Commented 18 years ago2006-01-29 17:37:06 UTC
in vault item: VertexManipProb fixedComment #10734
doh! =)
3.2.1, I believe. I used this on some other stuff--some complex stuff at angles and rotated, and it came out dreamily!
You should write a tutorial for this, for one reason, because it's so helpful, and two, There really are none out there--or at least none I could easily find.
Thanks for all your help on this!!! NinjaGrinch FTW
Commented 18 years ago2006-01-29 11:20:13 UTC
in vault item: dm_aztecbeta 1.3Comment #10732
fair enough fair enough...
lavaflowing isnt in the beta, I mentioned it in previous releases but I forgot to here. its working in the final version.
the plan for this map was to make a DMC style map so Im gonna put that down to personal prefrences but yeah the map is quite small!
finally I dont really like the rocks either, but I couldnt come up with a better rock face without dropping the framerate to 10fps. Ill try and look into that...
Commented 18 years ago2006-01-29 08:17:54 UTC
in vault item: VertexManipProb fixedComment #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:
Commented 18 years ago2006-01-29 00:12:56 UTC
in vault item: Kaufmann HouseComment #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 HouseComment #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_dhsComment #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 17:02:27 UTC
in vault item: dm_aztecbeta 1.3Comment #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.
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.
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 11:36:37 UTC
in vault item: he_glasswyvComment #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
-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.
Commented 18 years ago2006-01-28 10:16:07 UTC
in vault item: VertexManipProb fixedComment #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 ago2006-01-26 18:10:23 UTC
in vault item: dm_aztecbeta 1.3Comment #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 15:37:20 UTC
in vault item: dm_aztecbeta 1.3Comment #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 03:01:05 UTC
in vault item: ak-colt_onglassComment #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 ago2006-01-25 23:00:00 UTC
in vault item: ak-colt_onglassComment #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.
It's not a huge deal--I don't think he cares--, just thought I'd let you know...
3.2.1, I believe. I used this on some other stuff--some complex stuff at angles and rotated, and it came out dreamily!
You should write a tutorial for this, for one reason, because it's so helpful, and two, There really are none out there--or at least none I could easily find.
Thanks for all your help on this!!! NinjaGrinch FTW
All faces were drawn for me. Which compile tools are you using? I used ZHLT 2.5.3 CB 1.7 to compile.
lavaflowing isnt in the beta, I mentioned it in previous releases but I forgot to here. its working in the final version.
the plan for this map was to make a DMC style map so Im gonna put that down to personal prefrences but yeah the map is quite small!
finally I dont really like the rocks either, but I couldnt come up with a better rock face without dropping the framerate to 10fps. Ill try and look into that...
But that does not detract how much fun this is, and how creatively done it is!
+Mines--Watch Your Step!
+Superb multiple ambients!
+Excellent props, detail work for the most part
+Super fun
Despite the errors, bugs, and dire need for improvements, this map still has suprisinly much to offer. I'm inspired!
You might consider putting this in the "unfinished" section. This is in no way a finished map imo!
http://twhl.co.za/mapvault_map.php?id=1325
Well, maybe someday
-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
and dont let the SMG confuse you this is for HL1.....i did include the model in the zip file
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
Im going to use this teq much now
Really great work indeed!
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.
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
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
I'm going 5 for another original, interesting concept. If I were just rating the map, it would be 1 star
5 Stars
I really enjoyed shooting the floor from under me, and seeing how many panels I could destroy before death
-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
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.
Can't think of anything bad to say about it. Must have been a lot of work!
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!
So, how was it made? Like, all of it?
Step by step guide please.
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
Best of the lot...I think I see a friend who has actually gotten better at mapping than I.
????????????????????????????????????????????????
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.
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.
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.
-It's fullbright, use rad.
-architecture is bland
I might also suggest using -wadinclude so you don't have to deal with wad files.