Commented 19 years ago2005-08-02 20:17:09 UTC
in vault item: RMFs for MINIMICUSComment #8405
That was all done with cameras and well-placed trigger-teleports to create the illusion. When the last grunt fires the rocket, the player is switched to the other sized map during the explosion. For the end map, it was all just camera work.
Commented 19 years ago2005-08-02 14:09:12 UTC
in vault item: RMFs for MINIMICUSComment #8401
What D'Heck???????????????????????????? I can't belive it! It's a great map but the only thing that I really want to know is how you did the small/big monsters!
Commented 19 years ago2005-08-02 12:55:35 UTC
in vault item: de_splinter_clanComment #8399
+ Good Layout + Nice Cliff Architecture + The indoor bombsite is nice + Nice lift (not so good if you get stuck on top of it though)
Lighting was plain, but fine. Doesn't deserve either a + or a - for that.
- Texture on the cliffs outside, looks out of place to me - There's a stepladder that doesn't go anywhere -- but you can get stuck behind it if you climb it. - The room containing the four identical huge blocks with the godawful mis-aligned crate texture on them, that was a bit crap.
Commented 19 years ago2005-08-02 09:18:44 UTC
in vault item: Habitat 2Comment #8394
I know, SVEN Co-op is almost ESSENTIAL by now. I mean c'mon, once SVEN Co-op Source comes out, I'm going to start mapping for that. You guys gotta get it!
Commented 19 years ago2005-08-01 14:05:06 UTC
in vault item: HavocPBComment #8380
Ok sorry. I was in a bad mood. The answer to the problem of the reflections is :- there were no lights in the map. Put some lights in and run RAD, and it looks fine. What slasher said earlier.
Commented 19 years ago2005-08-01 09:48:31 UTC
in vault item: de_splinter_clanComment #8372
Well It's pretty good, but it still needs the following: -Ambient sounds -Breaking bomb targets ************************* And other things I've noticed... ************************* -You created the APC with vertex manip.? Coz theres a invalid solid in it's back... ******************************** Good stuff ******************** +Cool Gameplay +Good layout +Normal texturing ******************** It's better than the first one, but it still needs work...
Commented 19 years ago2005-08-01 07:43:21 UTC
in vault item: fy_tropicworldComment #8369
ok...
try making a small fy_tropic_island instead with no outter wall except some water. for the middle parts, come up with some nicely shaped rocks, maybe some terrain for the pool in the middle. also, find a palm tree model for some splash in the boredomness. if you need a good tree model, download this map and use them trees models from it. other than that, work on it and try to raise the bar on fy_maps.
Commented 19 years ago2005-08-01 05:21:28 UTC
in vault item: de_aztecruins 1.1aComment #8367
I liked the map. It had some really funny areas. A little boring that you've taken alot of stuff from the official aztec and some areas had really weird lightning. Fun anyway 3/5
Commented 19 years ago2005-08-01 03:32:09 UTC
in vault item: HavocPBComment #8363
I didn't just say that the only problem with this map is cubemaps.....if you read my post I said that practically everything is wrong.......there is nothing done right......I could make a huge list of all the embarrassing things you've done, but that would just be cruel wouldn't it?
Commented 19 years ago2005-07-31 17:41:25 UTC
in vault item: HavocPBComment #8355
ok playbus obviously im not done with this map. and when u said that the problem with this map is that there are no cubemaps i kno that and thats what i needed help on if u would read the forums. thanks
- Minimicus is da Best btw !!! -
+ Nice Cliff Architecture
+ The indoor bombsite is nice
+ Nice lift (not so good if you get stuck on top of it though)
Lighting was plain, but fine. Doesn't deserve either a + or a - for that.
- Texture on the cliffs outside, looks out of place to me
- There's a stepladder that doesn't go anywhere -- but you can get stuck behind it if you climb it.
- The room containing the four identical huge blocks with the godawful mis-aligned crate texture on them, that was a bit crap.
Nice job, I've given four stars.
x__X
http://csm2.net/view_map.php?map_id=1750
http://www.csbanana.com/?section=viewitem.maps.maps.main.6894
http://www.cs-maps.org/index.php?page=new.php
"Looking for suggestions on lighting (creating some dark areas), spawn placement and hostage placement."
If its not finished, it should be in the Unfinished vault.
Sry - no time for a d/l that big...
-Ambient sounds
-Breaking bomb targets
*************************
And other things I've noticed...
*************************
-You created the APC with vertex manip.? Coz theres a invalid solid in it's back...
********************************
Good stuff
********************
+Cool Gameplay
+Good layout
+Normal texturing
********************
It's better than the first one, but it still needs work...
Dling...
Its time for an official TWHL HLDM/HL2DM/CS/CSS server! (though i only play HLDM and HL2DM)
try making a small fy_tropic_island instead with no outter wall except some water. for the middle parts, come up with some nicely shaped rocks, maybe some terrain for the pool in the middle. also, find a palm tree model for some splash in the boredomness. if you need a good tree model, download this map and use them trees models from it. other than that, work on it and try to raise the bar on fy_maps.
link to map: http://twhl.co.za/mapvault_map.php?id=3159
Is there a time limit? Do you win after a while? :S
BTW, You have to teach me how to use npc_spawners..
They never work for me! >_<