Commented 18 years ago2005-10-11 12:52:38 UTC
in vault item: CatalystComment #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: CatalystComment #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 19 years ago2005-10-10 12:45:56 UTC
in vault item: Pre-disaster labsComment #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 19 years ago2005-10-10 02:42:25 UTC
in vault item: de_viceComment #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 19 years ago2005-10-09 17:49:29 UTC
in vault item: de_viceComment #9391
He uses quake's compiling tools thats why rad ran and generated lights! 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 19 years ago2005-10-09 13:33:00 UTC
in vault item: de_viceComment #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 19 years ago2005-10-09 13:08:47 UTC
in vault item: Space-shipComment #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!!!
Commented 19 years ago2005-10-09 08:48:09 UTC
in vault item: Pre-disaster labsComment #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
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.
Commented 19 years ago2005-10-09 05:41:17 UTC
in vault item: Pre-disaster labsComment #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 19 years ago2005-10-08 17:46:35 UTC
in vault item: cc_boxComment #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
Commented 19 years ago2005-10-08 13:56:06 UTC
in vault item: Pre-disaster labsComment #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 19 years ago2005-10-08 09:46:04 UTC
in vault item: de_viceComment #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 !!
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??
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!
The room featured in the screenshot was specially well crafted. It's a pity the rest of the map wasn't as good
de = demolition / defuse
cs = counter-strike (^^) rescue hostages
as = assassination
es = escape
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.
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
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
+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
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
...
OH crap I am also by giving him 5 stars :S
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.
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
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..
- 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
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
Conclusion- If you want people to download you're map make it crappy!
is this just a box or what?
OLD