Commented 19 years ago2005-04-25 23:49:48 UTC
in vault item: halComment #7007
Pretty blue. Tried something like that once but had to stop because I was overdoing it with the evil carve tool (didn't know how to use vertex manipulation then)
This comment was made on an article that has been deleted.
Commented 19 years ago2005-04-24 22:48:34 UTC
in vault item: surf_water-runComment #6997
man i've been trying to make a surf map but i cant figure out how to connect 2 waves together and do i have to hollow them ? i tried vertex manipulation but it just messes up the waves i was hoping u can help me ... if u can e-mail me - pcdestroyer@gmail.com
Commented 19 years ago2005-04-24 17:36:53 UTC
in vault item: Hollywood HolocaustComment #6994
Looks pretty good so far, the most important part of this level is the cinema. If you get that right then this will be very good:) I'll try it when there is more to see
Commented 19 years ago2005-04-24 14:36:25 UTC
in vault item: Multi-Level-PlayerComment #6987
So, here we have it:
It's a very good thing that you have very low r_speeds. But if you're going to turn this map into an office this is going to change. And with this ladder setup and doors on every side they are surely going to be rocketed up to something like 700-1000 wpolys (wich isn't good for a multiplayer map).
You're in a very early stage of development so you can add pretty much anything to the map. I've attached an example layout which allows the map to be anything, not just office. It's made of blocks, just to show you where to put the corridors. Here's the legend:
AAATRIGER is for rooms (where you put the good stuff) CLIP is for corridors (where you have windows, looking at the middle area) SKY is for the middle area (which is only accessible from the top RED is for the top arena (where you have mass murders :-] )
And a tip for start locaion placement: Put the ladders away from the doors and the walls. Then make a solid column next to the ladder and let the players start behind it. This way they won't die the second they spawn and at the same time will be close to the action.
This is only an example layout, you don't have to follow it to letter. Just make sure you change either the door or the wall texture, cause they don't mach very good.
Never carve.
Also, it's funny how you made a skybox yet the map would still leak. Take off that skybox by learning here: http://www.twhl.co.za/mapvault_map.php?id=2950
+great layout
+falling off the side spawns you back to middle
Great Job! +1000 pts
+exploding truck
+elevator
-face splitting in the narrow hallways
+nice lighting
It's a very good thing that you have very low r_speeds. But if you're going to turn this map into an office this is going to change. And with this ladder setup and doors on every side they are surely going to be rocketed up to something like 700-1000 wpolys (wich isn't good for a multiplayer map).
You're in a very early stage of development so you can add pretty much anything to the map. I've attached an example layout which allows the map to be anything, not just office. It's made of blocks, just to show you where to put the corridors. Here's the legend:
AAATRIGER is for rooms (where you put the good stuff)
CLIP is for corridors (where you have windows, looking at the middle area)
SKY is for the middle area (which is only accessible from the top
RED is for the top arena (where you have mass murders :-] )
And a tip for start locaion placement: Put the ladders away from the doors and the walls. Then make a solid column next to the ladder and let the players start behind it. This way they won't die the second they spawn and at the same time will be close to the action.
This is only an example layout, you don't have to follow it to letter. Just make sure you change either the door or the wall texture, cause they don't mach very good.