Commented 18 years ago2005-11-06 13:19:42 UTC
in vault item: Small mapComment #9740
The 1st problem can be solved if you make another path_track really close to the last path_track. When the car will arriive to path_track 3, it will have to rotate to path_track 4, which will be for e.g 1 unit away to the direction you want the car to turn to. The car will rotate to it.
The teleport problem? Tick the USE only flag and trigger it, when you want it to be activated, or use a multisource with the parameters:
name: tele_mas target: <name of your trigger_teleport>
and set the trigger_teleport master value to: tele_mas
trigger the multisource, when you want the trigger_teleport to be activated..
Commented 18 years ago2005-11-06 07:07:25 UTC
in vault item: hldm_centerComment #9735
im sorry about the scrren shot i simply was to lazy to do the map justice with the pic... the input you all have givin me goes beyond mapping, yet compleets my pride as an individual and as an artist. again i say thank you.....
Commented 18 years ago2005-11-05 20:41:46 UTC
in vault item: hldm_centerComment #9734
I guess I'm spoiled after playing HL2DM now, but this map has a nice distinct style from other HL maps.
Weapon placement was a bit overdone if you ask me, but maybe that turns out to give some frantic combat, playtesting should tell there. I do think it lacked some medipacks but armor was good available. The doors would've been better left out, or open on touch. Right now they take out a lot of speed from the game. Some staircases are too steep as you fall off them rather than descending. I think those building insides are too small for the combat that the overload of weapons will give, and the map is generally small but at the other hand very easy to learn.
I'm dubbing a bit about the look of this. Some problems like a too small maximum view distance and the already mentioned wrong gib type for the windows could get fixed though these are minor points. Anyway, the textures look good for this map but some area's look too boring with long surfaces that didn't really fit the area well, and some other areas looked a bit too cramped. I don't know, I think the several aspects don't really work well with each other yet. I think the lighting is ok but nothing outstanding. Maybe it's the fact that it's supposed to look like a city, but feels very limited (e.g. no road that leads outside like in de_torn and not really a fitting sky for a city) for that theme.
Oh, and more of a technical thing: the .res file lists a lot of files that aren't custom. Afaik, you only need to list custom files. Resgen doesn't do a very good job if you ask me... And, in case you zip custom files with the map, please zip their folder structure as well so it's easier to know where to place files.
Commented 18 years ago2005-11-04 18:09:28 UTC
in vault item: TWHL Dedication ProjectComment #9724
Hahaaa, sweet! Never got to play it yet, but from the screenshots of my part, and others, its one unbelievable map. So for those who never downloaded... DOWNLOAD it ASAP!!!
Very good work Habboi.
I only expect the best from you... and what do you give me.. well.. THE BEST OF THE BEST!
Commented 18 years ago2005-11-04 15:02:19 UTC
in vault item: de_splinter_clanComment #9721
-textures are misaligned in a few places, one being the bomsite helipad thingy. -There are 'ledges' everywhere where rooms/hallways meet. Looks pretty bad. -the metal elevator doors open with a creaky wood sound ?!?!? -needs more ambient sounds maybe a blowing snow outside, and some industrial sounds inside.
+great, interesting layout +Nice overall brushwork in most places +love the partially contstructed tanks! Didn't you have the turret of a tank hanging from a cable gangway on the last map? If you didn't, you should
This map has 5-star potential, but it's certainly not there yet.
Commented 18 years ago2005-11-04 06:45:25 UTC
in vault item: hldm_centerComment #9719
Very nice. **************** + Architecture. Not too complex, not too simple. Almost perfect for a HLDM map. + Texturing. Looked very nice. Torn-style textures relly fit the theme. + Layout. Great layout, great idea with the windows, although some of the windows' finc_breakables had glass for a material, not metal. The secret room with ammo was also fun, but it would be much cooler if that room would have been with the same theme as the map. The lab theme kinda sucked, imo.. + Gamaplay. Great wpn placement. Almost perfect! It just needs more healthkits. + Lighting. Bright outside, gloomy inside. I like it. + Idea. It's very original for a HLDM map, because most of the HLDM maps are lab/industrial/military - style. This is something different for a change. ****************** Overall - a great map. Why not post a better screenie? This one looks really poor..
Commented 18 years ago2005-11-03 18:59:38 UTC
in vault item: hldm_centerComment #9718
This map was simply amazing. I can't think of any criticisms except maybe more rabidyariv-style props--Both Rabidmonkey and Elon Yariv are prop masters imo.
And for all those would be Juju's who contend texturing isn't a core part of mapping, I suggest you take a look at this map. The textures in this map make it appear to be Source engine derived!
The sheer beauty of the textures on this map make me wish there were a sixth star to award Bravo!
Also btw this map gave me deja vu multiple times while walking through it. Is this map of a real place?
Commented 18 years ago2005-11-02 20:14:41 UTC
in vault item: hldm_centerComment #9716
Nice textures! The map has open areas and interesting layout. Ceilings need some height variation though. There are some dead ends (the lower level that we can see in the screenshot) Lighting is OK, but the outside light is too bright for my taste. After all, "Architecture is the combination of volumetric figures bathed by light" Some contrast would be better.
Commented 18 years ago2005-11-01 08:06:29 UTC
in vault item: In-game tutorialComment #9704
Hmm, that's a point, but I'm planning to distribute a .rmf with it (I think it's better to leave out all the speech system entities and just show the setup that the example .bsp explained) so people can play with it, and always check the in-game tutorial if something isn't clear. Maybe less comfortable than a video tutorial but surely much faster to download.
Commented 18 years ago2005-10-31 15:39:30 UTC
in vault item: ka_pitballComment #9698
This map could be cool if it would be night. Try, just make a normal light entity an the top of that bridge, over the roof. And perhaps, a light_spot over each spawn area (one for T one for CT)
Commented 18 years ago2005-10-31 13:21:16 UTC
in vault item: Half-Life: DestinyComment #9695
Yeah about timecops it's almost the same as there.(atlist thats exactly as what my brother told me) Anyway we both thought on the same ideas. I thought on a train that travles through a teleporter(almost as yours) into xen and bring people to there. I know decided it deserves a full mod for opfor.
Commented 18 years ago2005-10-31 13:17:44 UTC
in vault item: Half-Life: DestinyComment #9694
Timecops is a movie! And in timefall ,before you enter a room that in it a scientist brifes you through a computer there was a simler scanner only not red.(the big block thingy that moves)
Commented 18 years ago2005-10-31 13:08:08 UTC
in vault item: dm_inboundComment #9693
I agree. This is a very nice map, with larger areas than most of what we've seen for HLDM. The difference in fog values with the skybox was certainly strange looking. In that sense It felt a bit like the old Tony Hawk games And with such a big layout, it felt strange to walk in spaces of minimum with like pipes. Good job anyway. I hope to see more maps from you.
Commented 18 years ago2005-10-31 06:29:06 UTC
in vault item: de_stack_v2Comment #9691
ok thanks for the comment.
If anyone had ever played goldeneye for the n64, they would realise this is one of the levels from the game. personally i dont like the glass, but its there because the goldeneye verison had it! ropes where just put there for the effect of the terrorists entering the building. arrows indicate directions to the bombsite, and yes the secret passageways were from the original level aswel.
But thanks for the comment anyways, i think im gonna abandon that level now and work on something new.
I got the Idea for the form of the ladder/staircase from the small, steep stairs in HLDM_center--which are very alike the HL ladder prefab btw.
Got it?
The teleport problem? Tick the USE only flag and trigger it, when you want it to be activated, or use a multisource with the parameters:
name: tele_mas
target: <name of your trigger_teleport>
and set the trigger_teleport master value to: tele_mas
trigger the multisource, when you want the trigger_teleport to be activated..
It sees blocky..
Your missing the nice brushwork.
It looks to office-ish. Office is more for fast gameplay then looks.
Where is the nice 180 curve wall? Where are the nice spotlights?
Mmmm, i'd say a 3 right now..
Keep it up.
I didn't mention anything bout replacing ladders with stairs in my review for hldm_center. Twas Captain P's idea..
Weapon placement was a bit overdone if you ask me, but maybe that turns out to give some frantic combat, playtesting should tell there. I do think it lacked some medipacks but armor was good available.
The doors would've been better left out, or open on touch. Right now they take out a lot of speed from the game. Some staircases are too steep as you fall off them rather than descending. I think those building insides are too small for the combat that the overload of weapons will give, and the map is generally small but at the other hand very easy to learn.
I'm dubbing a bit about the look of this. Some problems like a too small maximum view distance and the already mentioned wrong gib type for the windows could get fixed though these are minor points. Anyway, the textures look good for this map but some area's look too boring with long surfaces that didn't really fit the area well, and some other areas looked a bit too cramped. I don't know, I think the several aspects don't really work well with each other yet. I think the lighting is ok but nothing outstanding.
Maybe it's the fact that it's supposed to look like a city, but feels very limited (e.g. no road that leads outside like in de_torn and not really a fitting sky for a city) for that theme.
Oh, and more of a technical thing: the .res file lists a lot of files that aren't custom. Afaik, you only need to list custom files. Resgen doesn't do a very good job if you ask me...
And, in case you zip custom files with the map, please zip their folder structure as well so it's easier to know where to place files.
For example, half-life/valve/maps/compile.txt
Played quite nicely 2x2..
It's a door.
Definately a func_door...
Works nicely, tho..
Very good work Habboi.
I only expect the best from you... and what do you give me.. well.. THE BEST OF THE BEST!
-There are 'ledges' everywhere where rooms/hallways meet. Looks pretty bad.
-the metal elevator doors open with a creaky wood sound ?!?!?
-needs more ambient sounds maybe a blowing snow outside, and some industrial sounds inside.
+great, interesting layout
+Nice overall brushwork in most places
+love the partially contstructed tanks! Didn't you have the turret of a tank hanging from a cable gangway on the last map? If you didn't, you should
This map has 5-star potential, but it's certainly not there yet.
****************
+ Architecture. Not too complex, not too simple. Almost perfect for a HLDM map.
+ Texturing. Looked very nice. Torn-style textures relly fit the theme.
+ Layout. Great layout, great idea with the windows, although some of the windows' finc_breakables had glass for a material, not metal. The secret room with ammo was also fun, but it would be much cooler if that room would have been with the same theme as the map. The lab theme kinda sucked, imo..
+ Gamaplay. Great wpn placement. Almost perfect! It just needs more healthkits.
+ Lighting. Bright outside, gloomy inside. I like it.
+ Idea. It's very original for a HLDM map, because most of the HLDM maps are lab/industrial/military - style. This is something different for a change.
******************
Overall - a great map. Why not post a better screenie? This one looks really poor..
And for all those would be Juju's who contend texturing isn't a core part of mapping, I suggest you take a look at this map. The textures in this map make it appear to be Source engine derived!
The sheer beauty of the textures on this map make me wish there were a sixth star to award Bravo!
Also btw this map gave me deja vu multiple times while walking through it. Is this map of a real place?
The map has open areas and interesting layout.
Ceilings need some height variation though.
There are some dead ends (the lower level that we can see in the screenshot)
Lighting is OK, but the outside light is too bright for my taste. After all, "Architecture is the combination of volumetric figures bathed by light" Some contrast would be better.
The reason I haven't released any maps here is that I was too busy administering the site
Seriously though, my work is out there in the community, if you are keen you will find it.
And i have Gunman.
The Gunman FGD is shipped with the retail. It should be in your Gunman root directory after installation. If not, try other dirs.
Try, just make a normal light entity an the top of that bridge, over the roof.
And perhaps, a light_spot over each spawn area (one for T one for CT)
Don't have gunnman, tho..
And with such a big layout, it felt strange to walk in spaces of minimum with like pipes.
Good job anyway. I hope to see more maps from you.
If you want play on steam there is small patch for Gunman Chronicles that make the game compatible whit steam ---->
http://files.filefront.com/Gunman_Steam_Patch/;4251177;;/fileinfo.html