Comments

Commented 18 years ago2005-10-11 01:02:21 UTC in vault item: Catalyst Comment #9401
!! looks awesome, don't play SVEN co-op though. Looks like it would do well in compo 16 !
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 ago2005-10-10 12:45:56 UTC in vault item: Pre-disaster labs Comment #9398
Ansith, if you haven't fixed the sitting scis (and for future reference) I suggest you read this: http://www.gamedesign.net/node/3

I think the main thing you're doing is setting the clip brush above the seat too low, since if you didn't have a clip brush the scis would be stuck in the floor. Try setting the clip brush 16 units above the seat, then positioning the sci entity's little x on that clip brush. That should work.
Commented 18 years ago2005-10-10 12:23:40 UTC in vault item: de_amphibious Comment #9397
although you've done some work on the ground, the walls look a bit blocky. a bit of clipping or vm wodn't go amiss
Commented 18 years ago2005-10-10 11:04:51 UTC in vault item: Explosive Spark Comment #9396
stop moaning elon!
Commented 18 years ago2005-10-10 10:51:04 UTC in vault item: de_amphibious Comment #9395
looks a bit dark from that picture
Commented 18 years ago2005-10-10 03:15:21 UTC in vault item: DM_DeadAsylum - Source DM Entry Comment #9394
I got 100th view !

I'd D/L if I played DM more. Don't know why, but DM isn't big in South Africa :/

I think if it had as many players, it would pwn CS:S
Commented 18 years ago2005-10-10 02:42:25 UTC in vault item: de_vice Comment #9393
It finished the vis, and after that when the rad was supposed to finish, it wrote out an error: vis faces:unmatched, or something like that...it wrote this message out about 50 times, and then the whole program exited (worldcraft, compiler, everything!) back to the desktop. Without vis, I didn't had this error.
Commented 18 years ago2005-10-09 19:05:49 UTC in vault item: cc_box Comment #9392
lol, good mapping is a thing of the past. wellcome new trendy crap-maps :P
Commented 18 years ago2005-10-09 17:49:29 UTC in vault item: de_vice Comment #9391
He uses quake's compiling tools thats why rad ran and generated lights! :P And did the compiling log report a allocblock:full or it just whitened out? If it whitened out that means it's working very hard so leave the computer alone and let it run! If it writes an allocblock:full error that mean the computer doesn't have enough virtual memory to run the compiling prosses. First let the computer compile without doing anything,NOT EVEN MOVING THE MOUSE! If it doesn't work use batch compiler(another kind of compiler that compiles with no connection to hammer). If this doesn't work then you need to clean your computer and check for viruses. If it still doesn't work then update your computer.
Commented 18 years ago2005-10-09 13:33:00 UTC in vault item: de_vice Comment #9390
The vis process didn't run at all! When I made that, the editor exited, and the rad was still running (I've seen it in the taskmanager) but it ate up the whole system memory! So, I only checked the csg, bsp and rad boxes. No vis at all! If you don't make vis, but make rad, the map still has normal lights (not fullbright!) but its a bit slower.
Commented 18 years ago2005-10-09 13:08:47 UTC in vault item: Space-ship Comment #9389
I saw this map pop up, on the front page, and I thought I'd give it another runthrough, now that I'm a bit more knowledgeable about HL than the first time I reviewed this, and I remembered liking it a lot.

Among my favourite parts of this map are the airlock, the maintenance access door at the beginning, and of course, the momentary rotating button door, with the env_renders--this door blew me away!!!

The general lighting is pretty much perfect, except maybe lightening here, and darkening there a little bit. The sounds you used for the doors were expertly choosed--you made the most out of the original sounds--, but there was no background ambience, which was probably the biggest letdown of the map :(

But back to the good stuff... The texturing on this map is some of the best I've ever encountered for original HL textures, as well, their alignment was impeccable! I loved the computer screen thingies too! One suggestion for those would be to make them emit light, and the rest of the room darker, sort of like a submarine bridge station.

Please finsish this for us and/or release the source for this map!!!

5 stars in my opinion, even if it's unfinished :)
Commented 18 years ago2005-10-09 13:05:51 UTC in vault item: ChickenMix 2 Comment #9388
I agree with mostly everyones comments, and:

+nice use of props
-something wrong with the football table, when you 'e' it, a call for a missing model comes up..

Nice job! 3? *'s
Commented 18 years ago2005-10-09 09:10:03 UTC in vault item: Pre-disaster labs Comment #9387
There walking allright, there walking! :D
Commented 18 years ago2005-10-09 08:57:02 UTC in vault item: Pre-disaster labs Comment #9386
nope not yet its just the scripting hasent been working for people
Commented 18 years ago2005-10-09 08:54:47 UTC in vault item: Pre-disaster labs Comment #9385
I assume so, anything special supposed to happen apart from typing scientists and people walking around?
Commented 18 years ago2005-10-09 08:50:58 UTC in vault item: Pre-disaster labs Comment #9384
did the scripting work fine for you?
Commented 18 years ago2005-10-09 08:48:09 UTC in vault item: Pre-disaster labs Comment #9383
I agree with most of the points FresheD had to say, but I know its a work in progress so they're ok for now!

Also, any brushed you have on walls, like those signs, they need to be func_walls or 1 unit away from the wall.
That will reduce r_speeds and some texture problems -> http://www.dumbarse.netfirms.com/texttear.jpg
Commented 18 years ago2005-10-09 08:17:46 UTC in vault item: cc_box Comment #9382
Dude your encouraging him :)

...

OH crap I am also by giving him 5 stars :S
Commented 18 years ago2005-10-09 07:20:25 UTC in vault item: Pre-disaster labs Comment #9381
Learn from your mistakes, the map isn't that bad. Just boring.

You should make some kind of inactive machine in that dark room en when you walk in it the lights turn on and it starts to work, haha.
Commented 18 years ago2005-10-09 07:16:58 UTC in vault item: Pre-disaster labs Comment #9380
shit really the scripting still isent working this is crap i had it all working they should be walking around pondering at stuff

and yea ill fix the dark room (its going to be for lockers and the empty one with the door will be the hev suit room) and the dead ends

but this scripting is really pissing me off
Commented 18 years ago2005-10-09 07:14:47 UTC in vault item: Switchable Texture Lights with ZHLT 3.2 Comment #9379
Nice example! :)
Commented 18 years ago2005-10-09 07:10:03 UTC in vault item: Pre-disaster labs Comment #9378
Ok, here I go again.

You added electric damage to the traintrail, I think it should be 20 instead of 5.

Maybe you should a train also, to make the start look more interesting.

Now I did saw scientist but they were just standing, facing nothing, here : http://img330.imageshack.us/img330/9218/lab00083cj.png

The scientist were still typing in nothing, they still didn't say anything and the texturing is still messed up. Also, you got still dead ends, you should make a door or so that doesn't go open, in that dark room poeple probaly use there flashlight because they wonder whats there, what will they found, just a dead wall.

http://img24.imageshack.us/img24/8356/naamloos12312339fx.png

So my general advice would be add some detail and add some ambience!

Also for Forge, I never said I could do it any better and I'm just pointing out what he needs to improve, even if it sounds harsh.

So ansith, good luck!

PS : I know it's still a w.i.p. so maybe you was about to put doors at dead ends and all that..
Commented 18 years ago2005-10-09 06:19:17 UTC in vault item: Pre-disaster labs Comment #9377
ok i had the old one uploaded but ill change that after i compile
Commented 18 years ago2005-10-09 05:45:29 UTC in vault item: Pre-disaster labs Comment #9376
yes very true its still at early stages though the old version had the scientist typing at somthing but it look very sucky
Commented 18 years ago2005-10-09 05:41:17 UTC in vault item: Pre-disaster labs Comment #9375
Played it and I must say it's pretty sucky suck..

- The texturing was in some places awfull and repeating.
- The brushwork was all the same.
- The traintrail should be electric.
- The deadends should have a door
- It was empty
- The scientist were typing in nothing
Commented 18 years ago2005-10-09 05:28:01 UTC in vault item: Pre-disaster labs Comment #9374
should work now :D
Commented 18 years ago2005-10-08 19:45:53 UTC in vault item: Pre-disaster labs Comment #9373
i took gerbil out i think thats the only one you wouldent have
Commented 18 years ago2005-10-08 19:42:37 UTC in vault item: Pre-disaster labs Comment #9372
which wads do you need for it sorry, and the other texture is a subway tunnel
Commented 18 years ago2005-10-08 17:46:35 UTC in vault item: cc_box Comment #9371
lmao, ty. its a beta though. lmao.
you have to play with others to see the fun in it. it'll give you and your mates a bit of a laugh b4 continueing to the next crappy map :P
Commented 18 years ago2005-10-08 17:37:20 UTC in vault item: cc_box Comment #9370
i woz download no. 1, and so so proud! i suppose if ur gonna make a crappy map, at least he did it with style!!!
Commented 18 years ago2005-10-08 16:04:25 UTC in vault item: cc_box Comment #9369
Don't let the picture fool you elon..
Commented 18 years ago2005-10-08 16:00:44 UTC in vault item: cc_box Comment #9368
11 downloads??

Conclusion- If you want people to download you're map make it crappy! ;)
Commented 18 years ago2005-10-08 15:52:16 UTC in vault item: cc_box Comment #9367
flames

is this just a box or what?
Commented 18 years ago2005-10-08 15:45:14 UTC in vault item: cc_box Comment #9366
Great map! :)
Commented 18 years ago2005-10-08 14:02:49 UTC in vault item: l33t: Conclusive Analysis Comment #9365
this map should be in compo 16! :0
Commented 18 years ago2005-10-08 13:56:06 UTC in vault item: Pre-disaster labs Comment #9364
Well through the screeni it looks boxy.(needs more artitecture) That wall with the diffrent texture doesn't fit in there, no detail, you used texture lights and a bit of texture aglinment!
Commented 18 years ago2005-10-08 11:49:57 UTC in vault item: train Comment #9363
;D
Commented 18 years ago2005-10-08 10:38:10 UTC in vault item: Pre-disaster labs Comment #9362
You need to provide the wads!
Commented 18 years ago2005-10-08 09:46:04 UTC in vault item: de_vice Comment #9361
he has shadows coz vis ran until it crashed, so any shadows/lighting was remembered from then. great map, i think some more cover would be a good idea though, maybe some parked cars. otherwise, 10/10 !!
Commented 18 years ago2005-10-08 08:30:11 UTC in vault item: The Discombobulator Comment #9360
You're not talking about Saddam again, are you?
Commented 18 years ago2005-10-08 08:25:30 UTC in vault item: train Comment #9359
I WILL SAY ONE WORD:

OLD :D
Commented 18 years ago2005-10-08 08:18:34 UTC in vault item: train Comment #9358
Whaha, the infamous train travel limit. :)
Yes you did'nt knew that, did'nt you? A func_train has a travel limit. When it goes over that limit, the train suddenly stops moving, but the actual hull keeps moving, its like a ghost, or a spirit of the train. But there is an easy fix for this. Just add an origin brush to the train and the tavel limit is gone.

And i know, don't say a word. I just had to post this. :)
Commented 18 years ago2005-10-08 08:17:05 UTC in vault item: de_vice Comment #9357
I guess it's not his fault, wads are annoying as hell to get working, well they are for me ;)
Commented 19 years ago2005-10-07 17:17:59 UTC in vault item: de_vice Comment #9356
Oh and almost forgot, including 3 wads with a distribution is sorta gay... take all the custom textures you used, and include them in 1 wad!
Commented 19 years ago2005-10-07 17:16:23 UTC in vault item: de_vice Comment #9355
Wow, very nicely done and great custom textures. I've never played gta, but i'm sure the likeness is very complete. A couple things I noticed:

-palm tree texture was missing for me... the tops were pink and black checkerbox
-palm trunks textures could be tweaked, unless you 'staggered' them on purpose.
-scale is a little off in the room ajacent to the elevator by the beach--chairs look huge, desk looks tiny
-you forgot to clip the right side of the beach, so players can't see the edge.

Overall, this map was quite well done imo, and refresingly different from the norm!

+1000 pts!!!
Commented 19 years ago2005-10-07 16:47:10 UTC in vault item: de_vice Comment #9354
Holy crap this is 1.6?! Downloading!
Commented 19 years ago2005-10-07 11:27:50 UTC in vault item: ChickenMix 2 Comment #9353
No it isn't :/
Commented 19 years ago2005-10-07 07:47:50 UTC in vault item: de_vice Comment #9352
very nice. WIll DL later and check it out.