Comments

Commented 18 years ago2005-10-17 06:24:36 UTC in vault item: cs_penetration Comment #9453
looks cool. dowloading.
Commented 18 years ago2005-10-16 21:48:22 UTC in vault item: Catalyst Comment #9452
Alright, I have fixed a problem with the map. The doors under each of the vents, when open, blocked the vents from being naded. The doors have now been fixed and the map has been updated. Plaease DL the map again to fix the problem. Sorry for any problems you may have had.
Commented 18 years ago2005-10-16 18:45:25 UTC in vault item: de_lush Comment #9451
hey my brother made this map a few years ago lol, it kicks ass. Go download it :)
Commented 18 years ago2005-10-16 17:29:32 UTC in vault item: Spellbinder - The Summoning Tower Comment #9450
Lucky bestards! :P

Download link updated!
Commented 18 years ago2005-10-16 15:40:13 UTC in vault item: Cutscene Comment #9449
ok...
Commented 18 years ago2005-10-16 15:38:58 UTC in vault item: Movie Time Comment #9448
were is the .bsp?
Commented 18 years ago2005-10-16 15:35:04 UTC in vault item: Cutscene Comment #9447
It's only an Example Map... I've made lots of them. Mostly not camera stuff, though.
Commented 18 years ago2005-10-16 15:34:10 UTC in vault item: Spellbinder - The Summoning Tower Comment #9446
me to :'(
Commented 18 years ago2005-10-16 15:31:19 UTC in vault item: Cutscene Comment #9445
i like it can you make more? :)
Commented 18 years ago2005-10-16 14:11:20 UTC in vault item: Timefall (SP Mod) Comment #9444
why you make it to rar and not to zip?
Commented 18 years ago2005-10-16 13:22:13 UTC in vault item: Moving Mech Leg Comment #9443
Wow....sentient brushes.....

I'd dare say that's far more ambitious than my mech - but I support your courage to make it entirely in Hammer (we non-coder/modellers have to stick up for each other, after all).

If you do get around to starting it, I'll gladly contribute anything applicable that I've learned from building the mech. I can also to some brushwork to a limited extent (I know how most people like their mapping style to be consistent throughout), so just let me know when you're ready.
Commented 18 years ago2005-10-16 10:32:56 UTC in vault item: Multiple issues Comment #9442
We need more info, tell us what happens, what's the problem?
Commented 18 years ago2005-10-16 07:02:58 UTC in vault item: Moving Mech Leg Comment #9441
Quote: DON'T use func_door_rotatings if you intend the brush to touch ANYTHING and not pass through

Yeah, I noticed that when I made that man eating machine..
That dissapointed me a lot!
I mean, C'mon, this is source, I thought it was a physic engine.
Ragdolls didn't colide with func_rotating ether though... :S

I don't know where I would use the robot, but I'm just intreasted of creating a "lifeform" or something that "thinks" without coding, or, modeling.
But, it might fit in to a SP map or something, not sure.
I think I'll start with a humansized, and maby build one with the size of your leg when I think I'm good enough.
I think it will be some kind of a war robot, maby, I don't think it will be able to walk, that will be to hard to make, but, move bodyparts and neutralise his enemies.
Thanks for being intressted. :)
Your leg gave me some insperation. ;)
Maby we could co-operate with some kind of a robot project? :D
Commented 18 years ago2005-10-16 06:49:54 UTC in vault item: The Discombobulator Comment #9440
Is the map updated? :o
Commented 18 years ago2005-10-15 19:41:41 UTC in vault item: de_vice Comment #9439
+sewers: I was happy to compile this much in one map, I think that if I put more things in it, wc would shit in its pants...
I dont know why that palm texture can be missing, because before I uploaded it I fixed this bug, because I had it too.

And vis...easy to say "Compile VIS." If ya have any idea what to do with the compile error I mentioned, write it down, Im outta ideas.
Commented 18 years ago2005-10-15 14:41:30 UTC in vault item: The Discombobulator Comment #9438
Hooray, a nicer screenshot!
Commented 18 years ago2005-10-15 14:37:39 UTC in vault item: Moving Mech Leg Comment #9437
I'll warn you early, Madcow, to avoid heartache and tears on your part. DON'T use func_door_rotatings if you intend the brush to touch ANYTHING and not pass through. It simply does not work. I learned that when making my X-Wing's S-Foils, with disastrous clipping results (and its new habit of crashing whenever it is flown upside down). Func_rotatings are a good idea, but make sure you practice up on them before actually building your robot. They're unreliable for doing back-and-forth movements in constant intervals, as I have sadly learned - they are perfect, though, for spinning things.

As for your robot, what did you plan for it to do? Would it be human-sized, or smaller? Also, what kind of purpose do you have planned for it? Would it be like a Mars-rover with little probes and arms, or would it be a big smasher-type to destroy stuff with? Do tell - it sounds interesting :)
Commented 18 years ago2005-10-15 08:37:40 UTC in vault item: sand_01 Comment #9436
dont work i dont have the adams.wad
Commented 18 years ago2005-10-15 07:55:47 UTC in vault item: Moving Mech Leg Comment #9435
Gackt: Yeah, I know, it is hard to make, but, well, it's good to know that you tried to make a working kne, so I just say, keep at it, you'll get it. :)

My idea wasn't to make a leg, really, my idea was to make a robot. ^^
Wouldn't that be cool?
An AI based on triggers, and, no animations just using func_rotating and func_door(_rotating) and such..
But, I don't got time for that now, I need to think about the competition and my mod, BT.
Commented 18 years ago2005-10-14 14:43:21 UTC in vault item: Catalyst Comment #9434
People really should download Sven Co-op! It's like the best mod ever !
Commented 18 years ago2005-10-14 12:32:36 UTC in vault item: Multiple issues Comment #9433
Errr... what bugs???
Commented 18 years ago2005-10-13 20:44:23 UTC in vault item: Catalyst Comment #9432
Actually, I started working on this even before I heard about Compo 16. I don't think I can enter it anyway because it's not for Half-Life SP. It will work in HL if you noclip but I wasn't planning to enter in the first place.
Commented 18 years ago2005-10-13 18:19:48 UTC in vault item: Two Towers Comment #9431
I agree that this map is pretty darn hard. I die many times myself playtesting it.
Commented 18 years ago2005-10-13 17:24:33 UTC in vault item: Catalyst Comment #9430
is this compo #16 entry? looks like it could be one... :
Commented 18 years ago2005-10-13 16:48:27 UTC in vault item: Knife Arena - The Towers 2 Comment #9428
Not exactly an update. The original ka_the_towers is still in use.
Don't let the screenshot fool you! It really is blocky!
Anyway I'm thinking about finishing off The Towers series with a ka_the_towers3, mind you it would cap all over the prvious ones with my architextural skill now. Just have to finish cs_haunted2 first...
Commented 18 years ago2005-10-13 16:01:19 UTC in vault item: Knife Arena - The Towers 2 Comment #9427
Yeah isn't this like the third time its been updated :)
Quite interesting and i'm sure this is fun with your mates!
Commented 18 years ago2005-10-13 13:05:10 UTC in vault item: Moving Mech Leg Comment #9426
To be fair, what I was able to accomplish was EXTREMELY DIFFICULT to do, and I did think to make the knee and feet have more articulation, but it rendered the leg unusable. In fact, there are still joint brushes in there, but they are disabled. I have tried laboriously to get more articulation, but there are only two options with such a complex leg: choose detail and stability, or choose functionality. Since the legs are just for decoration, naturally I opted for stability and detail. If you are able to get articulation in your own leg idea and have it remain stable, then by all means - do so. I'd love to be proved wrong, but I am convinced that it is impossible for a leg of this complexity to move with any more realism and still be able to stay attached. See my thread on this subject if you want to see all the failures I have met with up until this final version.
Commented 18 years ago2005-10-13 12:22:35 UTC in vault item: Knife Arena - The Towers 2 Comment #9425
i know i've seen this map a few times before. ...
Commented 18 years ago2005-10-13 12:04:11 UTC in vault item: l33t: Conclusive Analysis Comment #9424
this map sucks compared to what my real entry is. :D

mwahahahahahaaa
Commented 18 years ago2005-10-13 10:25:34 UTC in vault item: Moving Mech Leg Comment #9423
It wasn't done as I was going to make it so I'm still allowed to post my idea.. >:)

Well, I didn't really like it.
It just moved a bit boring.
Would have been cool if the higher peice of the bone would move less, and the lower peice would move more sideways so it would look like it really had a kne.
But, you're on the right track. :)
Commented 18 years ago2005-10-13 10:12:55 UTC in vault item: Knife Arena - The Towers 2 Comment #9422
Looks very blocky from the screeny.. :/
Commented 18 years ago2005-10-13 10:10:08 UTC in vault item: Moving Mech Leg Comment #9421
I was planning to do something like that..
If you did what I think I did.
But, I'm Dloading. :)
Commented 18 years ago2005-10-13 08:17:01 UTC in vault item: de_vice Comment #9420
I don't know, why this got 5 stars.. It's rather unfinished.
*********************************
+ Idea. I liked the theme, quite nice.
***************************
+/- Texturing. Not bad, but a bit ugly in some places, like that big house thing, where the terrorists start. The palm tree texture is missing, btw.
+/- Layout. It's too open and it could use some underground passage or sewer.
+/- Gamaplay. Bomb spots are too close to the CTs and lack of different paths to them.
*********************************
- Architecture. You used HL prefabs too much and they looked pretty crappy. Some areas in the map were too blocky too.
- Ambient sounds. Could use some, like a wave sound at the beach, wind sounds on the roof, etc.
******************************
Well overall - this map needs more work. You MUST decrease the r_speeds, coz 2.5k is way too much for a cs map. Compile VIS. You should work more on the gameplay and the layout too..
Commented 18 years ago2005-10-13 08:06:37 UTC in vault item: Knife Arena - The Towers 2 Comment #9419
Not bad. My review:
**********************
+ Gameplay. It's interesting, those towers and moving plats make it good.
+ Layout. It's almost great for a ka map. Open areas, lots of things to jump on.
+ Idea. I like it. It's all mystical and stuff. Gw.
+ Ambient sounds. Just one, but it doesn't need any more, imo..
**************************
+/- Architecture. A tad boring, if you ask me. Although it fits the theme.
+/- Texturing. Same thing. It's boring. Try scaling that crete wall texture to ~3.0 or at least 2.0, coz now it looks a lil non-tiled.
+/- Lighting. Boooooooooring, but it still fits the theme.
*********************************
Well overall - good work! It's a nice and original map. You could remove the rain, tho. Looks kinda weird, imo. The map lacks better architecture, but since your theme is mystical, it's not the main requirement.
Commented 18 years ago2005-10-12 19:11:35 UTC in vault item: Moving Mech Leg Comment #9418
The making of the leg has drained my creative mech-designing juices for the time being, but once I spend a few days on other projects, I promise that I'll be back at it (I want to see the finished product as much as anyone else, after all). I don't want to compromise on the quality just because I'm bored, so I think it'll be better if I wait until I'm interested again.
Commented 18 years ago2005-10-12 14:56:06 UTC in vault item: TowersMK2 Comment #9417
Any time :)
Commented 18 years ago2005-10-12 13:45:43 UTC in vault item: Moving Mech Leg Comment #9415
lol, this sounds awesome. I'm waiting for my Steam to update, then I'll D/L
Commented 18 years ago2005-10-12 03:22:51 UTC in vault item: de_amphibious Comment #9414
VIP rescue maps are as_ cos the Ts have to assasinate the VIP
Commented 18 years ago2005-10-11 21:54:35 UTC in vault item: TWHL Dedication Project Comment #9413
Hurr Hurr, guess im not in there :(
Oh well, I don't really hang around here much anymore.
Commented 18 years ago2005-10-11 20:10:36 UTC in vault item: de_twilight Comment #9412
Keep up the downloads guys, and please pass this map around. i've had lots of good testing, and i'd love to hear the advice you've got or the input on the level.

show your friends too.
Commented 18 years ago2005-10-11 19:52:07 UTC in vault item: de_amphibious Comment #9411
i just put de just because it sounded better than cs_amphibious never knew they ment that tho
Commented 18 years ago2005-10-11 16:10:19 UTC in vault item: de_amphibious Comment #9410
cs could also mean VIP rescue I belive
Commented 18 years ago2005-10-11 15:53:43 UTC in vault item: Half-Life: Destiny Comment #9409
Blown away by this!

To give a proper review, I should prolly play it a few more times, but here goes anyway. Among all the goodies that were my favourites:

+Red screener
+The sounds and when the door closes to the time machine, and you hear that little seqence and the lights pop up--sprites?--, really cool!
+cool that you got the teleport to work with the func_train. whenever i try to spawn inside a train, it doesn't work!
+beautiful sequences throughout and nice, detailed story--with a nice way to account for finding a clear space to return to in the past
+great voice acting
+I loved how the time pod 'materializes' and pretty much the whole time travel sequence.

The only minuses I can think of are:
-I got stuck and had to noclip to exit timepod
-the ending was sort of blah
-should have been more Xen for purposes of the compo

This is definitely a 5 in my opinion, bugs notwithstanding!
Great job!
Commented 18 years ago2005-10-11 15:31:16 UTC in vault item: Spellbinder - The Summoning Tower Comment #9408
Me want play!
Commented 18 years ago2005-10-11 15:29:56 UTC in vault item: My Room Comment #9407
Link no workie.

Just played your compo entry map too...very nicely done!

Xen was well constructed and i loved the crane back at black mesa!

btw you shouldn't you host your compo map under your profile, so people can comment on it??
Commented 18 years ago2005-10-11 12:52:38 UTC in vault item: Catalyst Comment #9406
I ran it regular HL too, not Sven.
The only thing this map really has going for it is in that screenshot.
Everything about that room is just great!
Although it plays well in HL, I think in SC it would play better.
I'm not going to rate unless I happen to download SC soon.
But 5/5 for that room!
Commented 18 years ago2005-10-11 06:48:43 UTC in vault item: Catalyst Comment #9405
I liked it. Even tough some places had strange texture choices, it really shows and effort if architecture and design, like you said.
The room featured in the screenshot was specially well crafted. It's a pity the rest of the map wasn't as good :)
Commented 18 years ago2005-10-11 06:30:39 UTC in vault item: de_amphibious Comment #9404
sry for double post but I might says what de, cs and all that stuff means:
de = demolition / defuse

cs = counter-strike (^^) rescue hostages

as = assassination

es = escape
Commented 18 years ago2005-10-11 06:28:31 UTC in vault item: de_amphibious Comment #9403
its a hostage map and you call it de_ :S
Commented 18 years ago2005-10-11 04:23:05 UTC in vault item: Pre-disaster labs Comment #9402
yea i fixed it ill put the fixed one up once i put in some more stuff so it looks good :D