Commented 18 years ago2006-07-01 10:54:58 UTC
in vault item: Laser ShowComment #12426
Kinda reminds me of a PS2 game called REZ...Such a brilliant game...Someone whould make a mod based of that game because 1. It ruled and 2. It would be quite easy to make.
This comment was made on an article that has been deleted.
Commented 18 years ago2006-07-01 09:01:28 UTC
in vault item: scoutzknivez_2006Comment #12423
Scoutzknives was already a HORRIBLE map that must of taken about 2 seconds to think of. The map is so poorly mapped even on the source version, everything is blocky and for some reason there is a walkway? Above everyones head. Even though you cant walk on the walkway.
Commented 18 years ago2006-07-01 08:59:19 UTC
in vault item: TrapshootingComment #12422
Indeed!
You might be able to use a trigger_teleport to teleport a pidgeon back onto the launchpad, so that when you miss a pidgeon, it automatically returns to the launchpad.
Ive just checked and the trigger_teleport has the ability to teleport func_pushables. Maybe you can do something cool with that?
Commented 18 years ago2006-07-01 08:44:35 UTC
in vault item: 180-degree spiral pillarComment #12420
It took me many many takes, with different settings, like full frames uncompressed avi, indeo video codec, WMP codec and all that stuff. And everytime the file size was over 4 gigs for just 2.30 minutes of recording! Its a pain in the butt to compress a file that big! So it took me many takes to get an acceptable filesize.
I used Camtasia Studio 3 for recording, and XVid for compression, id rather choose Divx, but that didn't work.
Commented 18 years ago2006-06-30 04:27:54 UTC
in vault item: Twisted PillarComment #12415
Yes, of course I looked at it. I was the first to download! Your method was nearly the same as mine, except I made one piller side at a time, then copied it and rotate it 4 times. And mine ended up looking too long and thin, too... Okay, you win, but I still submitted before you, haw-haw!
Commented 18 years ago2006-06-30 01:12:06 UTC
in vault item: Twisted PillarsComment #12411
I uploaded my map before I ever downloaded yours, so it's impossible that I ever used your map for reference whatsoever
Your method is actually quite different, and much easier than mine. In mine, each "piece" is made out of 3 seperate brushes, and they bend different ways.
Your method is much cleaner and perfectly symmetrical, but the finished product doesn't really look like Skarrj's columns.
Besides, VOX completed his before you, so HE wins the internet!
Commented 18 years ago2006-06-29 21:42:45 UTC
in vault item: StarsBreakClanMapComment #12410
lol as sad as i may be im always to lazy to figure out how to do any of the tex lights or regular lights on source but im getting into sky light and little lights inside for a more atmospheric feel or what ever u might call it
Commented 18 years ago2006-06-29 02:46:00 UTC
in vault item: Twisted PillarComment #12406
Very cool method!
At first I was perplexed how you did it, but as soon as I got the first set of piece done, it was copy/paste, put it into position, and finally rotate the outer vertices 15?, and simply repeat.
Then when one "blade" is done, simply copy, paste, and rotate 90? for each remaining side.
Very nice work, and the finished product is very clean.
This gives me some ideas mwhahahaha! <rowleybob twiddles fingers like Mr. Burns. :P>
Commented 18 years ago2006-06-27 12:03:57 UTC
in vault item: Rockets for SpiritComment #12401
Elon.. your absolutely correct! I don't know how many times I had to argue about spirit. Everyone thinks it's so different from hl, that they continue mapping for hl simply because they seem scared.. what else could it be!? Spirit is the EXACT same as Half-Lifes dlls. It just has some added features. If you choose not to use the added features, then don't.
I never could understand why experienced mappers still choose to map for Half-life instead of spirit. It just makes no sense whatsoever. But hey, it's there loss.
Commented 18 years ago2006-06-26 16:39:10 UTC
in vault item: cs_miamiComment #12396
I just downoaded the map in loaded it, and it looks AWESOME (especially the street). While it may be true that the textures are a little repetitive, it IS the same building, so you can expect the same theme throughout. Floor reflections make it look like some high-class executive business building ro somthing of the sort, and the over-all feel of it just seems "right"
There are occasional bot pathway issues (trying to walk thru a wall and jumping, or even trying to shoot thru a wall) but this is highly rare. I found also at thimes the area was slightly underlit, and i couldnt tell friend from foe.
All in all, i feel that the level is great: custom textures, great world detail, and fair for both teams
Commented 18 years ago2006-06-25 23:19:43 UTC
in vault item: Game EndingComment #12381
Seventh:
You should include what entites you've used in this bitch in the description, so people can find it! I was only able to find it for someone else, because I knew it previously existed. Maybe something like:
This map shows you how to end your level, and employs the following entities:
Commented 18 years ago2006-06-25 15:14:49 UTC
in vault item: scoutzknivez_2006Comment #12376
I know you're not someone who should be told how to map, judging by this: http://www.twhl.co.za/mapvault_map.php?id=3855 but I suppose you're someone who must be told how NOT to map. Not like this. I see no idea, lighting boring and no detail on the screenie. I won't rate as I don't play CS. Think, plan before mapping.
You might be able to use a trigger_teleport to teleport a pidgeon back onto the launchpad, so that when you miss a pidgeon, it automatically returns to the launchpad.
Ive just checked and the trigger_teleport has the ability to teleport func_pushables. Maybe you can do something cool with that?
Other than that: PWN!
You pwn.
I used Camtasia Studio 3 for recording, and XVid for compression, id rather choose Divx, but that didn't work.
We all get a peak in to the mapping mind of Muzzie by watching the video!!
What did you use to record? How many takes? Very cool Method BTW, and thanks for the VIDEO!
^_^!!
Maybe we should have some mini brushing competitions more often!
Your method is actually quite different, and much easier than mine. In mine, each "piece" is made out of 3 seperate brushes, and they bend different ways.
Your method is much cleaner and perfectly symmetrical, but the finished product doesn't really look like Skarrj's columns.
Besides, VOX completed his before you, so HE wins the internet!
^__^
At first I was perplexed how you did it, but as soon as I got the first set of piece done, it was copy/paste, put it into position, and finally rotate the outer vertices 15?, and simply repeat.
Then when one "blade" is done, simply copy, paste, and rotate 90? for each remaining side.
Very nice work, and the finished product is very clean.
This gives me some ideas mwhahahaha! <rowleybob twiddles fingers like Mr. Burns. :P>
Spirit is the EXACT same as Half-Lifes dlls. It just has some added features. If you choose not to use the added features, then don't.
I never could understand why experienced mappers still choose to map for Half-life instead of spirit. It just makes no sense whatsoever. But hey, it's there loss.
about the map...well... I for one, realy like scoutzknivez, I think it's a realy fun map.... and I see no reason why you would wanna change it...
There are occasional bot pathway issues (trying to walk thru a wall and jumping, or even trying to shoot thru a wall) but this is highly rare. I found also at thimes the area was slightly underlit, and i couldnt tell friend from foe.
All in all, i feel that the level is great: custom textures, great world detail, and fair for both teams
Yep, and that wad is zhlt.wad
+cute breakable stone area.
+Nice mention of TWHL on the map.
People remake these maps 100 times with one thing always in common: there is ablsolutely no theme to the map.
Maybe addind a different theme like "ScoutzKnives_Space", "ScoutKnivez_wildwest" or some such would be more intersting lol
Or maybe, just maybe, stop remaking this damn map! ^_^
I love the lighting and the idea of the map.
Only minus is the HOM effect on the ceiling, but points for added "psychedelicness" lol
You're right too...warning stripes are pretty pwn.
WARNING STRIPES AND BOLSHEVISM FTW!
You should include what entites you've used in this bitch in the description, so people can find it! I was only able to find it for someone else, because I knew it previously existed. Maybe something like:
This map shows you how to end your level, and employs the following entities:
env_fade
trigger_endsection
multi_manager
game_text
etc.
This way, anyone types in those, WALLOP, up comes your masterpiece
Pros: Feels like a scoutsknivz map.
One custom texture with wadinclude
The spiral staircase was alright.
Cons: Textures are all stretched to fit.
Everything is out of proportion (espically the stairs)
Default skybox
Some areas had no walls. Just a skybox texture closing the map.
Too plain.
2 Stars
env_lights for the win.
http://www.twhl.co.za/mapvault_map.php?id=3855
but I suppose you're someone who must be told how NOT to map. Not like this. I see no idea, lighting boring and no detail on the screenie. I won't rate as I don't play CS. Think, plan before mapping.