Commented 19 years ago2005-09-24 18:27:25 UTC
in vault item: mad_carparkComment #9146
Evilsod_2k, i've been trying to do parking lots for a while now, and i was just wondering where you got your car prefabs? did you make them? and if so, could i use the files? i've had so much trouble trying to get cars to work... great map btw.
Commented 19 years ago2005-09-23 16:47:24 UTC
in vault item: surf_bymurdaruleComment #9144
Hmm, if you don't have anything to say about this map, then I think you should pretty much shut the fuck up. He didn't ask for your opinion on how popular surf maps are compared to other shit, he jsut wanted to see what you thought of his map.
Commented 19 years ago2005-09-23 12:30:56 UTC
in vault item: surf_bymurdaruleComment #9143
hey murda i tried to download and got this error: (took a ss) http://img339.imageshack.us/img339/9273/surfmurda8rn.jpg o and dont let emo people put u down with their whining, tons of people love surf maps and im looking forward to playing this when its fixed
Commented 19 years ago2005-09-23 12:18:44 UTC
in vault item: B.O.GComment #9142
info_nodes make grunts move smarter, but well used scripted sequences make them appear smarter. There's a difference indeed, but the second is just as important as the first. Dumb appearing enemies kill the immersion of the game.
Not that that's so important here as there's little immersion to kill since it doesn't look like anything in reality anyway, but hey... you've gotta strive for perfection, isn't it?
As for nodes, I've used them in my map The Playtest and they make the grunts move pretty nice: they're chasing you, searching for cover and all that. But without the scripted sequences they would never have 'followed' you down the deep water-filled pit. I agree, it's faking the player, but the effect is surprizingly nice (at least some liked it so those aren't completely my words ;)).
Commented 19 years ago2005-09-23 10:31:53 UTC
in vault item: cs_infultrateComment #9137
Would download but I'm not a CS player. Looks nice from screenshot, bit blocky, but good sky (whats its name?). Correct me if I'm wrong but isn't it spelt "infiltrate"?
Commented 19 years ago2005-09-23 07:13:02 UTC
in vault item: mad_carparkComment #9133
I did make them func_walls but then it got a little laggy in areas, so stuck with regular brushes 1 unit above the floor. It took about 15 minutes to compile, which for me is ages. I hate compiling because I can't do squat with my computer while it works.
Do func_walls cast shadows? I've never tested that..?
Commented 19 years ago2005-09-22 13:34:18 UTC
in vault item: mad_hyperspeedComment #9122
He had an idea for a map, unfortunatley he doesn't know how to map himself, so I brung his idea to life for him. Why does that make me unintelligent? Look at my maps... a simple idiot couldn't make them. It's you that "has a lack of intelligence" <- notice the correct grammar?
Commented 19 years ago2005-09-21 18:53:50 UTC
in vault item: B.O.GComment #9104
1. The screenshot (.bmp!) in the .zip is wasted filesize (screenshots make someone download a map, they aren't needed in the download itself anymore).
2. Throw out the opfor.wad and tfc.wad from your Hammer configuration, as not everyone has them (using a non-existing .wad causes the game to crash).
3. I don't know how you did it, but the game stops when you get to the end of the map. And then I mean that the game closes. Back to the desktop. You might want to fix that.
For a first map, it's ok. There's much to improve on, though. Things like light sources (lamps) are absent in your level. The architecture is square and simple overall, and the environment isn't really recognizable as a real place (e.g. there's no sense of place, to give it a fancy name). The only room that looked somewhat more interesting was the small one with the .357 in it. Combat is basic and enemies appear to be really dumb. They are, you could say, and to some extend that's true, but as a mapper, you can make them appear smarter by giving them a goal to run towards when the player comes close, so it looks as if they are actively searching for the player, or similar things.
Well, not a lot more to say as it's your first map and you've got quite some things to learn yet. Good luck with further maps!
Commented 19 years ago2005-09-21 17:54:54 UTC
in vault item: myfirstmapComment #9102
Quite a nice start! This map is obviously largely unfinished, so I won't point out the obvious stuff.
+interesting layout +I love the glass atrium thingy! nice job +love the cop cars! +nice-looking hinged window +nice-looking stairs +nice texturing and architecture -lighting is weird in places. I'd recommend using texture lighting except where point lighting is a necessity--flickering stuff, rotating, etc. -place clip brush(s) just behind the cop cars, so you can still walk atop them, but not behind--they look weird on the other side!
Commented 19 years ago2005-09-21 17:38:56 UTC
in vault item: Its a TrapComment #9101
quite nice job and fun gameplay.
a few notes:
-doors/walls are way to thick, scale them properly
-the broken pop machine is a good idea--the one cut in half--, but texture the broken portion differntly, or you could even use brushes to build the 'inside' of the broken machine.
-i would recommend building some kind of gangway with a moving crane thiny for your suspended container. it looks weird just coming out of the ceiling.
-I liked the curved wall...you can slide down the whole length without any damage! However, it I don't think a brick wall would ever look like that
He didn't ask for your opinion on how popular surf maps are compared to other shit, he jsut wanted to see what you thought of his map.
http://img339.imageshack.us/img339/9273/surfmurda8rn.jpg
o and dont let emo people put u down with their whining, tons of people love surf maps and im looking forward to playing this when its fixed
Not that that's so important here as there's little immersion to kill since it doesn't look like anything in reality anyway, but hey... you've gotta strive for perfection, isn't it?
As for nodes, I've used them in my map The Playtest and they make the grunts move pretty nice: they're chasing you, searching for cover and all that. But without the scripted sequences they would never have 'followed' you down the deep water-filled pit. I agree, it's faking the player, but the effect is surprizingly nice (at least some liked it so those aren't completely my words ;)).
Well, it does suck but, I think I did the scripted sequences a bit good.
Else, the mapping sucks.
yes, it is infiltrate.
Looks nice from screenshot, bit blocky, but good sky (whats its name?).
Correct me if I'm wrong but isn't it spelt "infiltrate"?
[WARNING]This was 1 year ago, and I hope I don't suck as much as I did when I made this map today![/WARNING]
Have a look at one of my new maps, and read the description before d-loading.. Just a hint.
Try make something new maby, with some nice effects and new ideas without blowing the R-Speeds up.
You can download it now:
http://www.hlcore.uni.cc/downloads/valve_intro.zip
It took about 15 minutes to compile, which for me is ages. I hate compiling because I can't do squat with my computer while it works.
Do func_walls cast shadows? I've never tested that..?
Gameplay is a tad boring though.. weapon placement isn't super.
A great map though and i could see it as a possibility for an SP map.
also, the car prefabs are not func_walls.
This must have taken AGES to compile
Its hard enough getting people to download CS maps, but about twice as hard getting them to download surf
Funny too--cheeseloaf?!
http://ipa.buffalostate.edu/~rowleybob/pink 007.zip
Why does that make me unintelligent?
Look at my maps... a simple idiot couldn't make them.
It's you that "has a lack of intelligence" <- notice the correct grammar?
But I don't think its what you're thinking...
hey !Wait a sec!did you steal my map's tactics!DM mortar labs,you need to use gauss to control the radio
I said... with a twist, just download it and see.
Make sure rad is on 'normal' mode in the compile window.
And you must add lights entities
2. Throw out the opfor.wad and tfc.wad from your Hammer configuration, as not everyone has them (using a non-existing .wad causes the game to crash).
3. I don't know how you did it, but the game stops when you get to the end of the map. And then I mean that the game closes. Back to the desktop. You might want to fix that.
For a first map, it's ok. There's much to improve on, though.
Things like light sources (lamps) are absent in your level. The architecture is square and simple overall, and the environment isn't really recognizable as a real place (e.g. there's no sense of place, to give it a fancy name). The only room that looked somewhat more interesting was the small one with the .357 in it.
Combat is basic and enemies appear to be really dumb. They are, you could say, and to some extend that's true, but as a mapper, you can make them appear smarter by giving them a goal to run towards when the player comes close, so it looks as if they are actively searching for the player, or similar things.
Well, not a lot more to say as it's your first map and you've got quite some things to learn yet. Good luck with further maps!
the upturned chair looks nice from the screenie
+interesting layout
+I love the glass atrium thingy! nice job
+love the cop cars!
+nice-looking hinged window
+nice-looking stairs
+nice texturing and architecture
-lighting is weird in places. I'd recommend using texture lighting except where point lighting is a necessity--flickering stuff, rotating, etc.
-place clip brush(s) just behind the cop cars, so you can still walk atop them, but not behind--they look weird on the other side!
Finish this!
a few notes:
-doors/walls are way to thick, scale them properly
-the broken pop machine is a good idea--the one cut in half--, but texture the broken portion differntly, or you could even use brushes to build the 'inside' of the broken machine.
-i would recommend building some kind of gangway with a moving crane thiny for your suspended container. it looks weird just coming out of the ceiling.
-I liked the curved wall...you can slide down the whole length without any damage! However, it I don't think a brick wall would ever look like that