Comments

Commented 18 years ago2006-03-12 04:44:45 UTC in vault item: The big shit Comment #11175
The first comment stole the words right out of my keyboard.
Commented 18 years ago2006-03-12 00:12:31 UTC in vault item: cs_poltergeist2 Comment #11174
Sorry for stealing all your reviews away from you, rowleybob!
Commented 18 years ago2006-03-11 21:05:14 UTC in vault item: cs_poltergeist2 Comment #11173
Wow srry, your reviews are really good! I'm not sure what I can add that won't sound repetative!

One thing I must say is that some of the additional textures and detail items look really good, and make the house more realistic. And though the detail is well done, some areas are lacking in it a bit--like the main front hall. I can hardly blame you for that though, because the r_speeds are in the 1300's already at the worst spots.

Besides the new/imrpoved detail and textures, the basic layout is the same afaik. I think that beautiful detail work and textures would be much better used on an smaller and less confusing layout.

I miss the blood pools! Yeah, they weren't realisic but they were cool! Their shape just needed to be varied a bit imo--in the original.

Last gripe is that I think it's way too dark in many places. I understand darkness fits the theme here, but if it's too dark it sort of defeats the purpose in terms of gameplay, imo.

Great improvements!
Commented 18 years ago2006-03-11 20:46:24 UTC in vault item: de_sidewalk Comment #11172
YOur BSP file you have linked does not have cubemaps built. I did it myself after loading the map. Also, adjust your HDR because its not set correctly. It doesnt adjust to the Iris and stays bloomed for too long. Other than that its nice. :)
Commented 18 years ago2006-03-11 20:01:15 UTC in vault item: cs_poltergeist2 Comment #11171
Pros:
+ Scary as hell
+ A bunch of ambience
+ AoM textures
+ Nice rain effects (scrolling water going down windows, mist blowing around outside)
+ Hostages are spread out

Cons:
- High r_speeds in some areas (around 1500)
- Scale seems a bit off
- Creepy sounds can be tacky/gimmicky after a while

+/- Planty big, although a little too maze-like (you could get in situations where you couldn't find other players)

I never played the first cs_poltergeist, so I can't really compare them and say this is a major improvement, but I still think it's a really great map.

The basement area was really creepy, and the whole map had lots of atmosphere to it.

The only thing I could really suggest (that you could realistically change at this point) is to make the scale better. The doors, and lots of smaller items were way too big.
Commented 18 years ago2006-03-11 10:05:56 UTC in vault item: Train Problems Comment #11170
Weird stuff like that happens...I had a swinging rope that I copied from an old map which just went crazy during gameplay...

So I made it from scratch with same names and it worked :
Commented 18 years ago2006-03-11 05:22:26 UTC in vault item: Falling Balcony Comment #11169
That's actually kinda true...
Commented 18 years ago2006-03-10 23:56:48 UTC in vault item: Falling Balcony Comment #11168
Your just mad cus you cant handle it :>
Commented 18 years ago2006-03-10 19:43:23 UTC in vault item: candybox Comment #11167
If I do no more work to it, it is finished :P
Commented 18 years ago2006-03-10 18:38:07 UTC in vault item: candybox Comment #11166
Sorry, unlit maps don't qualify as completed. I'll move it to Unfinished.
Commented 18 years ago2006-03-10 18:29:14 UTC in vault item: Falling Balcony Comment #11165
NO! I refuse to ever map for that inferior piece of crap!
Commented 18 years ago2006-03-10 18:26:52 UTC in vault item: candybox Comment #11164
Kill everybody who likes killboxes!
Commented 18 years ago2006-03-10 17:41:35 UTC in vault item: candybox Comment #11163
simple remedy to your problem - kill your girlfriend ;P
Commented 18 years ago2006-03-10 14:30:04 UTC in vault item: Falling Balcony Comment #11162
Aww, I thought it was for source
Commented 18 years ago2006-03-10 14:27:30 UTC in vault item: de_sidewalk Comment #11161
No, I have build cubemaps for both LDR and HDR. It isn?t bright to me.
Commented 18 years ago2006-03-10 14:22:45 UTC in vault item: candybox Comment #11160
Muzzle, I understand the Compo is closed but this is the map I submited before it closed. Just decided to post it here for download. I understand also this is not a "great" or even "good" map. This was my first attempt at any real map. The reason I went with the box was that my girlfriend liked killbox.
Commented 18 years ago2006-03-10 14:11:26 UTC in vault item: candybox Comment #11159
Yay, Candy
Commented 18 years ago2006-03-10 14:04:17 UTC in vault item: candybox Comment #11158
This is a map I made several months ago and decided to enter into the competition
Really? I hope you noticed that the compo is over and you are too late?
Commented 18 years ago2006-03-10 12:35:08 UTC in vault item: candybox Comment #11157
creative, I like it.But fullbright?and huge download size?
Commented 18 years ago2006-03-10 12:03:29 UTC in vault item: candybox Comment #11156
+Raining candy --who doesn't like raining candy :)
+Nice custom sounds/sprites/textures, besides blowing a whole host of copyrights ;)

-Just about everything else, lol :o

The rest of this map was hugely lacking in any sort of imagination or really anything to make it interesting. It essentially is a box, with a few walkways...terrible!

If your skilled enough to create decent custom material, you certainly could make a map with a little more to it ;)

Some mildly funny doodads, otherwise horrible.
Commented 18 years ago2006-03-10 04:27:20 UTC in vault item: de_rtblock Comment #11154
I have but I keep getting the error: File upload did not complete, or file was not a ZIP. Do I have to use WinZip, because I am using WinRAR.
Commented 18 years ago2006-03-10 04:20:42 UTC in vault item: de_rtblock Comment #11153
Indeed. Click "edit" and upload the file again.
Commented 18 years ago2006-03-09 17:06:58 UTC in vault item: Lambda: Deadly Reactor, Part 1 Comment #11152
No it's not.
Commented 18 years ago2006-03-09 12:58:53 UTC in vault item: de_rtblock Comment #11151
Your link to download is broke. Fix please
Commented 18 years ago2006-03-08 20:43:04 UTC in vault item: de_sidewalk Comment #11150
NO wait, you must of forgot to build cubemaps.
Commented 18 years ago2006-03-08 18:28:50 UTC in vault item: Hell's Maw (Heretic Remake) Comment #11149
good job on the double comment. notice its half life and not a mini mod, no custom textures, only the layout, and i made this last year so stfu. ktnx
Commented 18 years ago2006-03-08 18:15:27 UTC in vault item: Hell's Maw (Heretic Remake) Comment #11148
I'm sorry but this isnt heretic, it even doesnt look like it a bit.
Commented 18 years ago2006-03-08 16:10:00 UTC in vault item: de_sidewalk Comment #11147
It looks great, but The whole entire level was EXTREMLY BRIGHT! Almost all white. Looks like an HDR glitch, or Lightmap values too high maybe?
Commented 18 years ago2006-03-08 16:06:08 UTC in vault item: cs_zerg2 Comment #11146
This is my worldcraf 3.3 setting:
Configuration:
cstike
Game Data files:
E:\Sierra\Counter-Strike\cstike\halflife-cs.fgd
E:\Worldcraft\halflife.fgd
E:\Worldcraft\halflife-tfc.fgd
TExture Format: Map Type:
WAD3(HalfLife/TFC) HalfLife/TFC
Default Point Entity class:
info_player_deathmatch
Default Solid Entity class:
func_buyzone
Game Executable Directory
E:\Sierra
Mod Directory
E:\Sierra\Counter-Strike\cstrike
Game Directory:
E:\Sierra\Counter-Stike\valve
RMF Directory:
E:\Sireea\Counter-Strike

Build Programs:
Configuration:
cstrike
Game executable:
E:\Sireea\Counter-Srike\cstrike.exe
CSG executable:
E:\Worldcraft\qcsg.exe
BSP executable:
E:\Woldcraft\qbsp2.exe
VIS executable:
E:\Worldcraft\vis.exe
RAD executable:
E:\Worldcraft\qrad.exe
Palce compiled maps in this directory before running the game:
E:\Sierra\Counter-Strike\valve\maps

I Place my cs 1.5 in drive E
E:\Sierra\Counter-Stike\cstike...(sound,maps(bsp),models,sprites)
For my map cs_zerg2: E:\Sierra\Counter-Stike\cstike\sound\halloween
E:\Sierra\Counter-Stike\cstike\sprites

IT'S A GREAD HONOR TO ME YOU WANT TO REPAIR MY MAP, BUT I DON'T WANT MAKE YOU BUSY OR MORE CONFUSION COUSE MY MAP PROBLEM. I DON'T PUSS ANY BODY TO FIX MY MAP. YOU WAS TRY THE BEST ONE, I KNOW THAT. THANK YOU, SPECIAL FOR YOU ROWLEYBOB :>
Commented 18 years ago2006-03-08 15:18:58 UTC in vault item: Snow bank Comment #11145
Yeah, it's HL--Mark it correctly ;)

Excellent stuff!

Nice little HLDM action in a nicely crafted winter setting.

Superb detail work and ambience. The terrain looks pretty good and it's varied well, but could use some more variance--make different shapes/sized moguls for example.

I love the trees and snow on top of things--simple yet really nice effect!

Great work!
Commented 18 years ago2006-03-08 14:58:19 UTC in vault item: My Room Comment #11144
Thanks. :)

And yes, thats a sink. Pretty badly made, cuz its too curvy. Lol. :)
Commented 18 years ago2006-03-08 14:40:39 UTC in vault item: My Room Comment #11143
Wow some superb detail work! Among them, my favourites:

-Blinds and drapes looked outstanding!
-Handles for the trundel droors lol--nice!

The mirror was also excellent.

Do you really have a bathtub in your room or was that a sink?

Excellent work!!
Commented 18 years ago2006-03-07 23:40:07 UTC in vault item: Train Problems Comment #11142
Thanks for all the help, guys. I got the train to work, but I still have no idea what was causing the problem.

I eventually turned the train into world brushes, and then turned them back into a func_tracktrain again, but this time, intead of copying the properties from the HL1 intro, I just set them all manually.

I have no idea how that did anything, but at least it works now!
Commented 18 years ago2006-03-07 22:35:57 UTC in vault item: Train Problems Comment #11141
Try this one:

http://twhl.co.za/mapvault_map.php?id=3753

I couldn't find anything wrong with your paths/train, so the problem must lie someplace else. I tried compiling your map, but it kept crashing my HL!!!

After 4 or 5 times I gave up trying to compile it--couldn't find anything wrong with the map either...--, I dug up this old map.

Hope it helps!
Commented 18 years ago2006-03-07 21:50:18 UTC in vault item: Train Problems Comment #11140
I know, I've taken a look at all of those things, but I still can't figure out what's wrong. The only thing that's different about mine is that you can't control it and it's pitch is locked.
Commented 18 years ago2006-03-07 19:42:41 UTC in vault item: Train Problems Comment #11139
ZombieLoffe has a tracktrain map:

http://twhl.co.za/mapvault_map.php?id=927

And apparently so do I, lol:
http://twhl.co.za/mapvault_map.php?id=2606

I remeber them being a bit buggy/pain in the ass, but people use them all the time, so....

I haven't used one in a long time myself....
Commented 18 years ago2006-03-07 18:37:30 UTC in vault item: Train Problems Comment #11138
Somehow, by copying the properties off of the official HL intro maps, I got it to move. But now it just gets stuck when it reaches the path_track right before the corner. sigh...
Commented 18 years ago2006-03-07 17:45:24 UTC in vault item: Train Problems Comment #11137
Erm, I actually checked and I didn't have a trigger_once... And I'm not really sure how that other map really helps. It's a func_train, mine is a func_tracktrain.
Commented 18 years ago2006-03-07 17:29:43 UTC in vault item: Train Problems Comment #11136
I think the trigger_once was left over from past experiments.
Commented 18 years ago2006-03-07 17:13:31 UTC in vault item: Train Problems Comment #11135
And you have a trigger_once targetting it...Erm I have an idea:

http://twhl.co.za/mapvault_map.php?id=1976

I had problems also however the train in that map moves and it has the .RMF.
Commented 18 years ago2006-03-07 16:50:55 UTC in vault item: Train Problems Comment #11134
Yeah, it's a func_track_train moving on path_tracks. That's all set up correctly.
Commented 18 years ago2006-03-07 14:18:06 UTC in vault item: de_watertower Comment #11133
Link no workie :(
This comment was made on an article that has been deleted.
Commented 18 years ago2006-03-07 08:14:30 UTC in vault item: Train Problems Comment #11131
No time to look at it atm, but try checking this:

Path corners are for func_trains

Path tracks are for func track trains.

That's the only thing that ever caused a train not to move for me.
Commented 18 years ago2006-03-07 05:27:15 UTC in vault item: Falling Balcony Comment #11130
Yeah, I don't really understand that. Some people NEVER comment on anything...

Oh well, their loss ;)
Commented 18 years ago2006-03-07 05:22:56 UTC in vault item: dm_lars Comment #11129
Thanks for the comments!

Yeah, I agree with everything you're saying, though some problems come with the changes you/I would like to make.

I wanted to add a sarlac pit, more props and some rocks to spice up the terrain uptop, but I'm at my limit of sorts in terms of bruswork.

In order to add any new brushwork, I have to null/funcwall/remove existing brushwork. So pretty much unless I add more models or seriously redesign the layout, It will be really hard to new structures...
Ambients...
I agree 100% All the sounds I have are HL and are to subtley volumed... There is actually a wind ambient, but it's very quiet. I found it overpowering, especially with the other sounds if the voume for it is too high. What I need to really do is untick the "play everywhere" flag and place seperate wind ambients on the upper parts of the map, and turn up the voulume...but that's work :D

I agree 100% 'bout the textures too. No excuse there...

In regards to the layout, I also wanted to add more than one "entrance" from one area to the other, but ran out of resources like I said. Is there a way to increase how many leafs VIS can handle? Definitely have to look into that...

So If I draw the courage to redesign this and/or figure how to increase the max leafs, I will definitley make most of the brushwork/layout changes.

Custom sounds and textures on the way... I want to add a version of Luke and Leia's theme for the background, as well as "real" sounds for the droids , speeder, etc.
Commented 18 years ago2006-03-07 02:37:10 UTC in vault item: Necropolis: Mausoleum Comment #11128
V. Nice map
Commented 18 years ago2006-03-06 17:30:12 UTC in vault item: Falling Balcony Comment #11127
Thanks for the review. Damn, nobody else seems to have an opinion on it.
Commented 18 years ago2006-03-06 16:34:00 UTC in vault item: Necropolis: Mausoleum Comment #11126
Nice brushwork and very good use of those textures. There's plenty of detail making the map more interesting. Brushwork looks very clean for a map this size, and the choice of the sky and time of the day makes it look even better.
The main outside arena looks like a fun place for deathmatch (it should run decently on most computers), but the underground passages and elevator part are a bit too dark or cramped for multiplayer imo. Everything is well executed, but some parts would fit better in a singleplayer map.
Commented 18 years ago2006-03-06 14:48:52 UTC in vault item: Alternative Origin Comment #11125
i laughed.

**** for that.