Commented 17 years ago2006-12-21 19:23:13 UTC
in vault item: TWHL - Xmas 2006Comment #13770
Neat, but it could really have used some more detail, and a bit of ambience. The architecture was generally okay, but some kind of machine inside the test chamber that projected the letters would have really been cool. It kinda strikes me as unfinished.
Commented 17 years ago2006-12-21 17:49:40 UTC
in vault item: Level change errorComment #13766
Your use of brushes tied to trigger_changelevel and the info_landmarks appears to be fine and should work.
The problem you're having with the maps is that you use the AAATRIGGER texture to surround your level. That texture does not "seal" the level properly.
Change the texture of the inside of your big surrounding box (all six surfaces) to another texture, such as BABTECH6. That solves the problem (I tried it).
By the way, a big surrounding box around the entire level is not a recommended practice (in spite of what some tutorials say).
Unrelated: your monster_scientists are too close to the surrounding walls. Move them away.
This comment was made on an article that has been deleted.
Just a suggestion, but you may want to include a working .bsp file with the map. It's one thing to look at people's maps, it's quite another to compile them too
Your screenie looks nice. If I get time, I'll compile it.
Commented 17 years ago2006-12-19 00:17:44 UTC
in vault item: inthekitchenComment #13748
thank you. ill make it my responsibility to send you a pm if i update it. or ill send out a shout. either way, keep tabs im not done with this one yet.
Commented 17 years ago2006-12-18 23:40:31 UTC
in vault item: The Sydney Harbour BridgeComment #13747
It was an amazing recreation, but the crippling performance (I ran this on my friends computer (can hold 130 fps in CSS with 2560 x 1780, AA/AF 16x, Highest settings, but this map rendered in 15 fps) and no ability to actually walk around gives it 4 stars.
Commented 17 years ago2006-12-18 18:52:34 UTC
in vault item: In-securityComment #13743
I well-done beginner's map, but not without it's troubles.
-Turn up the max-viewable distance under "map properties" in Hammer, and you'll be able to see all the way down the road, all the time.
-there are invisble brushes and missing faces. These are usually caused by "leaf portal" errors. Check your compile log, go to the coordinates it gives you, and redo the bruswork around that area.
-Fullbright. My first maps were fullbright and I thought they looked so good! I even once submited a compo entry fullbright!!1 But believe me, running RAD--lights--is absolutely essential to mapping. If you're having trouble or more questions, check out the tutorial section/forums for help.
All in all again, a nice beginner map. The non-error brushwork you had looked fine as well the texturing. Fix the errors and get some lights now!
This comment was made on an article that has been deleted.
This comment was made on an article that has been deleted.
Commented 17 years ago2006-12-16 23:24:21 UTC
in vault item: Reflections 1Comment #13734
not realy, cause it did not take me that long to do this, and get the textures to look right, and yet, the map I'm working on currently is SUPPOSED to look like crap. But this example did not make since at first, but when I looked at the RMF, it totaly made since, so nice example map.
Commented 17 years ago2006-12-16 15:34:01 UTC
in vault item: mx_dabbleComment #13731
A cool idea, nicely implemented. Transitions from one area are creative/nice, though I'm sure there are tons of other way you could do it.
General mapping is really good, and superb for cs fyish maps like this one. My favourite area was cbble. Dust was fine, even with all the crates--I suppose on purpose--, but aztec was weak imo.
5 from me for a nicely implemeted, cool idea. *****
Killjoy: you make goddamn surf maps and you have the audacity to rate this map 2 stars?!
Considering the level you're at, you shouldn't even be allowed to rate maps, since you can barely make them yourself /rant
Commented 17 years ago2006-12-16 13:50:19 UTC
in vault item: inthekitchenComment #13727
lol sounds good. I just stuck the cracks in the wall to make it REALLY obvious that you need to go there.
My future plans are : Extremely detailed kitchen / dining room. Make the rock walls outside look better. Do something with the lighting because its still not so good outside. Maybe put in a secret tunnel underground that does something.
its just a 'when i get bored i do stuff to it' map.
and i just moved the map from unfinished stuff to completed maps, so its technically not a double post. unless it is, i dunno.
Commented 17 years ago2006-12-16 06:06:46 UTC
in vault item: mx_dabbleComment #13724
Yes i dont really like the idea of three completely different environments so obviously divided but 2 stars for originality and attempting something different i just done think it would work very well in a server environment
Commented 17 years ago2006-12-15 22:19:16 UTC
in vault item: de_simcComment #13723
pretty good map, deserves a 5 but im giving it a 4 because the map is way too big and there are some bugs as in the room with the computer over the desk, when u broke the desk the computer stays there just flying, u should make it broke too when the desk brokes
Commented 17 years ago2006-12-15 21:00:40 UTC
in vault item: mx_dabbleComment #13721
Um.. i dont think people will be playing this much because its a mix and most people like just one scenario. Next time, make a map that has the features of dust, aztec and cobble (cbble) but one scenario like bomb the area in dust. I'll give it two stars coz of the "mixed" idea.
Didn't expect this to be finished so quickly!
/downloads
The problem you're having with the maps is that you use the AAATRIGGER texture to surround your level. That texture does not "seal" the level properly.
Change the texture of the inside of your big surrounding box (all six surfaces) to another texture, such as BABTECH6. That solves the problem (I tried it).
By the way, a big surrounding box around the entire level is not a recommended practice (in spite of what some tutorials say).
Unrelated: your monster_scientists are too close to the surrounding walls. Move them away.
Your screenie looks nice. If I get time, I'll compile it.
Fire Triggered by Button
https://twhl.info/thread/view/12934
I hope i found a good balance, but this map is not completed yet. I recently updated it but i just didnt upload it.
-Turn up the max-viewable distance under "map properties" in Hammer, and you'll be able to see all the way down the road, all the time.
-there are invisble brushes and missing faces. These are usually caused by "leaf portal" errors. Check your compile log, go to the coordinates it gives you, and redo the bruswork around that area.
-Fullbright. My first maps were fullbright and I thought they looked so good! I even once submited a compo entry fullbright!!1 But believe me, running RAD--lights--is absolutely essential to mapping. If you're having trouble or more questions, check out the tutorial section/forums for help.
All in all again, a nice beginner map. The non-error brushwork you had looked fine as well the texturing. Fix the errors and get some lights now!
Anyway this is a crazy cool map. I love how everything just seems to fit the theme, and i really like that sofa by the stairs. VERY creative.
More people need to make entire maps with as much detail as this.
Half-Life would be so much more enjoyable.
5 stars
If you construct the gate in simple steps (as shown in the map and description), it's actually pretty simple.
Lemme know if it doesn't work for you.
I'm gonna download this and have a look at it as fast as I get some freetime!
I <3 your examplemaps BJ, FTW!
hehe read that, if you havent already.
and yes there are still plenty of people who surf
General mapping is really good, and superb for cs fyish maps like this one. My favourite area was cbble. Dust was fine, even with all the crates--I suppose on purpose--, but aztec was weak imo.
5 from me for a nicely implemeted, cool idea.
*****
Killjoy: you make goddamn surf maps and you have the audacity to rate this map 2 stars?!
Considering the level you're at, you shouldn't even be allowed to rate maps, since you can barely make them yourself
/rant
sorry about that. ill take that into account on future items. I map a lot but its not often that i use the vault.
Btw you can check almost daily progress of the map on my new website (ty freewebs)
http://www.freewebs.com/tetsuosmaps/index.htm
My bad, sorry!
My future plans are :
Extremely detailed kitchen / dining room.
Make the rock walls outside look better.
Do something with the lighting because its still not so good outside.
Maybe put in a secret tunnel underground that does something.
its just a 'when i get bored i do stuff to it' map.
and i just moved the map from unfinished stuff to completed maps, so its technically not a double post. unless it is, i dunno.
The cabinets, window and toaster look really nice, but my absolute favourite is the toast!!1 (just add a plate, butter, jelly, etc)
The rest of the map seems to be the same, except the wall cracks, which with your brushwork skills I KNOW you can make look more natural/realisitic.
I don't know what your full intentions for are or the map, but if you add more detail, pm me and I'll check it out!!1
Btw, I think you may have just given me an idea for the next compo!
downloading now