Commented 19 years ago2005-01-29 16:14:11 UTC
in vault item: cs_counterstrikeComment #5768
Ok, im gonna update it and put physics stuff with better lighting locations, and ambient sounds, post commets if you want more stuff to be added please.
Commented 19 years ago2005-01-29 11:58:06 UTC
in vault item: cs_counterstrikeComment #5766
+Decent Gameplay Layout +Good Size +Runs well on a low spec machine +Textures lined up straight -Architecture is very simple -Scale is a bit off in places -No physics stuff at all -Lighting is hardly spectacular -Lack of Ambient sounds
3 stars. Serves the essense of counterstrike, but isn't stunning and I doubt it will be as played as de_dust is, sorry!
Commented 19 years ago2005-01-29 06:07:53 UTC
in vault item: Gas TrapComment #5762
havent had a chance to test but does seem pretty nice. maybe you need a valve instead of a barrel to turn it off tho? a barrel could be overturned as if it started it tho.
Commented 19 years ago2005-01-29 02:15:49 UTC
in vault item: cs_counterstrikeComment #5760
Im currently playing it right now. If you wanna check it out go play with me. look for the map name and lets play, hope I accumulate lots of players though, loL!
Commented 19 years ago2005-01-28 23:09:23 UTC
in vault item: aim_map2005Comment #5759
AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH THE CRATES THE CRATESSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS SWEET JESUS lol jk but there really are a lotta crates
Actually the solids are there. They re-appear when you move closer. you do not have any leaks at all. Your map is just having trouble rendering so much. It is a fairly large map and you have some very detailed shapes in there which hammer doesn't like. The palm tree is neat, but the engine will have trouble rendering it. Also, the internal rooms are not closed off properly which causes the engine to try to render everything. Take a look at Andy's tutorial on R-speeds. It will help you understand what is happening.
Commented 19 years ago2005-01-24 21:43:08 UTC
in vault item: de_sandyheatComment #5723
Oh, and madcow: Are you talking about BSPTwoMap/WinBSP? If so, I've already tried those. I'm not very satisfied with results of both. WinBSP messes up every texture and some brushwork, not to mention it occasionally messes up the appearance of faces by making them flat-shaded (with shades of grey, and at least on my computer). BSPTwoMap makes brushes that make them go outside the grid, so I have to delete them, making GIANT gaps. Thanks for the positive feedback!
Commented 19 years ago2005-01-24 21:29:33 UTC
in vault item: de_sandyheatComment #5722
lucky: Already emptied it a long time ago. Kasperg: Whoops, forgot about those problems. Oh, and the easter eggs are behind both rock faces. To get there, you have to either use free-look or set gravity low. Not very impressive...the one next to A are some invisible crates that blow up when the bomb blows at A, and the one at B is a bunch of random decals that makes up...randomness. Oh, and the boxes are intended to be cover, or else you can't plant the bomb without getting shot.
Commented 19 years ago2005-01-24 19:00:57 UTC
in vault item: GermanComment #5719
I'll tell you something, you did alot better than I did on my second map.. I think. Well, good job anyhow. A little more practice and you'll be doing alot better job with lighting, and arcitecture. Keep at it!
Commented 19 years ago2005-01-24 15:56:50 UTC
in vault item: de_sandyheatComment #5717
Well, over at HLprograms, you can find a bsp --> rmf compiler. So if you want to update it, I'll get you the link. I don't got it right now,, but it is here somewhere. I downloaded a sprite maker program from there.
Commented 19 years ago2005-01-24 09:17:43 UTC
in vault item: de_sandyheatComment #5702
I pity you cant update it, since some things needed to be changed: try to use a texture light when you make fluorescent lights. I know you wanted to have a flickering light but the rest should've been texlights. Also, the fluorescent tubes were dark. Turning them into a brush entity and giving them a minimun light level would solve that problem easily. The layout seems ok, although boxes are everywhere! there are other ways to get detail into a map other than filling it up with boxes. Some of the slanted boxes in the outside area needed clip brushes, since I got stuck and had to commit suicide :/ Other than that I see no important flaws, brushwork is fine (sometimes simple)and well textured. I didnt find the easter egg.. ?
Commented 19 years ago2005-01-24 07:49:56 UTC
in vault item: feverComment #5701
Very nice brushwork, textures are strange but very interesting. There is a part of the map that feels rather empty though, and texturing there should be made different somehow. I kind of miss the gun turrets and the room full of boxes, which in my opinion are the soul of Stalkyard... keep up the good work
+Good Size
+Runs well on a low spec machine
+Textures lined up straight
-Architecture is very simple
-Scale is a bit off in places
-No physics stuff at all
-Lighting is hardly spectacular
-Lack of Ambient sounds
3 stars. Serves the essense of counterstrike, but isn't stunning and I doubt it will be as played as de_dust is, sorry!
Ladders don't work in HL2 (as in, the game itself, not Source in general) but they seem fine in CS:S.
Nifty effect anyways.
damn light problems... i cant...
Saco your the best
I only posted this 5 mins ago!
Well,, I havn't tested them my self.. But ok.. lol
I'll test when I get home.
Kasperg: Whoops, forgot about those problems. Oh, and the easter eggs are behind both rock faces. To get there, you have to either use free-look or set gravity low. Not very impressive...the one next to A are some invisible crates that blow up when the bomb blows at A, and the one at B is a bunch of random decals that makes up...randomness. Oh, and the boxes are intended to be cover, or else you can't plant the bomb without getting shot.
So if you want to update it, I'll get you the link.
I don't got it right now,, but it is here somewhere.
I downloaded a sprite maker program from there.
=)
The map looks nice!
/.Madcow
Your map is uhhh...how can I say this...emberrasing,
Monster placement: -
Story: 2 -,-
Leaks fixed with skybox : - (I found two leaks looking straight to the skybox)
Fun: -/+
Overall= 1 star
try to use a texture light when you make fluorescent lights. I know you wanted to have a flickering light but the rest should've been texlights. Also, the fluorescent tubes were dark. Turning them into a brush entity and giving them a minimun light level would solve that problem easily.
The layout seems ok, although boxes are everywhere! there are other ways to get detail into a map other than filling it up with boxes. Some of the slanted boxes in the outside area needed clip brushes, since I got stuck and had to commit suicide :/
Other than that I see no important flaws, brushwork is fine (sometimes simple)and well textured.
I didnt find the easter egg.. ?
I kind of miss the gun turrets and the room full of boxes, which in my opinion are the soul of Stalkyard...
keep up the good work