Comments

Commented 18 years ago2006-08-26 11:22:47 UTC in vault item: "WARNING: Portal cluster saw into portal" (WWE RAW) Comment #12900
I'll look for you...;)
Commented 18 years ago2006-08-26 08:34:55 UTC in vault item: Pelican Crossing Example Comment #12899
lol, soz - refreshed by mistake, four times :-)
Commented 18 years ago2006-08-25 17:37:12 UTC in vault item: NightThings2 Comment #12898
I ll dowload it right now man----------It looks awesome neger.....
Commented 18 years ago2006-08-25 15:59:37 UTC in vault item: Escape Comment #12897
what you do to break it! (mayby running it in software! )
Commented 18 years ago2006-08-25 15:57:22 UTC in vault item: Escape Comment #12896
I really liked it. However, I did have a few minor issues with it. For one, none of the fence or grate textures are working properly. You can still see all the blue. And that one zombie was behaving weird. I killed it, and it just stood there for about a minute and then died. Might have been a problem with the game, I'm not sure. But overall, its designed very well. Good job.
Commented 18 years ago2006-08-25 15:56:57 UTC in vault item: Escape Comment #12895
I really liked it. However, I did have a few minor issues with it. For one, none of the fence or grate textures are working properly. You can still see all the blue. And that one zombie was behaving weird. I killed it, and it just stood there for about a minute and then died. Might have been a problem with the game, I'm not sure. But overall, its designed very well. Good job.
Commented 18 years ago2006-08-25 02:45:19 UTC in vault item: My First Map - IckyLab Comment #12894
Sorry need to compile that stuff, haven't uploaded those changes yet.
Commented 18 years ago2006-08-25 02:43:13 UTC in vault item: My First Map - IckyLab Comment #12890

Status Update!
Changes:

-Lightswitches!
-Tweaked vending machine exterior
-Fixed plunger!
-Added bookshelves, with bookends that tip over when you destroy the books
-Added frame for skylight
-Some texture alignment tweaking
-Added new hallway and spawn area
-Added spiral staircase
-Added lots of barrels
-Texture lighting in the new hallway
-Tripmine decided to compile yay!

Bugs:

-Lightswitches won't control texture lighting
-hgrunt still has grenades even thought I set weapons value to 1(MP5 only) he keep blowing himself up
-office chair and compute refuse to move when pushed even when func_pushable(d)
-will need to make gman walk away when leaning againist window
-VIS takes 30 minutes!!!

Ideas:

-barney will operate scanner letting player into building.
-add hint brushes to lower r_speeds and compile time (lows around 40-100, busy and more roomier areas balloon to 650)
-Gman in scene talking with soldier, looks at player when playr leans againist locked door
Commented 18 years ago2006-08-24 15:07:40 UTC in vault item: de_simc Comment #12889
It could easily be converted if he wished it ;) But he doesn't own Source according to my knowledge.

Nice map :o
Commented 18 years ago2006-08-24 13:54:33 UTC in vault item: "Build A Statue" Entry Comment #12888
You should work for Valve! You could show them what a real player model should look like!
Commented 18 years ago2006-08-23 17:14:36 UTC in vault item: Mario Land Comment #12887
What's a rat doin in there?
Commented 18 years ago2006-08-23 14:41:46 UTC in vault item: Pickup Pistol Comment #12886
:) helpful
Commented 18 years ago2006-08-23 13:52:04 UTC in vault item: 1-Way Glass HL Comment #12885
oh.... then I spend 30mins. for nothing! righty-oh :)
Commented 18 years ago2006-08-22 15:06:01 UTC in vault item: de_dustruction Comment #12884
It isnt a remake..its just a map that uses the same textures.

Map elitests should be banned, period.
Commented 18 years ago2006-08-22 10:18:56 UTC in vault item: dm_1701-a Comment #12883
Nice ceiling. Sorry, I can't download because my steam install of half-Life is corrupting :/.
Commented 18 years ago2006-08-22 10:17:24 UTC in vault item: "Build A Statue" Entry Comment #12882
That statue would work great as a model for Sven Co-op.
Commented 18 years ago2006-08-22 08:25:15 UTC in vault item: Pelican Crossing Example Comment #12881
Talk about ultra reply :o
Commented 18 years ago2006-08-22 08:18:26 UTC in vault item: fun_hkmtr Comment #12880
Someone tell me if im wrong, but if its unfinished dont put it in the finished area! if you are unsure, just ask!

Map looks alright though, im not really having a go at you.

Just the world in general.
Commented 18 years ago2006-08-22 08:06:26 UTC in vault item: fun_jumping2_2 Comment #12879
Commented 18 years ago2006-08-22 08:00:26 UTC in vault item: fun_jumping2_2 Comment #12878
If you're lazy to give us a nice picture and a proper link then maybe we're too lazy to try your map.

Think it over.
Commented 18 years ago2006-08-22 06:08:27 UTC in vault item: fun_jumping2_2 Comment #12877
i think you should also give some comment about my map
Commented 18 years ago2006-08-22 06:07:48 UTC in vault item: fun_jumping2_2 Comment #12876
oh sorry ..
but my english is so poor

about the picture .. i am lazy to catch from the game

about the version problem , the first version of this map is called fun_jumping1 , you can found it on the search engine such as google
Commented 18 years ago2006-08-21 13:18:57 UTC in vault item: fun_jumping2_2 Comment #12875
applause for srry
Commented 18 years ago2006-08-21 10:50:15 UTC in vault item: 5 Worse Ways To Die Comment #12874
Brilliant work!
Sad to hear it's the final of the "5 ways to die" series :'(

+Minimod
+Inventive design
+Indiana Jones references
+Inclusion of 7th Monkey
+Custom sounds and textures

-Repetition of "exploding" traps (room one if you guess, the Light puzzle, room 4)

5-1 = 4

****'s

Nice Indiana Jones references btw.....
Commented 18 years ago2006-08-20 22:39:29 UTC in vault item: Invisible Bad surface extents Comment #12873
K, first of all this map is pretty big, and might be better off being cut up into 2 or maps. You have no Visgroups here at

all, which would make navigating this thing much easier. Use Visgroups!...I can't strees enough how useful they are!

Things I changed/noticed were bad:
-2 env sparks and an info_target were 1 unit away from being outside world, so I moved them in.
-Compile log says there's a leak at by one of the monster_male_assasins.

I just noticed this is for sven coop, and it's quite big, so I'm not going to debug it further.

Sorry I wasn't more of a help!
Commented 18 years ago2006-08-20 17:46:21 UTC in vault item: fun_jumping2_2 Comment #12872
Things that aren't going to help this get downloaded:
  • The watermark in the pic, showing that it was originally submitted to CSBanana, which everybody here thinks is the spawn of satan, and a breeding ground for n00bs.
  • The picture shows only part of the map, and looks like it was taken while you were playing it with somebody.
  • Poor spelling in your desciption.
  • It's for CS, and it includes fun_ in front of the name. You also imply that it's the second version of something, possibly the fourth, judging from the second 2 in the name. Few enjoy seeing remakes, especially of CS maps.
Commented 18 years ago2006-08-20 10:41:10 UTC in vault item: catapult Comment #12871
couldnt it just put a player high enough into a trigger_push making it seem like he was beeing launched?
Commented 18 years ago2006-08-20 10:22:42 UTC in vault item: de_labyrinth Comment #12870
ill tell you what, a fountain in the middle would be awesome, maybe a tower at start? just a suggestion. maybe some props in the maze to confuse people, eg repeated pot plant in corner or something. and also as for ambient sound, i think a tune could be played when player goes by the repeated prop, i have the tune in my head, its an idea from zelda, links awakening, its short note mysterious sound. Any that would be for hl2
Commented 18 years ago2006-08-19 18:33:46 UTC in vault item: Lego HL Entry Comment #12869
TY :)
Commented 18 years ago2006-08-19 18:10:38 UTC in vault item: Lego HL Entry Comment #12868
Haha love it. 5/5 just looking at that.
Commented 18 years ago2006-08-19 13:40:31 UTC in vault item: Competition 21 - Shadows Comment #12867
Neat. Good lighting, props, etc.
Commented 18 years ago2006-08-18 23:57:55 UTC in vault item: Competition 21 - Shadows Comment #12866
Fantastic map, Trapt. All the brushwork is clean and sharp-looking. Displacements for the hills surounding the tracks looked real, and I liked your texture choice for everything. I especially liked the design of the track itself, and the red cage-lights are a nice touch. All in all, it's was a very 'real' looking map to me.

I've got to agree with Habboi on the sense that it lacked sound, but because you were to recreate a photo in Source, graphical interest, in my opinion, is more important. I also felt like it was somewhat small, but that's understandable, considering the size of the original screen-shot.

True though, it would have been awesome to have a functioning train that stopped at the station :heart: .

Great work; can't wait for the next Source compo to roll around to see more of your maps.
Commented 18 years ago2006-08-18 14:13:29 UTC in vault item: ba_tram1 - Recreate Competition Entry Comment #12865
"first real SP map I've ever made"

welcome to the fold

also a warning about pakrat which isn't a sure fire method of getting ALL of your custom stuff in the BSP, it has worked sometimes fully and other times it won't grab many textures. The author does know this and has improved it somewhat. Just a shoutout to the twhl pakrat users.
Commented 18 years ago2006-08-18 08:25:36 UTC in vault item: Invasion 105 2.0 Comment #12864
Means replying in an old topic and thus raising the thread back to the first page or at the top.

Old threads are left old.
Commented 18 years ago2006-08-18 08:21:46 UTC in vault item: ba_tram1 - Recreate Competition Entry Comment #12863
I think it is...I worked harder on this than Kasperg and Trapt did put together.
Commented 18 years ago2006-08-18 07:31:32 UTC in vault item: ba_tram1 - Recreate Competition Entry Comment #12862
fullbright blocks are generally created by noobs, who have never mapped before, therefor the rating system is used diffferently from experienced mappers.

I honestly dont think its worht more than 2/3 stars.. I told you on MSN to use displacements and you didnt.. Silly decision i think.
Commented 18 years ago2006-08-16 21:13:45 UTC in vault item: xdm_dream Comment #12861
well those chairs and lamps definetly are way to big, when mapping, I always use the "thirdperson" command to look at things next to myself and make them about the size they would be in real life. Kewl tags and stuff but you shouldnt put them all over the place if they dont add to the theme. Especialy those random pictures. Though the map was a little too open in my opinion it seamed like it would be a pretty fun dm map.
Commented 18 years ago2006-08-16 14:32:37 UTC in vault item: The Pink Comment #12860
Contrary to what The Hunter said, The r_speeds weren't that bad. Well, I only did it offline, if that would make any difference.
Commented 18 years ago2006-08-16 13:27:19 UTC in vault item: Pelican Crossing Example Comment #12859
Hey, thanks for commenting. I take it you're talking about american crossings? I based this on a UK one. Thanks for the tips!
Commented 18 years ago2006-08-16 13:27:09 UTC in vault item: Pelican Crossing Example Comment #12858
Hey, thanks for commenting. I take it you're talking about american crossings? I based this on a UK one. Thanks for the tips!
Commented 18 years ago2006-08-16 13:26:53 UTC in vault item: Pelican Crossing Example Comment #12857
Hey, thanks for commenting. I take it you're talking about american crossings? I based this on a UK one. Thanks for the tips!
Commented 18 years ago2006-08-16 13:26:07 UTC in vault item: Pelican Crossing Example Comment #12856
Hey, thanks for commenting. I take it you're talking about american crossings? I based this on a UK one. Thanks for the tips!
Commented 18 years ago2006-08-16 13:25:59 UTC in vault item: Pelican Crossing Example Comment #12855
Hey, thanks for commenting. I take it you're talking about american crossings? I based this on a UK one. Thanks for the tips!
Commented 18 years ago2006-08-16 10:04:43 UTC in vault item: Invasion 105 2.0 Comment #12854
whats bumping mean, in context at top
Commented 18 years ago2006-08-15 23:52:00 UTC in vault item: cs_pumpo2 Comment #12853
Bring up the texture application tool, and press 'Fit' when you've selected the some of the misaligned boxes. You might want to check out some other textures to give the map more interesting feel. The paths through the boxes make the map seem good in gameplay. Here on TWHL, most people frown on self praise.
Commented 18 years ago2006-08-15 19:11:43 UTC in vault item: Invasion 105 2.0 Comment #12852
Ah, Spirit. I really should try that sometime...
Commented 18 years ago2006-08-15 17:33:50 UTC in vault item: Invasion 105 2.0 Comment #12851
I have jump this part: Configure your hammer to map with Spirit.Fgd
Commented 18 years ago2006-08-15 17:31:11 UTC in vault item: Invasion 105 2.0 Comment #12850
download Spirit Of Half-Life 1.2 (i have used to make this map), then create a monster_barney entity, go to it's properties and change the option "Reaction to Player" to "Enemy"
Spirit of Half-Life Link - http://spirit.valve-erc.com/.
Commented 18 years ago2006-08-15 16:27:39 UTC in vault item: Invasion 105 2.0 Comment #12849
Ideally, you'd probably want to just use the original grunts without a combine model or anything, but that would look quite out of place in City 17.

By the way, how did you get the Barneys to attack you like that? Did you have to recode them or something? They act just like regular Barneys in every single way, except it's like they're being controlled by another player.
Commented 18 years ago2006-08-15 15:41:59 UTC in vault item: Invasion 105 2.0 Comment #12848
@srry
if i return the grunts to be the combine, they will not attack you at the first street, i don't know the problem with that grunts and i think the barney animations are better than the grunts, the grunt head position is too up, with the barney it's fixed, they look at you when they (Barney)attack, the barneys animation remeber more Civil Protection than the grunts animation and the new skin that i put on the combine model (hl2 beta looking), its remember more hl2. I think the barney based combine is better than the grunts because its have an better animation and body position than the grunts and its AI don't have a problem with the combine model unlike the grunts do you understand??? - Sorry for the very bad english.