Also, it would be cool to have something "bad" happen to the player if he doesn't press the crosswalk button. In my "thepink" map, If you don't stay within the crosswalk cordon, a semi truck runs you over! Even though it's for CS, the rmf--which is included--may be helpful to you:
Commented 18 years ago2006-08-14 20:38:34 UTC
in vault item: Invasion 105 2.0Comment #12843
Ag3nt-X: It's not the biggest deal, but it is a breach in basic ettiquete in the Map Vault afaik. Updates or no, reposting/Bumping your map is just sorta uncool.
Because this map is so good, I can't really get upset over it--and nor do I think anyone else will. It's when people keep bumping their first map over and over and over again that it becomes intolerable
Commented 18 years ago2006-08-14 17:13:16 UTC
in vault item: Invasion 105 2.0Comment #12842
Thanks for the patch, but I just realized there was a little more health laying around than I first thought. I think the real problem is the Barney-like AI of the combine soldiers. They seem to know where you are all the time, so they can shoot at you the second you come into sight, unlike the grunts.
By the way, I thought you said you would add another map where you went inside the citadel? I was expecting more than a few little changes here and there.
Commented 18 years ago2006-08-14 03:46:53 UTC
in vault item: Invasion 105 2.0Comment #12836
Am I the only one who thinks this is way too hard? Maybe I'm just "out of shape" (I haven't played many games lately), but with the normal grunts replaced to do the damage that barney would do to you, it's impossible! I won't be able to beat this without cheats...
Commented 18 years ago2006-08-13 22:39:49 UTC
in vault item: My First Map - IckyLabComment #12834
Spiced up the storage area. Uploaded.
Rowleybob:
Thanks for the comments. I cut an ammo box in half, moved the top half up and copy pasted the thing lol. -wadinclude crashes hammer for some reason Right now there's no ending.
Just for now i'll type out the rest of my concept. I'm planning to have the explosives blow a hole in the rock wall to continue to the rest of the map.The player will go through the hole, see a large drawbridge. It'll have broken down, blown up cars strewn across its road surface. I'm thinking about a wheel to turn to lower the drawbridge. Across it, there will be a grunt vs. vortigaunt battle. The player will kill the winners. A few broken teleport machines will there, but one will still be operational. There will have a big red button linked by cable to all the machines broken or not. (to tempt the player heh heh). Once it's presssed, a votigaunt will spawn in, the doors to the booth will swing open it'll charge up an attack. After that, the player will enter Area 51, the sector of Black Mesa that manufactures explosive crates and barrels.
But I don't have any skills or know-how to do any of that But until I then, don't steal my ideas
Commented 18 years ago2006-08-13 19:29:12 UTC
in vault item: Elevator EntryComment #12830
K. figured the problem.
The seperate func_door for the elevator doors was working every time...the problem was that the elevator shaft doors were too thick, and you simply couldn't see it!!!!
Commented 18 years ago2006-08-13 14:50:39 UTC
in vault item: Elevator EntryComment #12827
I beleive (but don't hold me to this) that there if you select both at the same time and then on the 'flags' tab there should be a 'Link doors' or something checkbox....
Commented 18 years ago2006-08-13 13:55:41 UTC
in vault item: Large TurretsComment #12825
Amazing, I though would've enjoyed it more if the vertical controls werent inverted =<, thats just personal preference though. Oh, and hitting use on the barrels while outside of the gun will make them spin.
Commented 18 years ago2006-08-13 11:45:28 UTC
in vault item: aim_famas_xComment #12824
the hunter, i dont think you understand, aim_ak-colt isn't dreadful, just to a mapping community it may seem so. Out of everything you can rate a game on, it all comes down to gameplay, with aim maps alot of people enjoy them, and also its great for improving your aim. Props aren't too great either in aim maps they can be abused, like those stupid trees in the source aim map, and also not to mention lighting, the lighting on ak-colt is fine and dosn't need to be changed, aim maps arent suppose to be visualy appealing. But honostly WE DON'T NEED ANY MORE AIM MAPS with out themes and effort. I totaly agree with Hunter here, because its all been done, so what can you do? Move on to themes. Leave the old maps, they are good, nothing will beat them. kthx
Commented 18 years ago2006-08-12 12:41:54 UTC
in vault item: 1-Way Glass HLComment #12821
I used this technique, - i think, in a mod I started while back. Haven't downloaded, but just trigger_multiples next to each other targetting renders? nice anyway!
Actually I just thought...This map deserves a 3 and 4 at the most...I put so much work into it and to be honest only fullbright blocks get 2 star...I find it slightly insulting.
Commented 18 years ago2006-08-10 22:04:14 UTC
in vault item: My First Map - IckyLabComment #12810
-wadinclude your custom textures -provide the proper directory stucture for your content in a folder called VALVE. This way, somebody playing your map needs only copy/paste one folder to get your map up and running.
I'll try to play later to give more detailed comments, but keep up the work!...you seem to be doing fine on your own
Commented 18 years ago2006-08-10 21:47:46 UTC
in vault item: Scoutzknivez27Comment #12808
I was all ready to start flaming for another SKZ map, but this one's actually pretty unique.
I like the wide-open nature of the map, though, there are quite a few "nooks and crannies" to hide in and around. It would be very interesting to see how this plays on a server.
-Texturing is adequete but bland -Lighting is very bland. -I realize it's a SKZ map, but more of a unique theme and props would make this map much better.
Commented 18 years ago2006-08-10 21:22:25 UTC
in vault item: de_dustructionComment #12805
Another Dust clone that is not even really well done imo.
If you're going to join the 1000's of people who've redone this map, seriously, bring something new to the table. The only thing mildly amusing about the whole thing is the name...
Commented 18 years ago2006-08-10 21:13:34 UTC
in vault item: FogComment #12804
well i thought it was pretty self explanotory, but it uses light_spot with is sky checkd for lighting, cycler_sprite and a clip texture for the tree model, and env_fog for the fog
Commented 18 years ago2006-08-10 21:12:15 UTC
in vault item: aim_famas_xComment #12803
I agree with everyone that there really isn't much to say about this map.
The only think I found interesting was how you made some of the walls climbable, but other than that, it's pretty plain/boring.
Pick out a theme, and then roll with it detailing as much as possible, while still offering good performance. I'd say do a "jungle gym" theme, but it's been done many, many times.
A WW1 battlefield, a construction yard, and a farm are all nice themes I've seen for FY maps. You get the idea I hope--A theme...any sort of theme!!!
Commented 18 years ago2006-08-10 21:01:56 UTC
in vault item: de_labyrinthComment #12801
Neat. A brain teaser combined with a cs map!
+Neat maze desing, tho increase the "max viewable distance" under map properties so we can see the whole thing when noclipping.
Might be better with:
--Wider spaces between the hedges, and add detail like benches maybe inside the maze like from the movie "the shining" --some sort of detail at the spawns --maybe make it smaller, though I'm sure after playing a couple times you'd learn the maze rather quickly. --Maybe some more detail in the center around the bombsite, a little courtyard of sorts?
Commented 18 years ago2006-08-10 20:41:44 UTC
in vault item: Horror MapComment #12798
You pulled off the scary/horror theme nicely with this dm!
+superb props/detail--The autopsy table was my fav--, though there is room for improvement. For example, the old-style switch at the beginning is excellent, but would look Way better if textured differently, or maybe scale the existing textures down to make the lightmaps sharper.
The rocking chair was a neat "ghostly" item, but maybe some more stuff like that. Some player models--skin?--rendered transparent, or to Glow, or to hologram would have been a great addition to that room.
+Great Lighting +Superb texturing +Great Ambients! +Great use of models--the hook guy, the fridge...sweet. -- Layout: Layout is cramped and not very intuitive imo.
All in all the theme is nearly flawless imo, but you could still make this map even better with a neater layout, and some more doodads like the rocking chair and/or some ghosts
Though, you could definitely use some reference pics to get the 'look' of them better...try here:
https://images.google.com/images?q=crosswalk&hl=en&btnG=Search+Images
Also, it would be cool to have something "bad" happen to the player if he doesn't press the crosswalk button. In my "thepink" map, If you don't stay within the crosswalk cordon, a semi truck runs you over! Even though it's for CS, the rmf--which is included--may be helpful to you:
https://twhl.info/vault/view/2821
In that one, I just put trigger multiple outside the crosswalk boundaries, that targeted the semi--which was a func_door at high speed :0
If you'd like help adding something simliar to your map, throw me a pm.
Because this map is so good, I can't really get upset over it--and nor do I think anyone else will. It's when people keep bumping their first map over and over and over again that it becomes intolerable
Ok, I'll shut up now
By the way, I thought you said you would add another map where you went inside the citadel? I was expecting more than a few little changes here and there.
<the skill patch>
Install this and the barneys will die more faster
Easy - "15" Health
Medium - "20" Health
Hard - "25" Health
<download links> http://rapidshare.de/files/29407476/agx_invasion105v20_Skill_patch_setup.exe.html - Installer - 1,73 Mb http://rapidshare.de/files/29407577/agx_105skill_patch.rar.html - Archive .Rar - 1,65 Kb And Now wait for Invasion 106...
Rowleybob:
Thanks for the comments. I cut an ammo box in half, moved the top half up and copy pasted the thing lol. -wadinclude crashes hammer for some reason Right now there's no ending.
Just for now i'll type out the rest of my concept. I'm planning to have the explosives blow a hole in the rock wall to continue to the rest of the map.The player will go through the hole, see a large drawbridge. It'll have broken down, blown up cars strewn across its road surface. I'm thinking about a wheel to turn to lower the drawbridge. Across it, there will be a grunt vs. vortigaunt battle. The player will kill the winners. A few broken teleport machines will there, but one will still be operational. There will have a big red button linked by cable to all the machines broken or not. (to tempt the player heh heh). Once it's presssed, a votigaunt will spawn in, the doors to the booth will swing open it'll charge up an attack. After that, the player will enter Area 51, the sector of Black Mesa that manufactures explosive crates and barrels.
But I don't have any skills or know-how to do any of that But until I then, don't steal my ideas
Is it different than the previous map you posted?
The seperate func_door for the elevator doors was working every time...the problem was that the elevator shaft doors were too thick, and you simply couldn't see it!!!!
Thanks for your help anyway guys
I think.....
A+
...
(I will try it on sunday)
Aren't fy maps supposed to have the weapons strewn about at the beginning?
I like the detail items like the lamps, the tiles and some other stuff. The chair models are scaled a little too big.
Nice triggerable ambients--bird sound by the door. Were there more?
The env_sound was a little wearing on the ears, and some volumetric light would have looked really nice in the "skylight" room.
Not your best work, but still a pretty decent dm, and it looks like the layout/weapon placement would be good.
BTW, are you Saribous' alter ego?
Nice map!
/nitpick
PM WorldCraft Dude...I know he's used it and it looked better, so maybe there are some options you can toggle to make it look better.
You can also use func_conveyors with a transparent fog texture--Like you can doo with rain I think, but I'm not aware of any current examples.
Another method uses lots of sprites.
The search function only checks the title and the map description for key words--notices if you search for "env_fog" you get nothing.
Just a thought.
-provide the proper directory stucture for your content in a folder called VALVE. This way, somebody playing your map needs only copy/paste one folder to get your map up and running.
I'll try to play later to give more detailed comments, but keep up the work!...you seem to be doing fine on your own
+fun gameplay
+Nice detail--ammo boxes ftw!!
+generally nice mapping all around
-ending unclear.
I like the wide-open nature of the map, though, there are quite a few "nooks and crannies" to hide in and around. It would be very interesting to see how this plays on a server.
-Texturing is adequete but bland
-Lighting is very bland.
-I realize it's a SKZ map, but more of a unique theme and props would make this map much better.
Neat stuff for a ScoutzKnivez map:)
I'll try to play the rest later.
That is, if you want people to actually look at your maps
If you're going to join the 1000's of people who've redone this map, seriously, bring something new to the table. The only thing mildly amusing about the whole thing is the name...
Seriously, Dust remakes should be banned, period.
The only think I found interesting was how you made some of the walls climbable, but other than that, it's pretty plain/boring.
Pick out a theme, and then roll with it detailing as much as possible, while still offering good performance. I'd say do a "jungle gym" theme, but it's been done many, many times.
A WW1 battlefield, a construction yard, and a farm are all nice themes I've seen for FY maps. You get the idea I hope--A theme...any sort of theme!!!
--maybe some props like fountains and stuff in the center too
+Neat maze desing, tho increase the "max viewable distance" under map properties so we can see the whole thing when noclipping.
Might be better with:
--Wider spaces between the hedges, and add detail like benches maybe inside the maze like from the movie "the shining"
--some sort of detail at the spawns
--maybe make it smaller, though I'm sure after playing a couple times you'd learn the maze rather quickly.
--Maybe some more detail in the center around the bombsite, a little courtyard of sorts?
Neat idea!
Have you tried launching func_pushables with that thing?...might be cool
That way, people can find your map when seaching for an example that uses them.
+superb props/detail--The autopsy table was my fav--, though there is room for improvement. For example, the old-style switch at the beginning is excellent, but would look Way better if textured differently, or maybe scale the existing textures down to make the lightmaps sharper.
The rocking chair was a neat "ghostly" item, but maybe some more stuff like that. Some player models--skin?--rendered transparent, or to Glow, or to hologram would have been a great addition to that room.
+Great Lighting
+Superb texturing
+Great Ambients!
+Great use of models--the hook guy, the fridge...sweet.
-- Layout: Layout is cramped and not very intuitive imo.
All in all the theme is nearly flawless imo, but you could still make this map even better with a neater layout, and some more doodads like the rocking chair and/or some ghosts
Great work!
Great job keep going
Needs testing...