Comments

Commented 18 years ago2006-04-17 21:25:31 UTC in vault item: Several things like multimanagers Comment #11533
heyyyyyy......didnt work...i did get to look at the rmf though....
Commented 18 years ago2006-04-17 15:22:14 UTC in vault item: de_railstation Comment #11532
Hmmm I wonder why noone comments on it
Commented 18 years ago2006-04-17 11:23:26 UTC in vault item: Long compile times (cs_timeville) Comment #11531
I dont get any of those errors, must be you. Anyhows, I have once compiled it with rad and it lags like a hoarse horse, SO.... I'm gonna get fixing those leaks and i'm definately removing the skybox.
Commented 18 years ago2006-04-17 08:06:10 UTC in vault item: Octageddon Comment #11530
The texturing is horrible, the bruswork isn't correctly done, the idea isn't very original, the map is boring, the cover is minimal, do I need to say more?

This map needs MAJOR IMPROVEMENT.
Do some tutorials, done the HLDM tutorial?
Commented 18 years ago2006-04-17 07:20:12 UTC in vault item: Octageddon Comment #11529
thanks hunter
Commented 18 years ago2006-04-17 01:45:49 UTC in vault item: Snps Challenge Comment #11527
LoL my bad, no worries, zipped the wrong file by accident :(
Commented 18 years ago2006-04-17 01:43:28 UTC in vault item: tk_sg Comment #11526
yeah ill test it out for ya bro.
Commented 18 years ago2006-04-17 01:43:20 UTC in vault item: tk_sg Comment #11525
Looks good, Ill download it later, going to bed now
Commented 18 years ago2006-04-17 01:36:30 UTC in vault item: Snps Challenge Comment #11524
Alright nevermind the above post (deleted by Daub).I played the updated version and it was better.The part when the big antlion broke through actually scared me for some reason.Anyways it now worthy of 4 starts but i can't rate it again.SRY(:
Commented 18 years ago2006-04-16 20:21:30 UTC in vault item: Snps Challenge Comment #11523
nice map!
+puzzles
+good, imaginative, puzzles
+mysterious poems
etc
i cant comment on archetechure, because im no expert, but i liked it :)
Commented 18 years ago2006-04-16 17:20:57 UTC in vault item: Octageddon Comment #11522
max viewable distance can be changed in map properties.
Commented 18 years ago2006-04-16 17:13:05 UTC in vault item: Anti Combine One Comment #11521
SPLAT: Oh by the way. After you download the file... use the SDK Source Valve Hammer Editor and load the files so you can construct on the map. Just load the files and press F9 and the game will be running shortly. It make take a little while though.
Commented 18 years ago2006-04-16 17:10:54 UTC in vault item: Anti Combine One Comment #11520
Well i say. That its a bit sad that he couldn't create a skybox or color walls differently and floors differently. He could also miss having Doctor Breen say something to Gordon when the game starts. I don't myself know much about mapping and i am his brother and trying to help with the map so i use the same account as him.

Can somebody help us?
Commented 18 years ago2006-04-16 11:44:05 UTC in vault item: Octageddon Comment #11519
Ok, I've changed the textures and went with my origional idea of 'themeing' areas to a selection of chapters from Half-Life (like the sandbags are the outside chapters, the drinks machine and sofas are the office chapters etc)
Commented 18 years ago2006-04-16 11:18:30 UTC in vault item: Saving Private Barney Act 3 Comment #11518
FIX de linkie i vanna play three cause no link vorking
Commented 18 years ago2006-04-16 11:15:00 UTC in vault item: Octageddon Comment #11517
I'll get right on it

How do change the max veiwable distance?
Commented 18 years ago2006-04-16 11:14:16 UTC in vault item: Octageddon Comment #11516
Not running VIS is not a problem in this map since the whole map is visible at once. You need to change the max viewable distance though because faraway brushes tend to disappear.
Some platforms are badly connected to the octagons. Some vertex manipulation could help you fix those spots.
I think the ramps and octagons should have more than just one texture. It's not even a pretty one :(

I think the random objects are out of place. If there were more, it "could" look like a surreal map.
Commented 18 years ago2006-04-16 06:22:47 UTC in vault item: Freeman's Tomb Comment #11514
brattylord you owe me 100 :P
Commented 18 years ago2006-04-16 06:13:59 UTC in vault item: sol_arena Comment #11513
DM-Tempest was my favourite map of all time, probably even now. Will download this and check it out soon
Commented 18 years ago2006-04-16 05:05:43 UTC in vault item: Paradrop Comment #11511
I know...I just played my first map for the first time in ages.... it makes me want to cut my eyes out comparing to my latest stuff (coming soon.... hopefully).
Commented 18 years ago2006-04-15 18:52:27 UTC in vault item: Long compile times (cs_timeville) Comment #11510
Woops, ok I noticed you actually said WinZip, so I downloaded it and got it extract.

I hate to say it, but the map looks really, REALLY, poorly constructed. It's HUGE and wide open, I can't imagine how that would be like during play if it would actually compile. I got a huge amount of "plane with no normal", "coplaner plane", and "outside world" errors.

If you're really determined to get this running, you can try looking at the entity numbers and brush numbers next to the errors in the compile log, writing them all down, and then using "go to brush number" and typing in the brush number/entity number and fix them all manually.
Commented 18 years ago2006-04-15 18:09:50 UTC in vault item: Long compile times (cs_timeville) Comment #11509
I have winrar... It doesn't work either.
Commented 18 years ago2006-04-15 13:34:24 UTC in vault item: aim_mw_pistols Comment #11508
Dust textures is the soul of cs omg!! take that away and u have what ???
Commented 18 years ago2006-04-15 13:32:58 UTC in vault item: Multiple Triggers Cause Event Comment #11507
rofl
Commented 18 years ago2006-04-15 05:27:33 UTC in vault item: Scripted Sequence Example Comment #11506
good tutorial.....it seems the scientist likes posters
This comment was made on an article that has been deleted.
Commented 18 years ago2006-04-15 05:24:20 UTC in vault item: Paradrop Comment #11504
looks ok......but could of fixed the sky so its not a.....dull...boring....black.
Commented 18 years ago2006-04-15 04:53:06 UTC in vault item: aim_submerge Comment #11503
I thought the outside point-based lights looked great In the outside area!
Commented 18 years ago2006-04-14 18:53:01 UTC in vault item: aim_submerge Comment #11502
Yes, Point based lights... =P
Thanks for the review Rowley, honestly, the tube is barred off because the func_pushs behave badly when in water. Again, this is a map that my friend and I drew up in some free time, and I decided to make it, nothing special. Again, thanks for looking at it.
Commented 18 years ago2006-04-14 12:19:01 UTC in vault item: Adding a tree model Comment #11501
thanks m8
Commented 18 years ago2006-04-14 12:18:51 UTC in vault item: Ka_facility Comment #11500
thanks alot for your comment :D
Commented 18 years ago2006-04-14 03:55:25 UTC in vault item: aim_submerge Comment #11499
Neat stuff.

The point-based lights in the main battle area work though, because of the way you did them and they look very nice.

R_speeds are highly respectable in all the lower areas, and to a lesser degree above--pillars many :) Far within playable limits though imo.

Neat secret passage and drowning button! Is there a retard button someplace, but I just couldn't find it?

When i said lounge, I was more thinking of one you'd find in a night club wit low, colored lights, soft jazz, drinks and a weaponstrip so everyone has to behave--A resting area of sorts. Maybe make it knifes only.

I like your lounge though too!

I think my favourite part of this map is the gravity lift that takes you there...really nice! Funny too how it's barred off after flooding :)
This comment was made on an article that has been deleted.
Commented 18 years ago2006-04-13 20:44:00 UTC in vault item: aim_submerge Comment #11496
Yikes! methinks they are. Although I'm guilty of that same thing in many (all) of my maps.
Commented 18 years ago2006-04-13 19:08:26 UTC in vault item: aim_submerge Comment #11495
eek. please tell me that those arent point-based lights i see! </cringe>
Commented 18 years ago2006-04-13 10:42:47 UTC in vault item: Long compile times (cs_timeville) Comment #11494
yeah, srry, this is a highly compressed zipfile, winrar should work
Commented 18 years ago2006-04-13 09:45:07 UTC in vault item: Long compile times (cs_timeville) Comment #11493
Try the newest version of winzip. They've had that super compression method that only works in version 8 and up.
Commented 18 years ago2006-04-13 09:27:27 UTC in vault item: Leaks in cs_timeville Comment #11492
me too, but then i had like 20 and i reduced it to 8. One thing... I'll be fixing it myself, later.
Commented 18 years ago2006-04-13 06:24:27 UTC in vault item: Vesa Research Facility Station Comment #11491
Fucking hate this map! CUNT!
Commented 18 years ago2006-04-12 14:27:52 UTC in vault item: PANDEMIC Main Hall Comment #11490
hmm, I wasn't so sure at first, but i like this map. I like the ceiling, although i doesn't feel like a mansion - weird, i know, it just don't feel right, even though it looks great!

I like the up-lighting, suits it perfectly, and although you've got a bit carried away with arch faces, the result is excellent. Don't give up on this, it has potential. just needs some inspiration - maybe some photos of mansions, and some furniture,etc for the main areas, really bare.
Commented 18 years ago2006-04-12 14:24:22 UTC in vault item: sk_Sniper Comment #11489
sorry, but as above - get used to mapping a bit more, then start posting, this should be in the unfinished vault - not worth a play!
Commented 18 years ago2006-04-12 09:46:02 UTC in vault item: Leaks in cs_timeville Comment #11488
Skyboxing should be against the law. And I think you can have more than eight wads, hlcsg just warns you. I know I've used more than eight before.
Commented 18 years ago2006-04-12 09:31:45 UTC in vault item: PANDEMIC Main Hall Comment #11487
Thank's for the suggestions. I have been looking at images and looking around and I'll probably end up modifying this map extremely or just starting over. I'm trying to make some phototextures, but my camera broke, so I'm working with the scrap heap of pictures I have.
Commented 18 years ago2006-04-12 09:29:28 UTC in vault item: On the run with barney Comment #11486
I think when you type in buildcubemaps, the cubemaps get stored in a separate file. I haven't done source mapping in a while so I'm not too sure.
Commented 18 years ago2006-04-12 06:23:09 UTC in vault item: Ka_facility Comment #11485
Nice, tight layout with some interesting elements.

Architecture is a bit bleh, but no brush errors from What I can see. Try adding more detail oto stuff like curved edges and trim. I don't suspect you'll have a problem with r_speeds on this map ;)

I make the sprites and volumetric light more subtle so it looks more real. Nice touch though.

The one hallway upstairs that is clipped, with nothing visible blocking it is a distraction.

Nice work!
Commented 18 years ago2006-04-12 06:15:06 UTC in vault item: Adding a tree model Comment #11484
Pretty basic stuff, but would probably be useful to newcomers.

Maybe a part II to this, showing how to make custom shadows for models would be more helpful to the average user.
Commented 18 years ago2006-04-12 05:13:42 UTC in vault item: aim_ak-deagle Comment #11483
Not really much to comment about on this map, but what's there is nice enough. I like the water below tha map, but you might add some support pillars like the old roman cisterns.

Perhaps vary the architecture above like Roman ruins, or something, and follow the directions Hunter gave.
Commented 18 years ago2006-04-12 03:38:38 UTC in vault item: cs_bank Comment #11482
Amazing detail work! I would go as far to say more high quality, appropriate detail work then in 95% of the maps I've seen. Every detail from the teller tubes and windows to the cordons for customers...superb!

There are some errors and face splitting, but it all looks so good, I don't think people will mind too much.

Layout doesn't seem too big or small, and seems like it would be good.

Besides optimizing and cleaning up small things, I can't really think of anythng to add.

Superb stuff!
Commented 18 years ago2006-04-12 01:48:36 UTC in vault item: Long compile times (cs_timeville) Comment #11481
I don't know how to help you with this, I can't even unzip it. It gives me an error saying "File skipped unknown cpmression method". So either the map is so messed up it won't compile, or your computer was made in '97, in which case I feel sorry for you.
Commented 18 years ago2006-04-11 15:44:31 UTC in vault item: Choreographed scene Comment #11480
I thought this map proved that it was easy. :P
All you have to do is to give the npcs in game the same names as the actors has in the face poser scene.

Face poser itself is very easy to learn for those who wants to make custom scenes.

So, all you have to do in hammer is to, give the right names, and, trigger the logic_coreographedscene