Comments

Commented 18 years ago2005-11-16 05:31:26 UTC in vault item: Headcrab Revenge Comment #9897
yeah i know the masher/crusher gets stuck, that is an error i want to work on by extreme version, so you can go mental and still have it all reset. Any ideas for the extreme version would be appreciated, ie anvils, demolition balls ect...
Commented 18 years ago2005-11-15 23:56:01 UTC in vault item: Headcrab Revenge Comment #9896
i thought it was great, I laughed so hard when the hammer came out

I managed to, umm, crash it, by hitting all the buttons at the same time (going down the line), the puncher that came out of the backwall got stuck and headcrabs got spawned to the right. But I loved it :D
Commented 18 years ago2005-11-15 13:50:55 UTC in vault item: Headcrab Revenge Comment #9895
...and? whats the problem with that?
Commented 18 years ago2005-11-15 09:10:00 UTC in vault item: Headcrab Revenge Comment #9894
oh,right...Didnt see that.Anyway I cannot download it atm but it seems that you have done your first env_laser entity work. :)
Commented 18 years ago2005-11-15 07:58:53 UTC in vault item: Headcrab Revenge Comment #9893
wow! it came out quite cool!
its a first map Saco - chill! could be a bit of fun
Commented 18 years ago2005-11-15 07:37:12 UTC in vault item: Headcrab Revenge Comment #9892
quote This is one of my first proper maps so I hope you enjoy it /quote
are you sure?
Commented 18 years ago2005-11-15 05:59:44 UTC in vault item: Toxicity 2 Comment #9891
Beautifully textured. Nice architecture and fair lighting. No ambient sounds I could detect.

This map should be tagged TFC not HL.

5 stars just for the textures.

Nice Job!
Commented 18 years ago2005-11-15 05:35:01 UTC in vault item: fever Comment #9890
Nice as ususal for you, and you definitely 'feel' stalkyard, but it's in no way a copy. The living room area was neat and sorta creeped me out. :)

Nice/weird textures, as well as excellent construcktion and lighting. I liked that I couldn't identify every structure or the texture associated with it.

-Maybe put some sprites by the red lamp thingies.

5 from me.
Commented 18 years ago2005-11-15 05:22:45 UTC in vault item: PacManHL Comment #9889
Forgot to rate and I just played it again, so some more comments:

+cool secret passages
-The wall texture is a little hard to look at, though it's what the actual game looked like I will grant you. Though, because this is a 3D version of the game, maybe dirty up the texture a little bit so it's easier on our eyes. :)

All and all a great HL rendition of PacMan. Can't wait for verison 2!

Great Job! 5 stars.
Commented 18 years ago2005-11-15 05:08:22 UTC in vault item: Radiance Comment #9888
Nice little level and nicely construckted, textured, and lit.

The snarks were a nice touch as well, but I think you should be able to get out of the slime somehow, once you fall in.

The lights appear to come from nowhere, which is also sorta weird. Use texture lights instead of point-lighting, unless you need effects like flickering or need make them turn off/on.
Commented 18 years ago2005-11-15 05:00:09 UTC in vault item: Major Dip Comment #9887
Fun little map and nicely constructed for an hours work.

Exploding stuff was a nice surprise!
Commented 18 years ago2005-11-14 00:49:22 UTC in vault item: The Unteenth Test Chamber Comment #9886
Interesting use of textures. More than just the familiar ones.

I liked the large size of the chamber and the "machine." Good use of rotating entities and lasers/beams.

Big minus on the elevator, however. I tried to open the elevator door when I entered and, because the button was close enough, the elevator rose up. Also, I got stuck (unless it was part of the sequence) near the top of the elevator and had to move around a bit before it completed its journey.

Suggestion: make the elevator bigger; use clips to keep the player from getting stuck; either place the button where it can't be triggered from outside the elevator or use a trigger brush to trigger the elev when the player enters the elev.

Good effort. It would make a good addition to a bigger map.
Commented 18 years ago2005-11-13 17:58:01 UTC in vault item: Problem with Lights Comment #9885
Everyone here that says 'func_wall' should stay away from HL2 maps. We use func_detail for that now! :)

Anyway, about this problem, just make your wall thicker. Displacement maps don't seem to be very flexible when it comes down to scaling their lightmaps down (it seems to stick to 15 as a minimum), so either create two displacements, one on each side of the wall, or make the wall thicker. The shadow does actually start underneath the wall but it takes some space to fade (which is where the lightmap resolution comes in).

Lowering the scale of lightmaps has a disadvantage and that's the increased filesize. In area's with a lot of light contrast, you could scale it down, but for area's with very equal lighting you could scale it up to save some filesize. Maps tend to get very big these days... ;)

A shadow_control entity controls the shadows cast by model entities bytheway, not those of brush-based entities, so it's of no use here unless you add prop_models.
Commented 18 years ago2005-11-13 17:09:33 UTC in vault item: Problem with Lights Comment #9884
The angle did not effect the light coming trou the walls.
Commented 18 years ago2005-11-13 16:26:36 UTC in vault item: Problem with Lights Comment #9883
Um just roatate the light_environment angle, my mountains had light coming through and I noticed that the light went beyong the mountain so light goes through, just change the angle or something, lightmaps will not effect it.
Commented 18 years ago2005-11-13 16:19:50 UTC in vault item: Problem with Lights Comment #9882
Yes they told me to lower the lightmap scale wich i did (check prev post) And it did not work. But did not have comments from the other ones.. if so plz let them rpeat it in a post so i can check it out :/
Grtz;Yeehaa
Commented 18 years ago2005-11-13 16:17:19 UTC in vault item: Problem with Lights Comment #9881
You have already had advice on how to fix this from Captain P etc.
Commented 18 years ago2005-11-13 15:04:13 UTC in vault item: Problem with Lights Comment #9880
Ohh...damn he deleted it...

Sorry I can't help you I'm a Hl1 mapper. :S Ask an expirienced Hl2 mapper like rebidmonkey(a mod),captian P,(another mod),kasperg(won an award) or trapt.(a great Hl2 mapper, he ran the first source compotition)
Commented 18 years ago2005-11-13 14:40:40 UTC in vault item: Justice Comment #9879
I spent a lot of time hand-tuning the bots navigational mesh (my first time venturing into this endeavor), and now the bots are quite deadly. It's pretty interesting watching the bots run around and hunt each other down.
Commented 18 years ago2005-11-13 11:01:38 UTC in vault item: Problem with Lights Comment #9878
I changed the lightmap of the ground .. nothing changed , i made the ground out of 4 displacements instead of 1 and still not changed , i still keep getting light edges around the wall and the top brush of the open house still casts is shadow ugly.
If you could fix the prob and upload it I would be veyr thankfull i have been on this for about a week now.
Commented 18 years ago2005-11-13 10:55:40 UTC in vault item: The Unteenth Test Chamber Comment #9877
It's not too late to re-do it and make those ideas work once you can get them working.
Commented 18 years ago2005-11-13 10:39:00 UTC in vault item: Problem with Lights Comment #9875
I remember somebody posted a problem map on this a few month ago... search the vault for 'dripping light' of something like that
Commented 18 years ago2005-11-13 10:38:34 UTC in vault item: Problem with Lights Comment #9874
is the ground displacment mapped - if so there in lies the problem, the lighting scale needs to be adjusted because its picking up light from the other side of the wall, i get that shit all the time. Sink the wall further into the ground or use smaller displacments - kinda hard to explain really
Commented 18 years ago2005-11-13 10:19:22 UTC in vault item: Problem with Lights Comment #9873
ZeG the problem isnt that the wall is dark :/ The problem is that there is light in the shadow , Check the map and you see the problems ;).
Same prob is for the open house it has light strokes across the walls.
If i put itch on -90 the walls will be ok but have no shadows.
If i put a light aganstt he wall my wall and ground will become brighter but thats not a solution!!
Commented 18 years ago2005-11-13 10:12:27 UTC in vault item: RimResortHLDMvDD Comment #9872
This map is just too eye-candy to look like HLDM to me... o_O
Sorry.
Commented 18 years ago2005-11-13 09:16:51 UTC in vault item: Torture that Alien - V2 Comment #9871
In general..
Commented 18 years ago2005-11-13 09:09:27 UTC in vault item: Problem with Lights Comment #9870
its a Entity called "light". that is well a light. The shadow control makes so the shadows be nice made. make a light clsoe the wall and see if it get brighter
Commented 18 years ago2005-11-13 08:56:08 UTC in vault item: Problem with Lights Comment #9869
How do u mean? So i should delete the shadow_control or?...
I don't understand the part of try to set out "LIGHT" close the wall.
Commented 18 years ago2005-11-13 08:49:49 UTC in vault item: Problem with Lights Comment #9868
The light_enviroment works like a bigger ligt over the whole map. But you made a shadow control. So the light_enviroment works like a big sun.. try to set out "LIGHT" close the wall.
Commented 18 years ago2005-11-13 08:14:05 UTC in vault item: Problem with Lights Comment #9867
have you made the wall a func_wall?
Commented 18 years ago2005-11-13 06:45:21 UTC in vault item: Torture that Alien - V2 Comment #9866
in general... or something in perticular?
Commented 18 years ago2005-11-13 06:17:54 UTC in vault item: Torture that Alien - V2 Comment #9865
Kinda boring, if you ask me... :
Commented 18 years ago2005-11-13 02:26:10 UTC in vault item: Train Comment #9863
Spotty, imo. There's nice texturing and lighing in some areas, and they're really off in others.

Boring blocky architecture.

+Nice door at the beginning, albeit somewhat blocky.
-Other doors I would recommend using -lip on the doors so you don't see that weird brush overlap.
Commented 18 years ago2005-11-13 02:25:38 UTC in vault item: Black Mesa work area B-105 Comment #9862
+Nice hallway construction and nice use of textures--many I've not noticed utilized before
-Other doors I would recommend using -lip on the doors so you don't see that weird brush overlap.
-Ambient sounds don't fit the setting imo and are a bit repetative, but I suppose it's better than no sound.
-Pushables in storage closet don't seem to have a purpose
Commented 18 years ago2005-11-13 02:24:36 UTC in vault item: ka_pitball Comment #9861
This map sucks pretty hard, though the construction is sound for the most part. The ladder texture on one side is royally fcked up, and looks pants.

-Texturing is ok.
-Layout is boring.
-make the banks of the water wedge-shaped so you can easily get out.
-I do not like the little maze at each spawn, but whatever.
-lighting?

2 stars
Commented 18 years ago2005-11-13 02:23:24 UTC in vault item: ook_criticalmass24 (for HardCore-Life) Comment #9860
Very Original and I must say I was blown away at the start at how 'pretty' this map is too me. Gameplay is also very much enjoyable!

+Awsome custom sky!!!
+Very interesting layout, and beautifully constructed, albeit minor flaws here and there in terms of scale and other minor detail.
+Stunning utilization of textures, and good application for the most part, with again, a few minor issues.
+Nice traps!
+Nice ambient sounds
+Kick-ass laser cannon!!
+neat chamber for the super jump!
+nice random things like lights that don't work and props!

-Other doors I would recommend using -lip on the doors so you don't see that weird brush overlap.
-Weird pushables that don't seem to have a purpose


I'm giving this one 5 stars for the fun, beautiful appearance, and originality!
Commented 18 years ago2005-11-13 02:22:50 UTC in vault item: ook_hoover Comment #9859
This map is intriguing in it's design, size and complexity. Truly inspiring to me!

+great architecture
+great texturing
+excellent ambient sounds
+neat chamber for the super jump, but I couldn't figure how to get in there!
+excellent train ride, and great vistas and sounds along the way!!

This is the second map I've seen from you, and I must tell you I am a big fan of your style. Technically, there are much better maps out there, but your style and originality are some of the best i've ever seen and have left a great impression upon me.

Great work!

5-stars
Commented 18 years ago2005-11-12 23:57:10 UTC in vault item: as_lajosmizse_ultimate Comment #9858
Allright, ya guys got me convinced, I will work on the map, but will probably take 1 or 2 weeks, cos' I gotta learn like hell...

@Daubster: It isn't fullbright, this time vis and rad ran perfectly...it might look like it is, but it's not...I'll work on it!
Commented 18 years ago2005-11-12 21:11:06 UTC in vault item: Realtime Clock - With Ticking Comment #9857
only multimanager for ticking of clock, not for clock!
Commented 18 years ago2005-11-12 20:20:18 UTC in vault item: Realtime Clock - With Ticking Comment #9856
Very clever! I'll probs use this in a 'HL2' map, same entities I presume unless you use multimanager? Hope not :D
Commented 18 years ago2005-11-12 18:38:08 UTC in vault item: The Unteenth Test Chamber Comment #9855
Thanks so much for the feedback. Seriously you guys have got me stoked now. I'll tell you guys what I didn't like. I wanted more sounds, for instance for each large red beam I wanted a large blast sound but I couldnt make it happen. I wanted more walls torn apart by lasers. I wanted it to be a three part series with a long elevator ride taking you to the chamber and a longer destination after the teleport. It does seem to begetting ready for something big and then it just comes to a halt. As for brushes, not so great. Sigh...I had a number of opfor and blueshift wads used that I had to change out with less spectacular half life wads. Thanks again for feedback
Commented 18 years ago2005-11-12 18:35:25 UTC in vault item: Realtime Clock - With Ticking Comment #9854
Omg...

Very neat! :D
Bet that took some time to fine tune. :)
Commented 18 years ago2005-11-12 14:55:23 UTC in vault item: Torture that Alien - V2 Comment #9853
good idea bout the clip brush... ill try that. what was wrong with the shooting range?!?!?!
Commented 18 years ago2005-11-12 14:16:28 UTC in vault item: RimResortHLDMvDD Comment #9852
This is an old map redone by Dizzy, tell it to him, not me. :D
I never noticed the sprite thing, i wonder how that happened. <.<
Commented 18 years ago2005-11-12 14:10:17 UTC in vault item: Realtime Clock - With Ticking Comment #9851
Nice. Quite realistic.
The second hand was a bit slow, tho.
Commented 18 years ago2005-11-12 14:08:28 UTC in vault item: Torture that Alien - V2 Comment #9850
It was ok, I liked the way you could use all of the tortures at once.. That was niiice..
You should try making the zombie a prisoner, or putting a clip brush around him, coz every time I use the turret, the zombie walks to it, making the other traps miss him.
The shooting range kinda sucked.
The gibs were nice too :)
Good work.
Commented 18 years ago2005-11-12 13:41:42 UTC in vault item: Realtime Clock - With Ticking Comment #9849
well there you are then... cheers 7th!
Commented 18 years ago2005-11-12 13:33:02 UTC in vault item: Realtime Clock - With Ticking Comment #9848
No, the rotational speed would be the same.
Commented 18 years ago2005-11-12 13:06:40 UTC in vault item: The Unteenth Test Chamber Comment #9847
Nice entity work and interesting sequence.

I cant say the same for brushwork though... ;)
Commented 18 years ago2005-11-12 12:24:21 UTC in vault item: Realtime Clock - With Ticking Comment #9846
i think it would be different for every different size clock, because it is the circumference that is effected by the rotational speed and the size of the clock. follow me? try it out, but I think if you had a smaller clock, the numbers would also have to be smaller... im not 100% sure?!