Commented 17 years ago2007-01-01 06:20:18 UTC
in vault item: SpidermanComment #13876
I will admit, this isn't my best map but I got the idea one day and thought it was an original idea. I didn't spend long making this, it took me few hours to build, but me and my dad played it on a LAN game and it was good fun.
Commented 17 years ago2007-01-01 01:28:42 UTC
in vault item: krAzYComment #13875
Should have posted this before, sorry for double posting: Maps like this can be extremely fun, Espen can go kill himself for all I care. Its a decent first map but you could have done a lot better with the textures on the outside of the brick and ceilings(there's a blatant seperation that looks fugly).
Commented 17 years ago2006-12-31 13:25:09 UTC
in vault item: krAzYComment #13868
Reminds me of he_glassfloor, or whatever the hell the map was called. Unless you change the map to knife/nade/weak weapons only - it won't be fun to play at all.
Commented 17 years ago2006-12-31 11:05:34 UTC
in vault item: cs_face2faceComment #13865
Pretty much a killbox with a few props. Plus it's fullbright. A few things I'd suggest:
- The "cs_" prefix in the map name stands for HOSTAGE RESCUE maps. I'd strongly sugest changing it to fy_ or aim_, since it's a killbox.
- Always run RAD, when compiling, even if the compile takes loads of time. If the map has a leak and you haven't fixed it - at least don't post it in the completed maps section.
The reviews were harsh, but it's just that killbox maps aren't welcome by most of the mappers here.. .. especially if they're quite poorly made.
Sorry, but the map realy isn't worth more than 2* in advance.
Commented 17 years ago2006-12-31 07:27:48 UTC
in vault item: NSBComment #13864
...i forgot obout that,sorry...but i think that they aren't so important...i did that with the wireframe not a very nice picture i experimnted with the no of sides (i don't know if you noticed but the staricases are not the same,one is 12 and other 24 sided) and i got no better resalts but i thnik that i scruwed something else up in the map because when i remove all the cylinders and all the bookshelves the r_speeds are still pretty high???
Commented 17 years ago2006-12-31 04:59:25 UTC
in vault item: NSBComment #13862
i dont have the wads you used, but try cutting down on the sides of the cylinders. It wont look as good but its exponential how much it cuts down face-splitting
try entering in "gl_wireframe 1" (2 or 3) and you can see all the polys.
Sometimes 20+ sides are too much try cutting it down to like.... 12 or even 10. This engine is old, so its limits are far lower than your imagination. So sometimes detail needs to be cut out.
Commented 17 years ago2006-12-30 18:19:25 UTC
in vault item: Leak in the_bridgeComment #13860
found your problem. Your concrete func_wall and your doors and some windows are also func_walls
Func_walls dont seal off the world from the void. As a matter of fact, no entities do, and there's your problem. So surround your concrete func_wall with regular world brushes and make those doors 'To world' (next to the 'to entity' button) and you should be all set.
Also, the light poles will horribly split up the ground and concrete if they intersect with another brush. Try making those func_walls as well. I'll upload the map that i mess with a bit.
Commented 17 years ago2006-12-29 19:44:10 UTC
in vault item: Split-Second 2.0Comment #13856
Same prob with me... Maybe you're using with steam... ?? Only copy the dlls from your valve/cl_dlls to the split/cl_dlls folder... and you can play... Hey kc8kjp download steam splash creator, create a background for steam users, delete the client dlls, and release a new version for Steam users... OK??.
Commented 17 years ago2006-12-28 19:06:23 UTC
in vault item: TWHL - Xmas 2006Comment #13849
Haha that's so much better!!1 The map is just a little thing for christmas, but the detailing, feel of the map is superb! The beam effects are excellent. *win
Commented 17 years ago2006-12-28 19:01:43 UTC
in vault item: Never-Ending TunnelComment #13848
Quite unique/cool! Yeah the only lighting glitch is the shadow uner the "car" you're riding on--which shouldn't be too hard to fix.
Maybe adding some sprites for a haze effect would mask the edges of the tunnel a little, making it more realistic. Still, very cool and innovative, which is a s usual with your work!
Few problems here -You had a sky brush surrounding the entire level, and it was one solid block. That explains the drownding because you're stuck INSIDE a block when you spawned. -You had no walls sealing your level off from the void (anything that's not your level.[The rest of the grid, basically]) -You had a light-Environment in the middle of the void. It was just chillin, i dunno why. -When i DID get the map to compile, the lights werent bright enough as it was, so re-position it, and change the brightness of it. (in the properties under brightness, the last number group (the one fartherst to the right) is the brightness. mess with those paremeters to get it right)
One last note:: Try to keep the grid size at 16 for basic level making. Once you get into the nitty-gritty detalied stuff, you can go to lower grid sizes. I'll upload the .vmf of the fixed level (well the blue light side anyway)
Commented 17 years ago2006-12-27 13:04:41 UTC
in vault item: iv_christmas_2006Comment #13837
Espen, play the map before commenting on how I should have made it. If you actually played the map you'd know that I did use vertex manipulation, and the only reason that they look like spikes from the screenshot is the angle of the camera.
Commented 17 years ago2006-12-27 04:19:51 UTC
in vault item: dm_killbox_barrelthrow2Comment #13831
I made this one like 2 yrs ago, but i just recently made the DMC map. I know this map is really bad, but when I made it I was obssesed with killboxes, so I made one as fast as I could.
Commented 17 years ago2006-12-26 19:06:47 UTC
in vault item: SpidermanComment #13827
Some of the ladders extend way above the buildings, which means your climbing on nothing. It also sucks if you're trying to jump from one building to another and you run into one of these ladders instead
There's no floor to the map, which looks bad/stupid.
Otherwise, I think it's a superb idea, and I look forward to future updates. The only other negative I can think of is eliminating the ladder sound, but I don't think there's a way for dm
Dont let espen's comment dis-hearten you. Keep working, read tutorials and make a kick-ass map!
Downloading.
Unless you change the map to knife/nade/weak weapons only - it won't be fun to play at all.
Plus it's fullbright.
A few things I'd suggest:
- The "cs_" prefix in the map name stands for HOSTAGE RESCUE maps. I'd strongly sugest changing it to fy_ or aim_, since it's a killbox.
- Always run RAD, when compiling, even if the compile takes loads of time. If the map has a leak and you haven't fixed it - at least don't post it in the completed maps section.
The reviews were harsh, but it's just that killbox maps aren't welcome by most of the mappers here..
.. especially if they're quite poorly made.
Sorry, but the map realy isn't worth more than 2* in advance.
is 12 and other 24 sided) and i got no better resalts but i thnik that i scruwed something else up in the map because when i remove all the cylinders and all the bookshelves the r_speeds are still pretty high???
try entering in "gl_wireframe 1" (2 or 3) and you can see all the polys.
Sometimes 20+ sides are too much
try cutting it down to like.... 12 or even 10.
This engine is old, so its limits are far lower than your imagination. So sometimes detail needs to be cut out.
I loved the sprite christmas lights and the scene inside the house by the fire:
https://sites.google.com/site/rowleybob/iv_christmas_20060000.jpg
I also liked the "wall of shame" in the basement... is "buttery toast" a girl or a guy? :'D
Anyway, I won't bother nitpicking--unless you want--, since it's not the point of the map. 'Tis a superb Christmas map!!1
*win
*****
Your concrete func_wall
and your doors and some windows are also func_walls
Func_walls dont seal off the world from the void.
As a matter of fact, no entities do, and there's your problem.
So surround your concrete func_wall with regular world brushes and make those doors 'To world' (next to the 'to entity' button) and you should be all set.
Also, the light poles will horribly split up the ground and concrete if they intersect with another brush. Try making those func_walls as well. I'll upload the map that i mess with a bit.
[] fun
[] fun
[] fun
I lol'd and lol'd Pretty funny stuff, a well-deserving compo winner
Maybe you're using with steam... ??
Only copy the dlls from your valve/cl_dlls to the split/cl_dlls folder... and you can play...
Hey kc8kjp download steam splash creator, create a background for steam users, delete the client dlls, and release a new version for Steam users... OK??.
*****
Maybe adding some sprites for a haze effect would mask the edges of the tunnel a little, making it more realistic. Still, very cool and innovative, which is a s usual with your work!
Good to see you still around!
Good work, and nice explanation/description--helpful too for keywords if people are searching for using keywords and the search function.
-You had a sky brush surrounding the entire level, and it was one solid block. That explains the drownding because you're stuck INSIDE a block when you spawned.
-You had no walls sealing your level off from the void (anything that's not your level.[The rest of the grid, basically])
-You had a light-Environment in the middle of the void. It was just chillin, i dunno why.
-When i DID get the map to compile, the lights werent bright enough as it was, so re-position it, and change the brightness of it. (in the properties under brightness, the last number group (the one fartherst to the right) is the brightness. mess with those paremeters to get it right)
One last note:: Try to keep the grid size at 16 for basic level making.
Once you get into the nitty-gritty detalied stuff, you can go to lower grid sizes. I'll upload the .vmf of the fixed level (well the blue light side anyway)
Sure.
I agree with FresheD about removing the skybox and working on different maps.
I don't really know what to say, except I don't really see the point of developing maps for DMC...
Anyway, nice map
There's no floor to the map, which looks bad/stupid.
Otherwise, I think it's a superb idea, and I look forward to future updates. The only other negative I can think of is eliminating the ladder sound, but I don't think there's a way for dm
Neat stuff!
No biggie, but I would recommend including them in the future
I'll compile/play it later
Because this dont work: http://www.twhl.co.za/mapvault_map.php?id=3012&dl=1
lazer's outta whack but thats still pretty darn cool