Commented 19 years ago2005-02-08 01:34:40 UTC
in vault item: TrapmapComment #5926
I forgot to say this, but they aren't "short movies", they hold there till you deactivate them. You are probably walking back after the "movie" starts, thus deactivating the camera. If not, then something messed up my map.
Commented 19 years ago2005-02-07 20:59:07 UTC
in vault item: TrapmapComment #5922
For starters, I moved that room from it's original location... In doing so, I forgot a platform that signifies a teleporter. There is a teleporter in the room, it drops you into the crusher room. No, I'm not sadistic enough to activate it right awau ;). And the filing cabinet room... Make-a-trap! press the button, then open the big cabinet. There are from three to five(occasionally less) satchels in there. Drop them in the small cabinets, and if they are in just the right position, when you close it, it is unseeable. Perfect if you want the kill to count towards you.
Commented 19 years ago2005-02-07 13:48:33 UTC
in vault item: fac2facComment #5917
Thanks, lucky4444! I wanted to update my map, so I set up the hammer to work with steam HL, but the decals still won't work... If you want those decals, please help!
Commented 19 years ago2005-02-06 01:56:22 UTC
in vault item: TrapmapComment #5908
Well I'm in the room you start in. You get too see real short movies of the different rooms. How do I get to the rooms from the starting point? I also don't get the file cabinet room.
Commented 19 years ago2005-02-05 16:43:28 UTC
in vault item: fac2facComment #5894
Actually, the ceiling idea won't work because you have the surface with the forcefield, so roofing won't work. Instead, create four new brushes textured in sky that extend the outer walls to a point where you can build a sky ceiling (contradictory?).
Oh, and I don't think there's an env_fire entity in CS. I'm assuming you want to have it on fire? You'd use an env_sprite (point-entity) placed near the tree and give it a fire/flame sprite.
Commented 19 years ago2005-02-05 01:07:33 UTC
in vault item: fac2facComment #5885
He meant don't box in the map with a hollowed up cube with the sky texture. Instead, only texture one side of the ceiling for your map with the sky texture.
Good first effort, and I'm sure you'll get even better.
Commented 19 years ago2005-02-04 22:44:21 UTC
in vault item: fac2facComment #5884
Thanks for the piece of advice. I didn't feel like sleeping, so I fixed the trigger_hurt bug (or hope so), and the players' facing direction. Now, how can I update my map? How do you mean that ceiling stuff? I wanted to create a "realistic" map, that's why I use skybox...
Ingame: type "pointfile" (in console) VHE 3.5 beta: go to Map => Load pointfile, and if it asks you for your pointfile (.pts), tell it where the pointfile is.
Commented 19 years ago2005-02-04 20:56:51 UTC
in vault item: fac2facComment #5882
Here's what I think of the map:
+ Cool idea with the forcefield + The ladder is made correctly + Compiled correctly + R_speeds look ok besides epoly due to all of those weapons. I think some weapons/ammo are unneccesary. + Good idea of killing anyone who gets out of the skybox - Skybox! Don't use a skybox. Instead, just use it like a ceiling. Using a skybox makes more polygons visible. - The idea doesn't always work. I survived it once, and some snarks did too. - You didn't set the direction the players face, so they start facing the same direction.
I'd give it a 4/5 because it's a first map and it looks like you put some effort into the map.
Commented 19 years ago2005-02-04 20:25:36 UTC
in vault item: SandfortComment #5881
What happened to Rabid was probably a CS:S bug.
It was my opinion, and I am sticking to it. All the map is is a good looking aim map. Why should I bother playing this when there is billions of other maps with the exact same gameplay?
Maps without originality don't do anything for me....
Thanks a lot for the advice - I've put some more effort into the map since I created this post. I've been running with just the CSG and BSP tools for the most part but I did do a full compile overnight just to make sure everything was in order.
I'll check out Andy's tutorial now, thanks for the tip.
And, RabidMonkey - I think I just ran BSP on normal, I'm not familiar with EntsOnly, what is it?
"V" brings me back... I'm sure Jahzel has more than a passing interest in the series cough space lizards enslaving mankind cough. Look neat, I'll dl when I'm next home.
I wanted to update my map, so I set up the hammer to work with steam HL, but the decals still won't work... If you want those decals, please help!
sorry in just a NEWBIE
This is an alright map, if it is your first.
But if not then it's crap.
One mayjor proplem is the doors by the hostages being sliding doors, with that texture at least.
It definately needs some, (ok, a lot) of work,
OR
To compile just press F9 and then click ok.
ufzero
Loved this when it was first released, glad it's back.
Good first effort, and I'm sure you'll get even better.
VHE 3.5 beta: go to Map => Load pointfile, and if it asks you for your pointfile (.pts), tell it where the pointfile is.
+ Cool idea with the forcefield
+ The ladder is made correctly
+ Compiled correctly
+ R_speeds look ok besides epoly due to all of those weapons. I think some weapons/ammo are unneccesary.
+ Good idea of killing anyone who gets out of the skybox
- Skybox! Don't use a skybox. Instead, just use it like a ceiling. Using a skybox makes more polygons visible.
- The idea doesn't always work. I survived it once, and some snarks did too.
- You didn't set the direction the players face, so they start facing the same direction.
I'd give it a 4/5 because it's a first map and it looks like you put some effort into the map.
It was my opinion, and I am sticking to it. All the map is is a good looking aim map. Why should I bother playing this when there is billions of other maps with the exact same gameplay?
Maps without originality don't do anything for me....
Thanks a lot for the advice - I've put some more effort into the map since I created this post. I've been running with just the CSG and BSP tools for the most part but I did do a full compile overnight just to make sure everything was in order.
I'll check out Andy's tutorial now, thanks for the tip.
And, RabidMonkey - I think I just ran BSP on normal, I'm not familiar with EntsOnly, what is it?
Thanks again