Comments

Commented 18 years ago2006-08-14 21:03:43 UTC in vault item: Pelican Crossing Example Comment #12844
Definately a unique idea, as I've never seen crosswalk lights--pelican?--in Half-Life.

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.
Commented 18 years ago2006-08-14 20:38:34 UTC in vault item: Invasion 105 2.0 Comment #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 :P

Ok, I'll shut up now :)
Commented 18 years ago2006-08-14 17:13:16 UTC in vault item: Invasion 105 2.0 Comment #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 16:28:59 UTC in vault item: Invasion 105 2.0 Comment #12840
humm...
<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...
Commented 18 years ago2006-08-14 07:47:35 UTC in vault item: Life's End Comment #12838
Looks cool, dling now, rate later :D
Commented 18 years ago2006-08-14 07:28:47 UTC in vault item: 5 Worse Ways To Die Comment #12837
Yay! Dli'ing right now!
Commented 18 years ago2006-08-14 03:46:53 UTC in vault item: Invasion 105 2.0 Comment #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 23:27:20 UTC in vault item: Alternative Origin Comment #12835
LOL! That was funny. But it's more of a movie than anything. So 4 stars.
Commented 18 years ago2006-08-13 22:39:49 UTC in vault item: My First Map - IckyLab Comment #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 :P
Commented 18 years ago2006-08-13 19:40:24 UTC in vault item: Invasion 105 2.0 Comment #12833
it's not my intention, sorry, i bumped because it's updated...
Commented 18 years ago2006-08-13 19:37:19 UTC in vault item: Invasion 105 2.0 Comment #12832
yes that is.
Commented 18 years ago2006-08-13 19:32:35 UTC in vault item: Invasion 105 2.0 Comment #12831
Shame shame for bumping this... but it was a cool map so you get a pass I guess. In the future know that bumping maps is very frowned upon :(

Is it different than the previous map you posted?
Commented 18 years ago2006-08-13 19:29:12 UTC in vault item: Elevator Entry Comment #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!!!!

Thanks for your help anyway guys :)
Commented 18 years ago2006-08-13 19:27:26 UTC in vault item: 1-Way Glass HL Comment #12829
Nope, no trigger mulpiples nor renders. Much simpler one that just uses the null texture. Check it out, bitch! :P
Commented 18 years ago2006-08-13 14:51:40 UTC in vault item: Elevator Entry Comment #12828
*if you select both and go on entity properties
Commented 18 years ago2006-08-13 14:50:39 UTC in vault item: Elevator Entry Comment #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....

I think.....
Commented 18 years ago2006-08-13 14:16:43 UTC in vault item: Large Turrets Comment #12826
inverted... I like them that way lol... Mayby i'll add a button for inverting/uninverting but i'll need to look into how possible that is.
Commented 18 years ago2006-08-13 13:55:41 UTC in vault item: Large Turrets Comment #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.

A+
Commented 18 years ago2006-08-13 11:45:28 UTC in vault item: aim_famas_x Comment #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 ago2006-08-13 11:11:07 UTC in vault item: sc_choose Comment #12823
I fixed the wad in the download.
Commented 18 years ago2006-08-12 15:46:07 UTC in vault item: The Underhalls Comment #12822
Wow I was thinking Doom2 when I read the name, and look there it is!
Commented 18 years ago2006-08-12 12:41:54 UTC in vault item: 1-Way Glass HL Comment #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!
Commented 18 years ago2006-08-12 11:50:25 UTC in vault item: Large Turrets Comment #12820
Can't wait to try this! :D



:D




...

(I will try it on sunday)
Commented 18 years ago2006-08-12 05:21:48 UTC in vault item: pup_usp_aim_canyon Comment #12819
Download link changed to point at the file directly.
Commented 18 years ago2006-08-12 05:21:32 UTC in vault item: puppycademy_awp_e-tractor Comment #12818
Download link changed to point at the file directly.
Commented 18 years ago2006-08-12 05:21:19 UTC in vault item: puppycademy_awp_normal-tractor Comment #12817
Download link changed to point at the file directly.
Commented 18 years ago2006-08-11 22:51:58 UTC in vault item: fy_labwars & fy_labwars_ve Comment #12816
Not really much to comment about in these maps, though I like your transparent screens--are they bulletproof, lol :)

Aren't fy maps supposed to have the weapons strewn about at the beginning?
Commented 18 years ago2006-08-11 22:44:53 UTC in vault item: xdm_dream Comment #12815
Neat little dm.

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
Commented 18 years ago2006-08-11 22:34:34 UTC in vault item: Fog Comment #12814
The fog looks kinda shitty if you want my opinion.

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.
Commented 18 years ago2006-08-11 21:53:34 UTC in vault item: Fog Comment #12813
You should add those to the map description.

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.
Commented 18 years ago2006-08-11 12:34:44 UTC in vault item: ba_tram1 - Recreate Competition Entry Comment #12812
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 ago2006-08-11 11:19:47 UTC in vault item: Horror Map Comment #12811
Thanks for your review, very well appreciated Rowly.
Commented 18 years ago2006-08-10 22:04:14 UTC in vault item: My First Map - IckyLab Comment #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 22:01:12 UTC in vault item: My First Map - IckyLab Comment #12809
Superb for a first map!

+fun gameplay
+Nice detail--ammo boxes ftw!!
+generally nice mapping all around
-ending unclear.
Commented 18 years ago2006-08-10 21:47:46 UTC in vault item: Scoutzknivez27 Comment #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.

Neat stuff for a ScoutzKnivez map:)
Commented 18 years ago2006-08-10 21:41:31 UTC in vault item: The Underhalls Comment #12807
Supeb stuff for how far I went--disabling the first force field.

I'll try to play the rest later.
Commented 18 years ago2006-08-10 21:25:15 UTC in vault item: pup_usp_aim_canyon Comment #12806
It's not the point. Just get some proper hosting or link properly, period.

That is, if you want people to actually look at your maps ;)
Commented 18 years ago2006-08-10 21:22:25 UTC in vault item: de_dustruction Comment #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... :|

Seriously, Dust remakes should be banned, period.
Commented 18 years ago2006-08-10 21:13:34 UTC in vault item: Fog Comment #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_x Comment #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 21:02:53 UTC in vault item: de_labyrinth Comment #12802
--some sounds
--maybe some props like fountains and stuff in the center too
Commented 18 years ago2006-08-10 21:01:56 UTC in vault item: de_labyrinth Comment #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?

Neat idea!
Commented 18 years ago2006-08-10 20:51:15 UTC in vault item: catapult Comment #12800
Very neat train example, and the catapult is a nice prop for a medieval map :P

Have you tried launching func_pushables with that thing?...might be cool ;)
Commented 18 years ago2006-08-10 20:49:02 UTC in vault item: Fog Comment #12799
If it's an example map, you should list what entities it uses in the description.

That way, people can find your map when seaching for an example that uses them.
Commented 18 years ago2006-08-10 20:41:44 UTC in vault item: Horror Map Comment #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 :P

Great work!
Commented 18 years ago2006-08-10 17:57:29 UTC in vault item: de_labyrinth Comment #12797
thx^^
Commented 18 years ago2006-08-10 13:51:55 UTC in vault item: de_labyrinth Comment #12796
Your map is great I have nothing else to say.

Great job keep going :-)
Commented 18 years ago2006-08-10 12:23:57 UTC in vault item: Elevator Entry Comment #12795
I already said in the description NO TRAINS OR PATHS ;)
Commented 18 years ago2006-08-10 10:22:29 UTC in vault item: Scoutzknivez27 Comment #12794
muzzle that's not the floor, look closely.
Commented 18 years ago2006-08-10 08:49:39 UTC in vault item: Elevator Entry Comment #12793
Well, you can turn the doors that move with the elev into func_trains, and make it so that they close, and move with the elev. Or something...

Needs testing...