Commented 18 years ago2006-07-06 16:59:21 UTC
in vault item: func_illusionaryComment #12482
Captain P gave me the first introduced me to the idea of double-sided, volumetric light.
Each side of the "fade" is it's own brush. Null all the faces where each brush meets, so you can't see them when it's transparent, ans WALLOP; your're done
Commented 18 years ago2006-07-06 02:17:12 UTC
in vault item: ka_snowshank_czComment #12475
Sorry..I didn't know there was a correct file structure for sounds. I guess you just make a folder with the map name and put the sounds in it? Still kinda new to mapping, as you can see. And noone rated it
Commented 18 years ago2006-07-06 02:13:25 UTC
in vault item: homeworld_deaglewarComment #12474
awww...noone rated it. I just made it bright cuz a lot of the people on our server hate dark maps. I will for sure use your suggestions on my next map. And yeah, the circles do get repetitve, but I ran out of good textures in the pack I downloaded.
Commented 18 years ago2006-07-04 16:24:57 UTC
in vault item: ka_snowshank_czComment #12463
the red button didnt work? did you put the .wav it your "ambient" folder? if not, thats where it goes. It works on our server and other servers that have it.
Commented 18 years ago2006-07-04 15:57:03 UTC
in vault item: homeworld_deaglewarComment #12461
It's not fullbright, but the lighting is very flat to be sure.
Try removing the light_environment, and lighting it with textlights for all the interior areas, and pointlights/light spots for the skyboxed areas. You'll will notices WAY better contrast in you map
I love the center main chamber, and the rest of the map is interestingly brushed and textured, though that one wall texture with the circles gets repetative.
Commented 18 years ago2006-07-04 15:48:41 UTC
in vault item: aim_autosniper27Comment #12460
firstly,thanks for the complement, but actaully i didnt use a light environment, i used a light spot with "is sky" checked. also, i dont know what u mean by glowing ladder....
Commented 18 years ago2006-07-04 15:40:08 UTC
in vault item: ka_snowshank_czComment #12459
Nicely brushed, textured and lit. An especially nice ka map imo.
random suggestions:
-make the "basment" darker -brush some poles for each corner of the fence -add some small props/detail itmes to breakup the main walls a little -the red button didn't do anything for me.
Commented 18 years ago2006-07-04 15:24:57 UTC
in vault item: aim_autosniper27Comment #12458
Some neat architecture, interesting layout, and I love the glowing ladder--textlight? Nicely thought out for a aim map
You'd get much better contrast in your lighting by not using the light_environment though. The bigger your skybox to, the worse it gets. In general, Light_environments = bland, boring lighting.
Instead, use textlights to light al the player accessible parts of the map, and maybe add pointlighting or light_spots to to make it brighter if you need to.
This comment was made on an article that has been deleted.
This comment was made on an article that has been deleted.
Commented 18 years ago2006-07-04 02:06:37 UTC
in vault item: TrapshootingComment #12450
Can you line up pigeons on a conveyor and push them one at a time into the launcher. Use a multimanager to move the conveyor, push a pigeon into the launcher, launch.
Commented 18 years ago2006-07-03 22:43:43 UTC
in vault item: ka_snowshank_czComment #12448
I think it looks OK, considering it's a simple map. In the small arena type of maps, there isn't that much room for improvement or imagination. Maybe the snow is too flat, and the surrounding walls could have more decoration. Some buildings beyond the map (not counting the ones in the skybox) could also help the map feel more real. Since you seem to handle the basics of mapping well, my suggestion would be to make a complicated layout on your own and see what happens.
Commented 18 years ago2006-07-03 09:43:41 UTC
in vault item: Cable Shakes on BlastComment #12435
To the best of my knowledge, a grenade by itself doesn't affect a move-rope (unless it's microscopically - I couldn't see it). So: no, it's not to exaggerate the effect; it's to cause it!
Commented 18 years ago2006-07-03 05:41:52 UTC
in vault item: Cable Shakes on BlastComment #12433
Ooh, clever. This is simply to exaggerate the effect, I take it? Cables should move to some extent I think? (Or is that only caused by env_wind? I thought rotorblades on the combine heli did that too...) - In either case, a useful effect.
Commented 18 years ago2006-07-02 12:38:28 UTC
in vault item: TrapshootingComment #12432
I didn't know you could teleport breakables!!! If I could teleport brand new ones to the launcher, it would be way easier/cleanter "reloading" the launcher
TY for the suggestions and nice comments guys ^_^ !
Each side of the "fade" is it's own brush. Null all the faces where each brush meets, so you can't see them when it's transparent, ans WALLOP; your're done
In Source when you have more than one target with the same name, it randomly goes to any of them..... I can certainly try to make it for HL1.
Anyway, thanks for re-uploading it.
Not really, but just gay 'cause I can't play it
I'm sure it's excellent like your other stuff tho
If you provide the correct directory structure when you upload, Nuubes like me won't be able to screw it up
You want the shadows to be dark, and the light areas to be bright...contrast.
I don't know the most about lighting, but I know sharp contast is good
Try removing the light_environment, and lighting it with textlights for all the interior areas, and pointlights/light spots for the skyboxed areas. You'll will notices WAY better contrast in you map
I love the center main chamber, and the rest of the map is interestingly brushed and textured, though that one wall texture with the circles gets repetative.
Nice Work!
random suggestions:
-make the "basment" darker
-brush some poles for each corner of the fence
-add some small props/detail itmes to breakup the main walls a little
-the red button didn't do anything for me.
You'd get much better contrast in your lighting by not using the light_environment though. The bigger your skybox to, the worse it gets. In general, Light_environments = bland, boring lighting.
Instead, use textlights to light al the player accessible parts of the map, and maybe add pointlighting or light_spots to to make it brighter if you need to.
Also, even if it was, the pushables behave erratically on the conveyor, at best.
If you figure out a way to do this, let me know!
Since you seem to handle the basics of mapping well, my suggestion would be to make a complicated layout on your own and see what happens.
About the Screenshot, you just open the image in a program like MS Paint (for a very crude example), and save it as a jpeg instead of a bmp.
TY for the suggestions and nice comments guys ^_^ !