Commented 19 years ago2005-06-06 15:44:00 UTC
in vault item: surf_canadian_betaComment #7624
im like a pro cs surfer so its realy easy for me but its excelent for gaps and carp like that but about the fullbrite and .rad im not quite sure ..all the map needs to be finished is 1 push thingy iin the midle of the pyramid and a few textures in the hidden room
Commented 19 years ago2005-06-06 15:21:55 UTC
in vault item: surf_canadian_betaComment #7620
this wat the hidden room looks like...u can hit the button thats b4 the ramp and it launches u out the window or climb up the invisible ladder for more suprises
Commented 19 years ago2005-06-06 14:21:41 UTC
in vault item: OfficeComment #7618
I did not "rip" things from d1_trainstation_05. Whatever map that is. All the stuff are props which I placed my self. Besides. I don't have a decomipler to decompile .bsp files. So How could I of ripped it? How did you do that glow? It looks quite good. Who's work is it?
Commented 19 years ago2005-06-06 04:22:51 UTC
in vault item: dm_abandonedlabsComment #7615
This map would work for a game of 1 on 1 but I think 5 players would be way too much. Prop placement is overall correct, but there doesnt seem to be any reason to have explosive barrels right next to some file cabinets. To make a good DM map, you need to make sure that there is a constant game flow throughout the map. Having to make players open doors or get into crawlspaces without any other options y certainly not a good idea for deathmatch, leave that for singleplayer maps. I think you can work on this map, open up more spaces (think about a room with a much higher ceiling, like a hangar)
Commented 19 years ago2005-06-05 17:25:10 UTC
in vault item: dm_abandonedlabsComment #7612
I saw a lit prob with the vent bcos i had to jump to get inside it and the platform where you spawn ontop of needs to be raised a little bcos to get underneath it you need to crouch, unless you wanted it to do that
Commented 19 years ago2005-06-05 01:45:48 UTC
in vault item: OfficeComment #7604
Not horrible, but I suspect a few things were ripped from d1_trainstation_05 (I kept getting some dev stuff about broken outputs for blamarr_break_monitor_1)
You need to use more light_spots for the windows, too, if you want good shadows - The wood isn't casting a decent shadow, because I suspect you're using a light entity or letting the texture do it. Make your lightmap scale on the floor 4, too.
Commented 19 years ago2005-06-04 15:21:59 UTC
in vault item: de_boshiComment #7599
I still don't fully understand cubemaps but back when I starte dit I knew even less and messed it up so I had to patch it up. Thanks though Kasperg, it means a lot coming from a pro mapper like you.
Commented 19 years ago2005-06-04 11:42:49 UTC
in vault item: de_boshiComment #7592
I think this is a good map, the ambient generics do their job well, and the map is fairly detailed. However, I think there was little texture variation throughout the map, but it's not a big issue since it happens with dust and aztec.
The other strange thing I saw was the use of the cubemaps. It seems in one place you selected ONE cubemap and applied it to a whole bunch of faces, even though some were in hallways that had nothing to do with the lighting in the cubemap's room... I know this saves a lot of trouble with reflective surfaces, but it doesnt look quite right, what do you think?
Commented 19 years ago2005-06-04 10:17:27 UTC
in vault item: OfficeComment #7587
Nice, lighting was good, sounds were sexy but the boxes were statics and not physics. It was small yeah but can't wait for more It reminded me of this video where the lab wall explodes and a strider bends down and shoots inside.
Commented 19 years ago2005-06-04 06:43:50 UTC
in vault item: de_boshiComment #7582
Is there a blush smiley I find Source mapping so much easier! Every new map teaches me something I didn't know in the past. In this map I started using ambient_generics and created a much more realistic environment You should check out my graveyard map
Pics: www.websamba.com/habboi/graveyard.zip
It's made for the Nightfall mod which kicks ass! More ass than HL2!
Downloaded the latest compile tools--3.2.1--and the ZHLT light flags work fine now.
Not so useful after-all...:(
So I guess this might be useful to make something 'look' opaque, after-all.
So I guess this might be useful to make something 'look' opaque, after-all.
Pyramids look grood and the surfing looks like a challenge.
I'll give it a 3/5
Prop placement is overall correct, but there doesnt seem to be any reason to have explosive barrels right next to some file cabinets.
To make a good DM map, you need to make sure that there is a constant game flow throughout the map. Having to make players open doors or get into crawlspaces without any other options y certainly not a good idea for deathmatch, leave that for singleplayer maps.
I think you can work on this map, open up more spaces (think about a room with a much higher ceiling, like a hangar)
A good example of its potential is here:
http://www.nightfallmod.net/media/map2_rebelcompound2.jpg
You need to use more light_spots for the windows, too, if you want good shadows - The wood isn't casting a decent shadow, because I suspect you're using a light entity or letting the texture do it. Make your lightmap scale on the floor 4, too.
However, I think there was little texture variation throughout the map, but it's not a big issue since it happens with dust and aztec.
The other strange thing I saw was the use of the cubemaps. It seems in one place you selected ONE cubemap and applied it to a whole bunch of faces, even though some were in hallways that had nothing to do with the lighting in the cubemap's room... I know this saves a lot of trouble with reflective surfaces, but it doesnt look quite right, what do you think?
It reminded me of this video where the lab wall explodes and a strider bends down and shoots inside.
I find Source mapping so much easier!
Every new map teaches me something I didn't know in the past.
In this map I started using ambient_generics and created a much more realistic environment
You should check out my graveyard map
Pics: www.websamba.com/habboi/graveyard.zip
It's made for the Nightfall mod which kicks ass! More ass than HL2!
'although I don't think it's my best work, it is a rather nice map'
No need to be modest! its amazing!
your skill as a source mapper really shines!