Comments

Commented 17 years ago2006-12-05 13:40:35 UTC in vault item: aim_ak_colt_pro Comment #13613
well i personally think cs maps are pretty simple so they all have a low gameplay but aims are cool maps because
1-Its fast to find your enemys
2-You can prectice your aiming
3-Its hard to rush on em
anyways i respect ur opinion if u think aims are for retards cause i think fy are for retards and a lot of ppl like it anyway

4 Starts:Cool looking and a good improvement from the old ak-colt but still you should have made this a all new aim
Commented 17 years ago2006-12-05 13:27:47 UTC in vault item: aim_snow Comment #13612
yep, download not working lowered points because of that, its been half a month since chippy warned u :/
Commented 17 years ago2006-12-05 10:40:14 UTC in vault item: Gungod Comment #13611
w00teh ^___^
Commented 17 years ago2006-12-05 09:39:46 UTC in vault item: Gungod Comment #13610
I agree with ZL for the most parts.
Kinda disagree on the 'detail' thing.

Gameplay above detail always.
When i'm focusing on the game, I really don't pay attention towards small details. So in my book, lack of detail isn't a con.

So in my book, you get a big fat 4. :)
Commented 17 years ago2006-12-05 01:08:03 UTC in vault item: cs_deathmatch_simpsons Comment #13609
thnx for the comment. i'll fix it later and re-upload it again.
Commented 17 years ago2006-12-04 21:19:24 UTC in vault item: cs_deathmatch_simpsons Comment #13608
Pretty bad stuff.

+Architectue is boxes boxes and you guessed it, some more boxes.
-Textures are horribly applied
-layout is nothing to write home about--not that it needs to be for this type of map.
-gfx sky doesn't match the texturing.
-no detail work, no trims, no nothing really except some poorly applied decals.
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 ago2006-12-04 17:20:09 UTC in vault item: DM_Stranded V2 Comment #13605
Why is this always on the front page?
Commented 17 years ago2006-12-04 16:48:42 UTC in vault item: My First Map - IckyLab Comment #13604
Compile log from RAD-less map.
hlcsg v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
-----  BEGIN  hlcsg -----
Command line: C:\PROGRA~1\VALVEH~1\tools\hlcsg.exe "C:\Program Files\Valve Hammer Editor\maps\Fight"
Entering C:\Program Files\Valve Hammer Editor\maps\Fight.map

Current hlcsg Settings
Name                 |  Setting  |  Default
---------------------|-----------|-------------------------
threads               [       1 ] [  Varies ]
verbose               [     off ] [     off ]
log                   [      on ] [      on ]
developer             [       0 ] [       0 ]
chart                 [     off ] [     off ]
estimate              [     off ] [     off ]
max texture memory    [ 4194304 ] [ 4194304 ]
max lighting memory   [ 6291456 ] [ 6291456 ]
priority              [  Normal ] [  Normal ]

noclip                [     off ] [     off ]
null texture stripping[      on ] [      on ]
clipnode economy mode [      on ] [      on ]
clip hull type        [  legacy ] [  legacy ]
onlyents              [     off ] [     off ]
wadtextures           [      on ] [      on ]
skyclip               [      on ] [      on ]
hullfile              [    None ] [    None ]
nullfile              [    None ] [    None ]
min surface area      [   0.500 ] [   0.500 ]
brush union threshold [   0.000 ] [   0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

1 brushes (totalling 6 sides) discarded from clipping hulls
CreateBrush:
 (0.80 seconds)
SetModelCenters:
 (0.02 seconds)
CSGBrush:
 (0.34 seconds)

Using Wadfile: \documents and settings\owner\desktop\game making\map making\valve\xeno.wad
 - Contains 5 used textures, 4.20 percent of map (264 textures in wad)
Using Wadfile: \documents and settings\owner\desktop\game making\map making\valve\decals.wad
 - Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: \documents and settings\owner\desktop\game making\map making\valve\halflife.wad
 - Contains 112 used textures, 94.12 percent of map (3116 textures in wad)
Using Wadfile: \documents and settings\owner\desktop\game making\map making\valve\liquids.wad
 - Contains 1 used texture, 0.84 percent of map (32 textures in wad)
Using Wadfile: \documents and settings\owner\desktop\game making\map making\ickylab.wad
 - Contains 1 used texture, 0.84 percent of map (1 textures in wad)

added 13 additional animating textures.
Texture usage is at 1.26 mb (of 4.00 mb MAX)
2.23 seconds elapsed

-----   END   hlcsg -----



hlbsp v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
-----  BEGIN  hlbsp -----
Command line: C:\PROGRA~1\VALVEH~1\tools\hlbsp.exe "C:\Program Files\Valve Hammer Editor\maps\Fight"

Current hlbsp Settings
Name               |  Setting  |  Default
-------------------|-----------|-------------------------
threads             [       1 ] [  Varies ]
verbose             [     off ] [     off ]
log                 [      on ] [      on ]
developer           [       0 ] [       0 ]
chart               [     off ] [     off ]
estimate            [     off ] [     off ]
max texture memory  [ 4194304 ] [ 4194304 ]
priority            [  Normal ] [  Normal ]

noclip              [     off ] [     off ]
nofill              [     off ] [     off ]
noopt               [     off ] [     off ]
null tex. stripping [      on ] [      on ]
notjunc             [     off ] [     off ]
subdivide size      [     240 ] [     240 ] (Min 64) (Max 512)
max node size       [    1024 ] [    1024 ] (Min 64) (Max 8192)


SolidBSP [hull 0] 500...544 (0.03 seconds)
BSP generation successful, writing portal file 'C:\Program Files\Valve Hammer Editor\maps\Fight.prt'
SolidBSP [hull 1] 500...519 (0.03 seconds)
SolidBSP [hull 2] 475 (0.03 seconds)
SolidBSP [hull 3] 500...540 (0.05 seconds)
1.42 seconds elapsed

-----   END   hlbsp -----



hlvis v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
-----  BEGIN  hlvis -----
Command line: C:\PROGRA~1\VALVEH~1\tools\hlvis.exe "C:\Program Files\Valve Hammer Editor\maps\Fight"
 183 portalleafs
 425 numportals

-= Current hlvis Settings =-
Name               |  Setting  |  Default
-------------------|-----------|-------------------------
threads             [       1 ] [  Varies ]
verbose             [     off ] [     off ]
log                 [      on ] [      on ]
developer           [       0 ] [       0 ]
chart               [     off ] [     off ]
estimate            [     off ] [     off ]
max texture memory  [ 4194304 ] [ 4194304 ]
max vis distance    [       0 ] [       0 ]
priority            [  Normal ] [  Normal ]

fast vis            [     off ] [     off ]
full vis            [     off ] [     off ]


BasePortalVis:
 (0.03 seconds)
LeafThread:
 (0.34 seconds)
average leafs visible: 41
g_visdatasize:3091  compressed from 4209
0.41 seconds elapsed

-----   END   hlvis -----



Commented 17 years ago2006-12-04 08:52:30 UTC in vault item: Half-Life: Uplink Extended 1.1 Comment #13603
Even though its just a remake... :P

Stay tuned for a big ass update, soon to be released! :D
Commented 17 years ago2006-12-04 07:54:26 UTC in vault item: Texas Rangers (Compo 22) Comment #13602
Try it with FireFox, it works on my comp.
Commented 17 years ago2006-12-04 07:31:51 UTC in vault item: Half-Life: Uplink Extended 1.1 Comment #13601
Oughrrrr! It's one of the best mods I've played!
Commented 17 years ago2006-12-03 22:10:08 UTC in vault item: VIS freezes (de_theater) Comment #13600
i made a half arch using the arch tool
Commented 17 years ago2006-12-03 13:24:24 UTC in vault item: cs_nightclub_source Comment #13599
I like the lighting and the ambiance. It reminds me of "Deus Ex".
Commented 17 years ago2006-12-03 10:17:45 UTC in vault item: Gungod Comment #13598
Excellent map, especially in terms of gameplay. I had lots of fun playing it with 7 other people the other day. I think one of the things that make it fun is the fact that it's practically "objective"-based. Your ultimate goal is to get the gauss and longjump - to get them, you need to work some switches and whatnot. The looks aren't as impressive, but they definitely work. Here's the cons and pros anyway...

[ Pros ]
+ Excellent gameplay. I mean, loads 'a fun.
+ Textures. Not the most exciting set on their own, but they're a refreshing change from HL-default.
+ Secrets and stuff. This includes the "hidden" gauss and longjump, but also the boobs-room and the big "don't be a cunt"-sign. Good fun.
+ Layout. The entire thing feels circular, which is pretty cool.
+ The turret. Just a neat addition.

[ Cons ]
- Details. Honestly, there isn't much to actually look at - some areas are painfully empty and boring.
- Repetitive. Pretty much every area looks more or less the same, especially the hallways. Makes it sort of hard to tell where you are.

3.5 stars, rounded to 4.
Commented 17 years ago2006-12-03 05:54:38 UTC in vault item: cs_deathmatch_simpsons Comment #13597
the author wasn't me, it was my brother. It is his first map.
Commented 17 years ago2006-12-03 03:23:36 UTC in vault item: Apocta Comment #13596
This map is amazing! Very like UT.
I love the water.
Commented 17 years ago2006-12-02 20:40:33 UTC in vault item: Macro Campus V1.1 Comment #13595
Ok, I've done some changes and now I'm calling it Macro Campus v1.1

The item placement is quite the same, but I still sayng that it's cool. The fun of the map is to climb up the mountain , take the gauss, go to the Windmill, and change to the top of the biuldings with the help of the Gauss. You can kill the "Gauss Man" Using CrossBow (one of the two is very close to the city) There is quite no ammo for it.

If you Need Health and Battery's, Just go to the ONLY Dead end on the map, where you can find rocket's, E-gon's and more!!

The gameplay is running well, I've tested it with 6~8 player's, and it's ok. Obvious, if you are at the top of the mountain, you get more power. Taht's the fun!!
Commented 17 years ago2006-12-02 15:51:14 UTC in vault item: Half-Life: Uplink Extended 1.1 Comment #13594
Thanks. :)

Did you encounter any other little bugs like the elevator not coming up or houndeyes being stuck in the floor?
Commented 17 years ago2006-12-02 15:00:29 UTC in vault item: Half-Life: Uplink Extended 1.1 Comment #13593
The add-on to Uplink is short, but overall it's good. I'd just like one change. Put like a bump before the elevator shaft so the metal box can't fall in. The first time I played it, I accidentally pushed the metal box into the shaft thinking that was the way to solve the puzzle and got stuck, unable to continue.
Commented 17 years ago2006-12-02 07:31:36 UTC in vault item: Dmc_GrayDust Comment #13592
nice idea, deathmatch classic is a deathmatch game. maybe i'll make cs_deathmatch to dmc.. hehe (",)
Commented 17 years ago2006-12-02 07:28:08 UTC in vault item: VIS freezes (de_theater) Comment #13591
how did you make the rainbowlike shape. please tell me..... please (",)
Commented 17 years ago2006-12-01 13:02:54 UTC in vault item: Gungod Comment #13590
Those .pcx files are pretty much useless.
Commented 17 years ago2006-12-01 11:53:56 UTC in vault item: Gungod Comment #13589
The new version brings some very nice secrets, hard to find, but worth it. ;)
Commented 17 years ago2006-12-01 07:12:06 UTC in vault item: Gungod Comment #13588
Nice map.

+ Layout: Much bigger, and more complex than i was expecting (i had a room, with a turret and a few corridors in mind :P ).

+ Secrets: They remind me of Doom-style secrets which are cool.

+ Weapon placement: Powerful weapons are kept away, or in potentially deadly areas (like the rocket launcher in a dead-end with a narrow door).

+ Texturing: While more fresh and exciting then standard HL ones, it get's a tad repetitive, overall it's very nice though.

- The turret: This is just me, but i thought it'd be cooler if you were actually standing on or in a compartment of the turret, so that people would be pressured to kill you over others, up in the little walkway you're pretty vulnerable.

4 stars for j00.
Commented 17 years ago2006-11-30 17:54:58 UTC in vault item: Clarity Comment #13587
lighting may fool me but it sorta looks good :)
Commented 17 years ago2006-11-30 17:15:13 UTC in vault item: Gungod Comment #13586
Superb stuff indeed :)

+Original idea
+Turrets = maximum pwntages
+Simple yet varied/original/elegant architecture
+Great textures--I love those archway textures/lights
+Good/creative lighting.
+Great layout afaik without playing)
=maybe the cool arch texturing/structure is too repetative
=Env_sounds nice in the interior areas, but I would remove them from the courtyard for being too strenuous on the ears
-No horrible faults I can see atm :)

Very refreshing, great stuff, period.

nitpicks:

-Provide the full directory structure so we just have to copy/paste one file.
-When you press the button that has secreted within it the superjump, you can see the door though the wall above, and their is no lip value set, so you see th intersection below.

Superb work, now finish the rest of those pretty things on your que line :P

5
Commented 17 years ago2006-11-30 16:52:13 UTC in vault item: cs_suburb_beta15a Comment #13585
I'm giving a 4, partly because of bias probably, but I think 4 is just.

Pros: New Content was well done, I liked the way breakable surfaces were created, not leaving any floating objects. The detail in the house is wonderful, thought a few more props in the kitchen might have been nice. Personally I don't care about optimization. If your computer can't run this map with 40 fps or more with all on high, you should go back to 1.6 until you upgrade. My computer was 300 dollars and runs this at 50 fps smooth inside and 100 fps outside. Over-all, I found almost no faults with the inside.

Cons: I didn't like the shutters, they were a good idea, but I think the map would have looked nicer without them. At the very least you should have made sure grenades didn't fly through them without dropping them. The outside, as was mentioned before, was poorly done. This map could have benefitted a LOT from some displacements on the grass, maybe even small amounts of it on the road. All the houses outside of yours were basically just big blocks with a building texture, no detail to them at all, it made the focus seem a little too centered on the house. I also would have liked to see a 3d skybox for this map.

To quote Habboi: 3.5 = 4.
Commented 17 years ago2006-11-30 08:32:45 UTC in vault item: Gungod Comment #13584
Thanks :)

...Just one minor problem that I need to quickly resolve.

When secret door is opened, it is possible to become trapped inside a small area - because I forgot to put a bloody switch inside there!

Found that one out lastnight with a small playtest...

I'll have to resolve this situation, we cant be having imprisoned players!

(...Or maybe that's a good thing for some :P)
Commented 17 years ago2006-11-30 08:24:09 UTC in vault item: Gungod Comment #13583
Quite nice map.

Bit empty and a bit bland at some places tho.
I'll give a more detailed reply when I played it at the server.
Commented 17 years ago2006-11-30 08:21:20 UTC in vault item: Gungod Comment #13582
This map is TWHL HLDM server approved. :)
Commented 17 years ago2006-11-29 21:51:00 UTC in vault item: Texas Rangers (Compo 22) Comment #13581
Commented 17 years ago2006-11-29 19:54:13 UTC in vault item: Gungod Comment #13580
To use it 360 degrees, you literally just need to turn all the way round - you just dont get to see what you're shooting, lol.
Commented 17 years ago2006-11-29 19:46:32 UTC in vault item: Gungod Comment #13579
Very solid brushwork and clean texturing. Besides some thin and small hallways, the layout looks potentially fun and the turret works fine (although I couldn't manage to use it in 360 degrees :D).
I'm not going to rate it until we actually get to play it, but it's either a 4 or a 5. The textures look clear and detailed, but they might seem dull after some minutes of playing, I'm not sure.
Either way, it's a very good return to the mapping world!
Commented 17 years ago2006-11-29 16:45:18 UTC in vault item: Texas Rangers (Compo 22) Comment #13578
uhm...no it's not.
Commented 17 years ago2006-11-29 06:50:58 UTC in vault item: My First Map - IckyLab Comment #13577
i love this guy ^_^

Obviously has a real passion for mapping :)
Commented 17 years ago2006-11-28 19:55:41 UTC in vault item: Texas Rangers (Compo 22) Comment #13576
Damn the link is broken.
Commented 17 years ago2006-11-28 14:11:09 UTC in vault item: VoD_pwnage won't compile correctly Comment #13575
Ok, sorry the link didnt work..just copy the address and paste it into your Internet Explorer (or whatever your using) Address bar :)
Commented 17 years ago2006-11-28 14:08:57 UTC in vault item: VoD_pwnage won't compile correctly Comment #13574
Right, im taking this as your first map (Please excuse me if im wrong)

First of all, the textures you've made are ok, its good to see some sort of custom textures :)

However, when ive looked into your map i noticed you only used Vod.Wad and cs_Assault.wad which is ok. Just a tip, to find out what textures are being used in your map, when your map is open go to Map and then Show Information , this will then show you a list of .WADS your map is using

When i looked into your rmf... i noticed that there was just one big block in your map that covered the whole map. I was guessing this was meant to be the floor... walls and ceiling.
This could have been one of the errors straight away.Next time make the walls / floors / ceilings out of individual blocks.

Next, you need to put more lighting in, due to the textures being black with designs on them makes it a bit darker already, but there is little lighting. I would suggest reading BJ's tutorial on Lighting, it can be found from the link below :
http://twhl.co.za/tutorial.php?id=51

Also, you should think about re-sizing your map, its way to big for what its suppose to be, also it slows down the compile time

Right now for the good stuff :)

Ive spend a little time fixing up your map, such as:

*Making the walls / ceiling and floor out of individual blocks
*Fixing some of the ramps of your map
*Ive fitted some textures (The Dedication texture)

Ive succesffully compiled your map and it works fine. The error I encountered was

Warning: ::FindTexture() texture VOD not found!
Warning: ::FindTexture() texture -GROUND not found!
Warning: ::FindTexture() texture VOD2 not found!
Warning: ::FindTexture() texture DEDICATE not found!
Warning: ::LoadLump() texture -GROUND not found!
Warning: ::LoadLump() texture DEDICATE not found!
Warning: ::LoadLump() texture VOD not found!
Warning: ::LoadLump() texture VOD2 not found!

This occured because you edited the .WAD as you went along, which confuses Hammer. I fixed this by simply re-texturing all the textures that were mentioned in the error.

Finally, the .BSP can be downloaded from the link below :
http://filexoom.com/files/11603/vod.bsp

The .RMF can be downloaded from the link below :
http://filexoom.com/files/11603/vod.rmf

Sorry about the long-winded comment, but im sure this will help you in the future of mapping

Welcome to TWHL Maj.Bromley :)
Commented 17 years ago2006-11-28 13:39:02 UTC in vault item: Macro Campus V1.1 Comment #13573
Wow, I never play HLDM, but I will download this map.

This looks like a rare find.
Commented 17 years ago2006-11-28 13:19:35 UTC in vault item: aim_ak_colt_pro Comment #13572
the reason you're saying "the majority of cs players are retards" is cuz they play maps from a non-mapper perspective.... not something that make them retards.... just cuz they don't map :)
Commented 17 years ago2006-11-28 03:17:29 UTC in vault item: VoD_pwnage won't compile correctly Comment #13571
Uhh, my own wad, and:
halflife.wad
fonts.wad
liquids.wad
xeno.wad
decals.wad
cs_assault.wad

and, the problem is that it wont compile correctly, after everything I try
Commented 17 years ago2006-11-27 20:36:25 UTC in vault item: Leak, help please Comment #13570
Commented 17 years ago2006-11-27 19:36:37 UTC in vault item: Macro Campus V1.1 Comment #13569
""very bad item placement = results in unfair gameplay"
That's something I can't afford. I've played this map for week's with some fridns just to polish the itens positions. Maybe only playng with many player's you can notice it."

I explained that in the long review that wasnt sent for some reason ^^
okay you seem to start in the town all the time but there are hardly any weapons or items. but if you manage to get away from there youll find lots of stuff that make you extremely strong. so if you got the crossbow and the rpg and picked up a long jump and got to a higher position you pratically cant die. you can just spawnkill everyone and they dont stand a chance. even if they hit you with like the glock or the beegun you will be healed by all the items lying around you.
Commented 17 years ago2006-11-27 18:12:49 UTC in vault item: Leak, help please Comment #13568
Contact me on MSN : Benauger_10@hotmail.com

Ill happily send the files to you :)
Commented 17 years ago2006-11-27 17:14:56 UTC in vault item: Leak, help please Comment #13567
I cant un zip the file u sent me??
Commented 17 years ago2006-11-27 17:07:34 UTC in vault item: Leak, help please Comment #13566
Thx u and ues this is my first map thxs!!! :D
Commented 17 years ago2006-11-27 16:10:52 UTC in vault item: Leak, help please Comment #13565
Looks like the file didnt attach

You can download all the files from the link below :
http://filexoom.com/files/11603/Jump.zip
Commented 17 years ago2006-11-27 16:09:47 UTC in vault item: Leak, help please Comment #13564
Manicantdothis,

Im assuming this is your first map (Please excuse me if im wrong!)

First of all if this is your first map its good, from a quick whizz round the map i noticed some teleports and some bits of detail

Also, i think it looks like some of those vents / corridors are hollowed out boxes ?. You should just make them with 4 brushes inside of hollowing the box.

Leaks are one (if not the) most common error when mapping. If this is your first map i suggest reading up some tutorials on how to fix the leak, a good site which has different methods is:
http://collective.valve-erc.com/index.php?go=leaks

Right. ive successfully compiled your map with no leak errors.
The .BSP, .MAP and .RMF are in the attached file

What i think was causing this error was that you had some brushes that were tied to Func_wall and were exposed to the 'Void' and hence the Leak error

I fixed this by simply selecting each of the outer walls of your map and making them To World

Enjoy !