Comments

Commented 19 years ago2005-06-10 15:06:51 UTC in vault item: Kimaru Jr's Best CS Maps Comment #7681
hi simon
Commented 19 years ago2005-06-10 14:21:35 UTC in vault item: Allout: Source Comment #7680
If you had the enthusiasm then you could make a mod with this sort of detail!
I mean a mod with a story like Night at the Office :D
Commented 19 years ago2005-06-10 13:17:39 UTC in vault item: Allout: Source Comment #7679
Wow Dude! Very nice! Great detail and its very fun. Only problem is that it gets boring/old after a while. Maybe you could use this as a mini-game for a big mod? Thumbs up!
Commented 19 years ago2005-06-10 10:53:37 UTC in vault item: Spheres Comment #7677
is very cool indeed..
Commented 19 years ago2005-06-10 10:50:38 UTC in vault item: de_watertower Comment #7676
btw, better than the first but still blocky
Commented 19 years ago2005-06-10 10:50:22 UTC in vault item: de_watertower Comment #7675
the places i found that had the largest r_speeds were, much to my astonishment, not the open ares, but the bits closest to the edge of the map... did u make un-seen textures NULL?
This comment was made on an article that has been deleted.
Commented 19 years ago2005-06-10 10:01:32 UTC in vault item: Night Things Zero Comment #7673
Great story idea, nice setting, work on displacement, manipulation etc.. to get the terrain more realistic,more jagged, try some better trees, really twisted/ craggy trees would work well.
Commented 19 years ago2005-06-10 07:51:50 UTC in vault item: Allout: Source Comment #7671
Sounds fun!
Downloading it now! =)
Commented 19 years ago2005-06-10 07:50:16 UTC in vault item: Night Things Zero Comment #7670
let alone horror ones, i love these type of maps its so boring playing cs now
Commented 19 years ago2005-06-10 07:47:30 UTC in vault item: Allout: Source Comment #7669
cheers
Commented 19 years ago2005-06-10 03:54:39 UTC in vault item: Night Things Zero Comment #7668
Is the house.....haunted?

hehe, I loook forward to this. There aren't enough HL2SP maps.
Commented 19 years ago2005-06-10 03:54:12 UTC in vault item: Night Things Zero Comment #7667
this could of been alot more scarier, and the sewers look like they were made in hl1! update it i like the idea and setting
Commented 19 years ago2005-06-10 03:53:37 UTC in vault item: Allout: Source Comment #7666
This looks good.

I will test later.

I've said that to a few people lately and then forgotten, but I've been busy. I've got no plans tonight, so I definately will check it out and give you a review.
Commented 19 years ago2005-06-10 02:04:26 UTC in vault item: Allout: Source Comment #7665
look it's got a screenie... (:
Commented 19 years ago2005-06-09 16:36:34 UTC in vault item: dm_abandonedlabs Comment #7664
Are you asking us?
The map is not big so I dont think there are any performance issues. You can check it yourself ingame with the +showbudget console command
Commented 19 years ago2005-06-09 16:08:41 UTC in vault item: dm_abandonedlabs Comment #7663
How are the R-Speeds?
Commented 19 years ago2005-06-09 16:07:44 UTC in vault item: dm_abandonedlabs Comment #7662
I will work on it! Thx for the heads up
Commented 19 years ago2005-06-09 07:06:49 UTC in vault item: surf_canadian_beta Comment #7661
Thankyou
Commented 19 years ago2005-06-09 06:07:48 UTC in vault item: CS Labs Comment #7660
Bah, I got busied last night and forgot to look at this.

I promise I will tonight!
Commented 19 years ago2005-06-09 00:14:10 UTC in vault item: Running water Comment #7659
Damn it why do people always take your ideas away! Any way if there is a turn in the water's path and it looks great(no seam)then it's a great example map!!!(I just don't know how to do it)
Commented 19 years ago2005-06-08 19:17:33 UTC in vault item: Running water Comment #7658
Screenie! :o
Commented 19 years ago2005-06-08 15:28:23 UTC in vault item: surf_canadian_beta Comment #7657
u have to have sv_airaccelerate at 100
Commented 19 years ago2005-06-08 12:45:51 UTC in vault item: CS Labs Comment #7656
Sounds good just make nice architecture using the clip and vertix manip. tool.
Commented 19 years ago2005-06-08 12:13:33 UTC in vault item: CS Labs Comment #7655
and i think im gona make a labs2 because i was gonna put a ladder going through the sky light and have the roofs as like another passage to kill each other and also some vents but i aint started them yet and i understand that the brushes dont join up properly and in the ct spawn i need more props agree guys?
Commented 19 years ago2005-06-08 12:11:12 UTC in vault item: CS Labs Comment #7654
oh yea sry that pic is not the right one when i completed the map i had the same pic as last time il get you a new one

Rlly Sry
Commented 19 years ago2005-06-08 12:10:02 UTC in vault item: CS Labs Comment #7653
OK,

+ nothing much
____________________________________________________

- TEXTURES, OMG SON !

- gameplay, because there is ONE passage

- there are places, like the entrance to the hostages where you can see the sky box (dunno how 2 explain)

- the windows at both spawn points, you can see the "outside" of the map (dunno either)

____________________________________________________

But since it's your first map, I won't rate it out of sympathy ;)
Commented 19 years ago2005-06-08 11:44:08 UTC in vault item: surf_canadian_beta Comment #7652
Hey whats the commands in console to make sliding easier as gravity seems to pull me down when I create a server.
Commented 19 years ago2005-06-08 11:43:09 UTC in vault item: Office Comment #7651
It looks as though some aspects were taken but oh well I don't give a damn I just wanna play maps!

Theres an example in the sdk/HL2/maps folder.
Commented 19 years ago2005-06-08 11:40:33 UTC in vault item: CS Labs Comment #7650
Nice description!

You get 1/5 for the story
2/5 for the picture cause I see misaligned textures and lots of boxes.

I'll play it later...and stuff
Commented 19 years ago2005-06-08 11:22:09 UTC in vault item: CS Labs Comment #7649
yep
Commented 19 years ago2005-06-08 11:09:31 UTC in vault item: dm_abandonedlabs Comment #7648
Here in Australia im in year 12 and im failing Physics. My teacher is a wanker!!! Anyway Dr Mapper, its a nice start (how many times has that been said?) but i can see that you tried to hide the simple architecture with props. put in some columns or whatever it makes one hell of a change
Commented 19 years ago2005-06-08 10:49:00 UTC in vault item: CS Labs Comment #7647
source i presume?
Commented 19 years ago2005-06-08 10:48:36 UTC in vault item: Map Rope Swingy Thing Comment #7646
yeh im sorry if I gave it a bit of a hard name. ( i couldnt spell pendulem)
Commented 19 years ago2005-06-08 10:28:55 UTC in vault item: CS Labs Comment #7645
ok ty m8
Commented 19 years ago2005-06-08 09:25:50 UTC in vault item: Torture a Scientist Comment #7644
didnt I spell it "where"?... well anyway, dl the map and rate/comment it
Commented 19 years ago2005-06-08 03:42:50 UTC in vault item: CS Labs Comment #7642
I shall review this for you later when I get home from work (about 7 hours from now).
Commented 19 years ago2005-06-07 22:44:08 UTC in vault item: Running water Comment #7641
sorry about the fullbright, I ran "rad" but it didnt work for some reason
Commented 19 years ago2005-06-07 22:06:47 UTC in vault item: surf_canadian_beta Comment #7640
Its an inside joke between a guy in Surf-cs aka Crackhead ..its going to have his pic in it considering we always made jokes of him being canadian
Commented 19 years ago2005-06-07 17:01:31 UTC in vault item: dm_abandonedlabs Comment #7638
Can we get back on the topic of my map?
Commented 19 years ago2005-06-07 14:57:21 UTC in vault item: De_csns Comment #7637
nobody rates problem maps or example maps...

NEVER EVER compile without vis or RAD... without vis, entities will dissapear and without RAD, you wont get any lights...

The whole map has to be covered or it'll lag like a crazy bittch...

to reduce compile times, place the NULL texture on all unseen surfaces..

A simpler version of what was said ;)
Commented 19 years ago2005-06-07 12:59:33 UTC in vault item: surf_canadian_beta Comment #7636
How is this Canada?
Commented 19 years ago2005-06-07 12:07:52 UTC in vault item: dm_abandonedlabs Comment #7635
hmm. if i was english, i would be Year 10.

Here in Scotland i'm 3rd year.
we do 7 years primary and then 6 in secondary
Commented 19 years ago2005-06-07 12:04:03 UTC in vault item: de_boshi Comment #7634
Well it seems the comments have ended and it looks quite successful :D
I'm glad I helped make players happy and my next future map will be improved for sure!
Glad you liked it!

cough http://www.nightfallmod.net/ cough uhh bad cough :P
Commented 19 years ago2005-06-07 12:02:13 UTC in vault item: dm_abandonedlabs Comment #7633
11 mate!
If your English then you know that you start at year 1 and you go on to year 11...
So thats 11 years at school :o
Boy it went fast ha ha...
Commented 19 years ago2005-06-07 10:09:01 UTC in vault item: dm_abandonedlabs Comment #7632
you got exams habboi? what year are you in?
Commented 19 years ago2005-06-06 23:34:39 UTC in vault item: Office Comment #7631
d1_trainstation_05 is Kleiner's lab, which also has an example VMF format map counterpart in the HL2 configuration. Anyways, some of the things just looked really similar, and some of the dev stuff I was getting lead me to suspect that. If it's not, okay.

Glow = env_sprite -> glow rendermode -> constant glow renderfx.
Commented 19 years ago2005-06-06 18:56:02 UTC in vault item: Fake Lighting Half-Life Comment #7630
Strike my last. :(

Downloaded the latest compile tools--3.2.1--and the ZHLT light flags work fine now.

Not so useful after-all...:(
Commented 19 years ago2005-06-06 18:27:27 UTC in vault item: Fake Lighting Half-Life Comment #7629
Played around with the light flags and found they crash hlrad. found an old thead that informed me this is a known bug with the newest compile tools.

So I guess this might be useful to make something 'look' opaque, after-all. :)
Commented 19 years ago2005-06-06 18:26:58 UTC in vault item: Fake Lighting Half-Life Comment #7628
Played around with the light flags and found they crash hlrad. found an old thead that informed me this is a known bug with the newest compile tools.

So I guess this might be useful to make something 'look' opaque, after-all. :)