-The map is in no way to big, just tuck the sky brushes in flush to the forest walls. -Fix your overlapping brushes--tree and elsewhere--your architeture is achievable without being sloppy and blatantly overlapping stuff. -Use VM to align verticies to grid corners. -Include .wad
Overall I think the design is interesting and had some really cool elements. Finish this!
Commented 19 years ago2005-03-12 06:24:31 UTC
in vault item: Thunder!Comment #6261
Neat. I like the tree--kinda weird, but cool--, and the lamps. Might consider making the switch toggle on, and have the lightning and subsequent lights trigger at intervals.
Commented 19 years ago2005-03-10 10:51:39 UTC
in vault item: A film on a screenComment #6256
On this exemple I used: A texlight - My own TV 6 multi_managers - to organize my sequence 28 func_wall_toggles - It's my sequence (1 func_wall_toggle per frame) 1 light - to make a effect of flick
Commented 19 years ago2005-03-09 01:57:24 UTC
in vault item: Skybox ProblemComment #6237
there is another box around the sky box, when i took that away, the sky worked, but its a little misaligned. make sure you select the whole outer box for the sky, and it should look ok, and very detailed, i like what it could be, but with all that stuff and it being that big and open it might lag a little. But to fix the sky thing, delete the outer box, worked for me.
Commented 19 years ago2005-03-08 00:40:45 UTC
in vault item: Thunder!Comment #6223
Yeah, didn't want to use custom resources, as mentioned in the readme. If you actually want me to use custom resources, go ahead and tell me, but give me more comments!
Commented 19 years ago2005-03-07 13:38:45 UTC
in vault item: Water Kinds 2.0Comment #6220
No Hurts in water Without any trigger_hurts BUT in func_water in Contents Property in the List Just Haves 3 Kinds (Water*, Slime, Lava) *Water Value Has No Damages .
Commented 19 years ago2005-03-07 10:10:10 UTC
in vault item: Water Kinds 2.0Comment #6216
Ok, well done. Thanks for makign an example map.
3 Stars.
Based on teh useful-ness of the example alone. I've seen this question a few times before. I hope you included the fact that water itself has a damage amount you an set, without having to use any trigger_hurts anyway.
Commented 19 years ago2005-03-07 07:58:35 UTC
in vault item: Sector C DormitoryComment #6212
Great Map! Refreshing elements i've never seen before, like clothes--great! Detail of the dorm room was awsome, the rest was lacking, but you expained that. Great!
Commented 19 years ago2005-03-06 21:26:12 UTC
in vault item: n00b_climb_r2Comment #6208
some of your map is impossible. Theres a part where the ceiling is low at the beginnin and you have to jump across some rails. you cant get across there.
Commented 19 years ago2005-03-06 18:36:50 UTC
in vault item: Carousel [beta]Comment #6207
I'll see how to improve the fog, it works ok for the actual play area, but admitably doesn't blend well with the skybox. Maybe it would be easier to handle by simply adding some func_dustcloud brushes at the edges.
Btw, it is currently in a two-map rotation with Steamlab on this server: 67.19.41.45:27015 (ASFEWacko SB Hosting Solutions.com)
Commented 19 years ago2005-03-06 10:34:54 UTC
in vault item: Water Kinds 2.0Comment #6203
Indeed it must have taken you a tiny amount of time but if people are lazy to even make water damage then they should'nt even map!
None the less it's an 'o k' kinda map so I stick with my voting of 3 stars plus lighting does'nt matter in an example because the mapper makes their own lighting on their maps.
Commented 19 years ago2005-03-06 00:37:08 UTC
in vault item: Carousel [beta]Comment #6200
Thanks for the love!
The tightness of the skybox was already brought up to me and will be dealt with in the final by replacing func_clip_vphysics with trigger_teleports placed further away from play area.
-The map is in no way to big, just tuck the sky brushes in flush to the forest walls.
-Fix your overlapping brushes--tree and elsewhere--your architeture is achievable without being sloppy and blatantly overlapping stuff.
-Use VM to align verticies to grid corners.
-Include .wad
Overall I think the design is interesting and had some really cool elements. Finish this!
Cool Idea!
You just told me that I misspelled something,, it's OK!
I do that a lot. =)
A texlight - My own TV
6 multi_managers - to organize my sequence
28 func_wall_toggles - It's my sequence (1 func_wall_toggle per frame)
1 light - to make a effect of flick
I blightently misforgot those who have started mapping as I only think of myself which is stupid of me and very suplistic
I think GamSoft (Member in MAXForums.net) Voted .
DeAnt
2)sorry: Fixed it now..
3) Fixed too..
There is some people out there that might just have started with mapping.. Maby they will have use for this example map... =)
Bad English although I don;t know where you live :S and to be honest, its a block with a texture on it!
Why don't you show us how to use a spoon next
Please , NEW COMMENTS !
.........NEW VOTES !
*Water Value Has No Damages .
I thought it just was posseble to make levelchanges with XSI first,,
Lol.
3 Stars.
Based on teh useful-ness of the example alone. I've seen this question a few times before. I hope you included the fact that water itself has a damage amount you an set, without having to use any trigger_hurts anyway.
Lights in Waters : Acid , BAcid , Lava , Slime(Toxic) .
Suit Item Activating when Playing this map .
No Delaies in Texts .
MWHAHAHAHAHAHAHHAHAAHHAAHAHAHAHAAAA!
Sorry.
Btw, it is currently in a two-map rotation with Steamlab on this server: 67.19.41.45:27015 (ASFE Wacko SB Hosting Solutions.com)
maybe the fog value for the skybox should be a bit lower, or have a fog color that blends more with the sunset sky
Somebody puts their love into their maps
None the less it's an 'o k' kinda map so I stick with my voting of 3 stars plus lighting does'nt matter in an example because the mapper makes their own lighting on their maps.
3 stars (Y?)
Give 3 + and 2 - , Example :
+ Good Light
+ Hurt is not Bad
+ Good Texts
- No Transpant of Waters
- Texts Can't Repeat
The tightness of the skybox was already brought up to me and will be dealt with in the final by replacing func_clip_vphysics with trigger_teleports placed further away from play area.