Commented 19 years ago2005-04-05 00:53:34 UTC
in vault item: cs_dustComment #6597
Before anyone makes a complain about, ewww... another dust map!! or not another one!! Take a moment to think why I made this... I personally was getting tired of the bomb scenario's in de_dust and de_dust2, so I created a hostage situation version... I like this one better then de_dust and I hope you all enjoy it too.
Commented 19 years ago2005-04-05 00:06:57 UTC
in vault item: Surf Map ExampleComment #6596
ya u can make bends. this is just a really simple example. go look at surf_spiral (i think thats what its called) the ramp bends in a spiral. so if u do it right it should work.
Commented 19 years ago2005-04-04 20:33:42 UTC
in vault item: Stained GlassComment #6595
I was thinking of that, too, but I don't think it would work. He has the whole window set as a func_breakable, so you could only give it 1 colored shadow.
Commented 19 years ago2005-04-04 20:32:18 UTC
in vault item: aim_shotgunComment #6593
Kind of Black-Mesa cargo facility-y, I like that theme. Could use with a sign or two next to that rounded door and some more detail-y elements (power boxes or something) but otherwise pretty cool.
Commented 19 years ago2005-04-04 20:31:58 UTC
in vault item: Surf Map ExampleComment #6592
I figured out. Here's steps:
1. Make a block 256 x 128 x 192. You probably should be able to switch the first 2. 2. Join the top vertices into the middle. 3. Use shear on the side (x/z) view to bend it. (or front (y/z) if you swapped the first 2 on step 1) 4. Repeat to make the whole slope.
Oh, and is it okay to make bends or will it screw up the whole surfing process?
Commented 19 years ago2005-04-04 20:29:24 UTC
in vault item: halComment #6590
Doesn't match the sky lighting, and it seems toooooo blue to me - Realistically (and visually) you need a contrasting yellow or red. Preferably yellow. Add some sunlight.
Commented 19 years ago2005-04-04 10:33:31 UTC
in vault item: dm_parking_zComment #6567
you should specify if this is a SP or DM map. Those who have HL2 can guess it's a source map by the screenshot, but the map name certainly doesnt give any hints
Commented 19 years ago2005-04-04 10:21:14 UTC
in vault item: de_watertowerComment #6566
Yea, but it looks like REAL dusk, doesn't it? And the r_speeds problem? Well... Sorry, but i havent figured out, how to fix that... To be honest, i have NO idea on how to use hint brushes I didnt understand, where to actually place them in my map...
Commented 19 years ago2005-04-04 09:51:43 UTC
in vault item: de_watertowerComment #6564
hmmm, i've downloaded it and tested... nothing really new, (bit impoved gameplay), but r_speeds in some places are still over 2800... my pc cant handle it
1. Make a block 256 x 128 x 192. You probably should be able to switch the first 2.
2. Join the top vertices into the middle.
3. Use shear on the side (x/z) view to bend it. (or front (y/z) if you swapped the first 2 on step 1)
4. Repeat to make the whole slope.
Oh, and is it okay to make bends or will it screw up the whole surfing process?
Pillars are okay square-y if they have 4 or so units cut off at a 45deg angle on the sides.
Yeah I know pillars are not all round but yours look well blocky no offence.
Excuse my english and i ll excuse ur Greek
And the r_speeds problem? Well... Sorry, but i havent figured out, how to fix that... To be honest, i have NO idea on how to use hint brushes I didnt understand, where to actually place them in my map...
I forgot what I wrote though :/
Smart idea with the func_illusionary shadows, though.
Use light_environment
Anyway I notcied it wasn't cubemapped! perhaps because it was renamed? it don't work if it is renamed!