Commented 18 years ago2006-08-25 15:57:22 UTC
in vault item: EscapeComment #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: EscapeComment #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 02:43:13 UTC
in vault item: My First Map - IckyLabComment #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
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.
Commented 18 years ago2006-08-20 17:46:21 UTC
in vault item: fun_jumping2_2Comment #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 10:22:42 UTC
in vault item: de_labyrinthComment #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 ago2006-08-18 23:57:55 UTC
in vault item: Competition 21 - ShadowsComment #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 .
Great work; can't wait for the next Source compo to roll around to see more of your maps.
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.
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_dreamComment #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 ago2006-08-15 23:52:00 UTC
in vault item: cs_pumpo2Comment #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 17:31:11 UTC
in vault item: Invasion 105 2.0Comment #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 2.0Comment #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 2.0Comment #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.
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
Nice map
Map elitests should be banned, period.
Map looks alright though, im not really having a go at you.
Just the world in general.
http://csm2.net/view_map.php?map_id=1749
fun_jumping1
Think it over.
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
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.....
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!
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 .
Great work; can't wait for the next Source compo to roll around to see more of your maps.
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.
Old threads are left old.
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.
Spirit of Half-Life Link - http://spirit.valve-erc.com/.
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.
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.