=D
Some of them are - yes, but why do the same thing when you can do it different and more sexy?
i will try a theme map
or how about... YOU CAN GET IN THEM! PEW PEW!
People are too lazy to create a theme for their map?!
"This is my first serious source map"
No, that would be a de_ or a cs_ map
Do it for anything weirdly shaped and is not a wall touching the void or outside the map. Also, try not to func_wall things that act as good vis blockers--vis blockers are world brushes--nonentitys--that blocks one area of your map from another. This is more important on big maps to keep your wpolys at a playable level.
i liked the part where he beats up the marines
how would you do that becuase i t takes forever to compile my awp map is this because all my walls are made up of bushes without function do you use tie to entity then select func wall?
I had a brief thought about it too, making a spirit based dm mod. However my mod was a bit different. I was going to use the zero gravity feature to make zeroGDM. (which is like flying around in noclip but you can't go through walls) The maps would take advantage of every dimension, and maps like de_rats would be awsome. I think it would be an insane new twist on the classic deathmatch style.
Maybe a team should be assembled?
Anyway, you should listen to Muzz, I'm sure if I could open the map I'd agree with everything he said
In the future too, check tommy14's site to diagnose your errors, here:
https://www.slackiller.com/tommy14/errors.htm
From what Muzz said about the map, you'd probably be better off starting it over, and compile often. Compiling often helps you catch/understand/fix errors better and faster.
And lastly, if this is one of your first maps, it might be a good idea to start something simpler, or just create a simpler version of this one. Trying to tackle too much too fast is just frustrating.
Good luck!
- and many more things...
Im sorry, but there's just no way any TWHL user is gonna fix all that for you. Either restart from scratch and read some tutorials on rock/cliff making, or fix all them yourself.Doesn't mean, that it's really that awesome. :
The architecture is very bland for CS:S, so is the lighting, not to mention the textures.
You should definately put some effort into it.
Anyway, having a properly compiled BSP doesn't mean you have made "a map". It needs much more thought and dedication.
Even if you consider this scenario fun, you won't get much input or positive comments in this site. CS pseudo-maps aren't loved @ TWHL
Perhaps in a gigantic map