Commented 19 years ago2005-07-24 08:24:41 UTC
in vault item: Torture that AlienComment #8244
Try working on a bigger map with multiple totures? I had this map with loads of funny tortures...
Like a punching fist that hits them, a blade that spinds fast, a huge weight that falls on them, a platform that drops sci into water and ichyisaur thing (How do you spell that?)
Commented 19 years ago2005-07-24 05:19:18 UTC
in vault item: Torture that AlienComment #8243
any more torturing ideas for it?? I'm in the mood for yellow gibs and blood splattering everywhere. (hey, whats new!) Man, this thing is just addictive!!
Commented 19 years ago2005-07-23 14:19:45 UTC
in vault item: EscalatorComment #8233
thats for the feedback. yeh, use this in your map if you want bluefox. i'll update it on sunday with rowleybob comments. I did this without sound on, so was unaware.
Commented 19 years ago2005-07-23 14:08:54 UTC
in vault item: rotating_door01Comment #8232
It's certainly been done in one form, or another, but your example is very clean and nicely done.
My only possible suggestions would be to add a frame to the bottom part of the glass, and to make the center part of the door's diameter a little bigger, and opaque--so you don't get the kaleidoscope effect at the center of the door.
Commented 19 years ago2005-07-23 11:46:37 UTC
in vault item: Rocket accidentComment #8229
I downloaded this map and now, every time I try to run a .rmf or .map , I get an @Illegal Operation' message, saying that the program needs to be shut down becasue of an invalid page fault... ouch...
Commented 19 years ago2005-07-23 10:01:33 UTC
in vault item: Torture that AlienComment #8226
I made a map like this one a while ago,, named Evil scientist, but some leak that didn't exist made (came up after I added an entity, then, it wouldn't dissapare) the map not work in game (weird) so I had to remove it..
Commented 19 years ago2005-07-23 04:40:19 UTC
in vault item: Explosive SparkComment #8220
Well you will need the active texture to have a +A or +0 before it's name and the other texture will be with the same name only with the opisite + thingy!(if the first texture will have a +A the secound one will have a +0...ect)
Commented 19 years ago2005-07-23 04:32:49 UTC
in vault item: Explosive SparkComment #8219
I tried using func_door on the front, so that when the explosion happened, the front would change from ''active' to 'dead' texture. Hoever, the textures look completly dif.
Commented 19 years ago2005-07-22 18:10:27 UTC
in vault item: aim_akcolt_smoresComment #8215
Depends, Aim_ak-colt is pretty much open fielded.... thats kinda what i was going for on this map... I just pretty much gave up on it though and am working on a new one, the mp5 one could use some more cover but i was copying a old map, if i ever get bored ill add some stuff, but these are more like practice maps / tell me what im doing wrong so i can do better on the "next" one...
Commented 19 years ago2005-07-22 16:10:42 UTC
in vault item: Explosive SparkComment #8213
Oh and my point is= newbies chack the old example maps too for they can be realy usefull and they will probebly cost you alot of quastions! Like how they did those headcrabs burrowing in the sand! If you would have searched the vault a little you would have found my example map!(How I love to pimp my work)
Commented 19 years ago2005-07-22 14:05:32 UTC
in vault item: Explosive SparkComment #8209
at first I thought this was naff, but then realised there's no other example like this! if I'd known, I would have done one! i agree with your 'quick map' commment!!! love the lighting lol
Commented 19 years ago2005-07-22 10:34:49 UTC
in vault item: Torture that AlienComment #8206
Yeah usually first maps are like, well, not as good as this. You did everything right, fuc_walls where they should be, plus intermediate entity configurations to boot! Except for the fact that the explosion killed me.
However this is only a bsp, so other mappers can't really learn from this, consider uploading .map or rmf?
Commented 19 years ago2005-07-22 06:41:39 UTC
in vault item: aim_akcolt_smoresComment #8202
I say the same thing as I said about your last map.. Place some more covers out in the open area, so you can advance! At least I would like that.. Or are aim maps always open fields? :S
I had this map with loads of funny tortures...
Like a punching fist that hits them, a blade that spinds fast, a huge weight that falls on them, a platform that drops sci into water and ichyisaur thing (How do you spell that?)
explosions and other stuff I can't remember...
My only possible suggestions would be to add a frame to the bottom part of the glass, and to make the center part of the door's diameter a little bigger, and opaque--so you don't get the kaleidoscope effect at the center of the door.
2 suggestions:
-try using a light emmiting texture for the trains, to see if you can't eliminate the weird shadows your getting.
-turn down the train sound, or only have it turned on like every 5th train--the loudness of them all neary cracked me eardrums!
and its really REALLY good.
The teamwork feel to it is sound and its not one of those do this-do that type maps.. i like it a load
the map not work in game (weird) so I had to remove it..
good effort but these maps really are boring now
10/10 for exampleness
However this is only a bsp, so other mappers can't really learn from this, consider uploading .map or rmf?
Place some more covers out in the open area, so you can advance!
At least I would like that..
Or are aim maps always open fields? :S
I'll D-load it when I come home on monday!
Does the zombie spawn after getting killed?
Well, they are the "End of Map Bad Guy"