Comments

Commented 18 years ago2006-01-29 09:28:23 UTC in vault item: ak-colt_onglass Comment #10730
This is almost an exact copy of HE_Glass by Howdy.

http://twhl.co.za/mapvault_map.php?id=1325
Commented 18 years ago2006-01-29 08:49:14 UTC in vault item: Explosive-Only breakable Comment #10729
Damn I was all excited to see a new example, and I see it's source...

Well, maybe someday :(
Commented 18 years ago2006-01-29 08:17:54 UTC in vault item: VertexManipProb fixed Comment #10728
K. Got it to work, with a couple exceptions.

-Works vastly well for the most part.
-Couldn't get the delete .map to work--no biggie
-There are some faces that are not drawn--did you have these too?

Should also be noted that I couldn't get any thing to work, until opened up my "maps" folder properties and unticked "read only".

I've included Screenies of my compile options and log portion--concerning the .map delete, and some misc. screenies at:

http://ipa.buffalostate.edu/~rowleybob/hlfix2.zip
Commented 18 years ago2006-01-29 07:53:01 UTC in vault item: Explosive-Only breakable Comment #10727
ooooooohhhh..... :(
Commented 18 years ago2006-01-29 05:15:12 UTC in vault item: VertexManipProb fixed Comment #10726
Ok, I'll leave it here as an example. I added an additional note about compiling with hlfix to the description above.
Commented 18 years ago2006-01-29 01:32:29 UTC in vault item: Alternate HEV suit Comment #10725
no, u can download these player models for sven co-op and stuff
Commented 18 years ago2006-01-29 00:18:51 UTC in vault item: Explosive-Only breakable Comment #10724
just toss an explosive close to the target.

and dont let the SMG confuse you this is for HL1.....i did include the model in the zip file
Commented 18 years ago2006-01-29 00:12:56 UTC in vault item: Kaufmann House Comment #10723
It isnt meant to run any type of combat. The 3D skybox is actually what causes a big performace hit. If you noclip outside the map, you'll notice a great improvement of fps when the skybox isnt rendered.
Commented 18 years ago2006-01-28 21:24:38 UTC in vault item: Kaufmann House Comment #10722
Very good vertex manipulation. I dont see why it chugs, you should of used a 3d skybox for all the trees in the map, maybe put brushes end to end? I only say this cuz it looks like a cool map to play in, but it will never run anything more than 1v1
Commented 18 years ago2006-01-28 20:46:58 UTC in vault item: ka_dhs Comment #10721
thanks.. i only focused on the architecture (i rushed through the stairway i know i could do that better) i didnt focus on the texuring and lighting at all i just wanted to be able to test the map

i just wanted to see if i could make a decently architectured map and i think i am capable of it so i dont no if i will finish this or not
Commented 18 years ago2006-01-28 18:47:56 UTC in vault item: Slomo/Filter Example Comment #10720
Really Great job strider! Im deeply intressed!
Im going to use this teq much now :D

Really great work indeed!
Commented 18 years ago2006-01-28 17:02:27 UTC in vault item: dm_aztecbeta 1.3 Comment #10719
I had a fast run tru it and I didn't liked it. The beta screenshots looked so promising!

The rocks are streched and ugly, the lave doesn't flow and the map just looks to DMC-ish. I'm missing the number-1 factor, the HALF-LIFE feeling. The map is also rather small and at the outside there isn't much moving space imo.

I don't like rating unfinished maps so I won't. If I had to, i'd gave 2 stars.
Commented 18 years ago2006-01-28 16:29:49 UTC in vault item: ka_dhs Comment #10718
Excellent stuff.

Exquisite architecture in places:

+Beautifully rounded hallways
+Pillars--not doric but...--awsome!
+Cafeteria tables
+Big-ass easter egg!

Almost eclipsed by some bad in places:
-yikes that diagonal stairway is tough to look at!
-scale is a little big in places
-some other baddies, but I can't remember.

Some other distractions, such as bad lighting in some areas, misaligned textures, and some other misc. things take what could easily be a 5 star map--especially for a KA map!--and bumps it down to 3...

Impeccable work in some areas, and some really nasty, but easlily fixed bad work in others.

3 Stars
Commented 18 years ago2006-01-28 12:13:35 UTC in vault item: Escalator Comment #10717
daubster this was just his way of showing how to do it - it doesnt need to be realistic
Commented 18 years ago2006-01-28 11:55:52 UTC in vault item: Realtime Clock - With Ticking Comment #10716
i dont know whether you got the file?
Commented 18 years ago2006-01-28 11:55:34 UTC in vault item: Realtime Clock - With Ticking Comment #10715
another way to do it(HL1 and mods):
make a model(or get someone to do it for you) of a clock. Make each one have several hands. Get the clock all correct so that the hands of the model rotate at the right speeds, make sure that they stop, not rotating all the time , so its like real clocks do, theyll do one small tick, then stop, then another tick, and stop, and another tick, then stop ... etc etc blah blah blah blah
yay. now put a sound entity right next to the model. now in the sound entity, well, you might have to make your own or find one, but anyway, in the attributes, in the path attribute, go and find your wav. Now you find your wav file(.wav, sound file), double click it and the browse window will disappear. Close the properties window and yay, you have a clock. unless you have this fgd, you cant see models in vhe, so the clock will need adjusting. And no, dont just go 'i already have that fgd', its a modded version of the tommy14. of course you MIGHT already have it still ;P
Commented 18 years ago2006-01-28 11:41:53 UTC in vault item: cc_box Comment #10714
Excellent concept, perhaps a tad underdeveloped.

I'm going 5 for another original, interesting concept. If I were just rating the map, it would be 1 star :P

5 Stars
Commented 18 years ago2006-01-28 11:37:23 UTC in vault item: he_glasswyv Comment #10713
Oops!
Commented 18 years ago2006-01-28 11:36:37 UTC in vault item: he_glasswyv Comment #10712
Holy fucking shit waht a radical Idea! Neat too that you included different versions. Very interesting element in terms of strategy!

I really enjoyed shooting the floor from under me, and seeing how many panels I could destroy before death :P

-increase your max viewable distance in Hammer--for the wide-open version. Just make it 12000 or something and you should be able to see from one side to another without brushes disappearing.
-perhaps make the glass stronger
-Make the ramps less steep to the playing field, unless you like the damage/effect to the player.
-later versions were nice with the partitions--makes for better performance, lighting, new textures, etc. Lose that annoying sound thought!
-On the maps with the partition in the middle, your glass panels intersect with it, and it looks bad.
-perhaps make the furtherst most panels unbreakabel, or a really high hit point value. You could also make the panels stronger the further away they become from the center of the map, make randomly strengthed ones, etc. Really, there are a thousand different things you could do with this!

My favourite were the wide open versions. Would be interesting to see the gameplay!

Looks like we have another inventive, alexb911 type here...He alsom makes interesting, original stuff like this.

Got to go 5 for simply the neat, radiacal, fun idea. I would give the quality of the resto of the map 2-3.

5 Stars
Commented 18 years ago2006-01-28 10:16:07 UTC in vault item: VertexManipProb fixed Comment #10711
K. Tried for a couple of hours to get it right--with no success.

One interesting thing I noticed, was that the compiled .map looked fine after hlfix. However after compile and reopening hammer, the .map file was strangely changed!

Here's a link to my prorgess, or lack thereof:

ipa.buffalostate.edu/~rowleybob/hlfix.zip

Any help/suggestions would be greatly appreciated.
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 ago2006-01-28 07:19:33 UTC in vault item: de_spirits Comment #10708
Sweet!

Can't think of anything bad to say about it. Must have been a lot of work!
Commented 18 years ago2006-01-28 07:19:00 UTC in vault item: VertexManipProb fixed Comment #10707
Wow your right... It looks perfect. If you're interested, I'll send you a screen of what Mine looks like.

Also, why delete it, It's a good example of what HLfix can do... heck, better yet possibly make it an example map/tutorial ;)

Thanks for bringing this to our attention! I've always heard of it, and never tried it before. Super useful tool!
Commented 18 years ago2006-01-28 05:44:24 UTC in vault item: "Wallhack" effect Comment #10706
lol thats not an effect thats a bug.. it messed up my de_space map
Commented 18 years ago2006-01-27 18:23:20 UTC in vault item: Kaufmann House Comment #10705
That's actually really helpful :D
Commented 18 years ago2006-01-27 10:18:53 UTC in vault item: Kaufmann House Comment #10704
  1. Find the floorplans and scan them.
  2. Use them as a texture in HL1 and make the first floor layout on top of the image.
  3. Search for pictures of the house (I found 254)
  4. Map, map, map
  5. Make custom textures
  6. Map, map, map
Commented 18 years ago2006-01-27 09:23:31 UTC in vault item: Kaufmann House Comment #10703
Heheh

So, how was it made? Like, all of it?

Step by step guide please.

;)
Commented 18 years ago2006-01-26 23:44:21 UTC in vault item: Cathedral compo13 Comment #10702
hey anyone ever play qkennyq's chartres cathedral map for quake3? this map reminds me of it. Awesome brushwork
Commented 18 years ago2006-01-26 18:10:23 UTC in vault item: dm_aztecbeta 1.3 Comment #10700
I have one, its on my laptop and I uploaded it last version. unfortunatly my wireless broke so yeah actually it is. I did mention a screenshot was comming in the post.

yeh, the torches are placeholders so no flames of pretty prefabs. the lava dosnt flow either. sorry I didnt mention that but I was in a rush. Ill update the post in a sec. thx for the comments
Commented 18 years ago2006-01-26 17:37:57 UTC in vault item: dm_aztecbeta 1.3 Comment #10699
why don't you people add a screenshot? Is it that hard for you.
Commented 18 years ago2006-01-26 16:57:17 UTC in vault item: DM_Stranded V2 Comment #10698
Gut indeed!

Best of the lot...I think I see a friend who has actually gotten better at mapping than I.
Commented 18 years ago2006-01-26 16:43:02 UTC in vault item: TWHL Dedication Project Comment #10697
Ignore that..I always confuse you and Spag...
Commented 18 years ago2006-01-26 15:57:18 UTC in vault item: dm_aztecbeta 1.3 Comment #10696
That was me.
Commented 18 years ago2006-01-26 15:37:20 UTC in vault item: dm_aztecbeta 1.3 Comment #10695
A nice little map. Could do with some decoration in parts, though. Problems: lava doesn't flow down (scrolling textures on the lava-falls) and the torches all seemed to be missing flame sprites.
Commented 18 years ago2006-01-26 09:14:18 UTC in vault item: fy_reomaha Comment #10694
I enjoy finding old work I forgot about too. congrats to you.
Commented 18 years ago2006-01-26 08:26:40 UTC in vault item: The big shit Comment #10693
no it was not.
Commented 18 years ago2006-01-26 08:04:14 UTC in vault item: TWHL Dedication Project Comment #10692
*Saco made his in HL1 and I added the 2 rooms and props and vents etc...*

????????????????????????????????????????????????
Commented 18 years ago2006-01-26 05:26:07 UTC in vault item: ak-colt_onglass Comment #10691
Unlit maps do not qualify for the "Completed" section. Moved.
Commented 18 years ago2006-01-26 03:01:05 UTC in vault item: ak-colt_onglass Comment #10690
"i kno ur gonna say is shity"
If you think we are going to call it shitty then why dont you improve it to a point were you dont? Otherwise i wouldnt say that.
Commented 18 years ago2006-01-26 02:52:48 UTC in vault item: wyv_rot(ation) Comment #10689
Radical Idea!--like a funhouse sort of.

Neat concept, but it needs more development.

Also, If you make the floor and ceiling textlights, I think you'll get rid of those nasty shadows.
Commented 18 years ago2006-01-26 02:46:01 UTC in vault item: SwirusMap (call it "Dream") Comment #10688
I wouldn't say it's too hard, but it's not too fun either. Kudos though for putting the autosave right before the puzzles :)

If you want to make a good go of this kind of map, I would recommend checking out some of Alexb911's or The Hunter's hazard maps.

Yours is way too small imo. The darkness was actually sort of interesting--Remo Williams' style.
Commented 18 years ago2006-01-25 23:03:55 UTC in vault item: Map is not dark enough (curte) Comment #10687
i would use blue or gray light
Commented 18 years ago2006-01-25 23:00:00 UTC in vault item: ak-colt_onglass Comment #10686
I like the glass idea with it breaking underneath, but you may want to add some cover in the middle since the glass makes the player even more vulnerable than he already is.

-It's fullbright, use rad.
-architecture is bland

I might also suggest using -wadinclude so you don't have to deal with wad files.
Commented 18 years ago2006-01-25 20:19:27 UTC in vault item: fy_deathrows2fx Comment #10684
i haven't because this site doesn't have a remove account option... o my fucken god, now you can ban me ;)
Commented 18 years ago2006-01-25 20:12:46 UTC in vault item: fy_deathrows2fx Comment #10683
well, fuck you all bitches!! this site is stupit anyway :P i am deleting my stupit map :( from this idiotic site ;)

Edit: Don't need to ban me i already removed my account ;)
Commented 18 years ago2006-01-25 16:36:36 UTC in vault item: Fake Lighting Half-Life Comment #10682
wow is that the doom floor texture?
Commented 18 years ago2006-01-25 14:52:27 UTC in vault item: Torture that Alien - V2 Comment #10681
I love torture maps. And for a torture type map it gets 5 stars. thats all I need to say.
Commented 18 years ago2006-01-25 14:23:29 UTC in vault item: ka_dhs Comment #10680
+lights have sources
+interesting and good architecture
+good detail in some places but
-not enough detail in others
-dark area kind of annoying
-some of the scaling is a bit weird
-a bit more texture variety would be nice. You should make your own or use the counter-strike textures since the half-life ones aren't too good although I think blue-shift uses higher res textures than half-life so you might want to use those.

All in all, your map looks great in some places but bland in others. Also, you seem to have a weird texturing error on the door way to the 2nd floor, I don't know if that bug is what you meant when you talked about the skybox. I would keep working on the map and just test the layout to see if it works with knives.
Commented 18 years ago2006-01-25 12:33:03 UTC in vault item: DM_Stranded V2 Comment #10679
I'm to tired to write a big ass review so i'll keep it as short as possible

I didn't liked this map. I didn't liked it at all.
Mainly because of the crappy lightning, this map is just to fucking dark at some places. I thought some textures looked to toony and some textures didn't match with each other. I liked those chargers by the way, they looked fucking sexy!

The architecture was rather basic, but it did the trick. Nice shit!
Ambience was nice aswell.
The traps were rather nice, I would like to see how the gameplay would be with them.

I really didn't thought it was a space ship without the lil' space plane btw!

I'm doubting between 3 and 4 stars. I'll be nice and give it a 4.
I really don't think this map deserves 5 stars.
5 stars are for brilliant and excellent maps, this is far from that.