I didn't see where you were calling the gmanwalk sequences. So the first one is called from a fire-on-pass in the path_corner. The second is called by the door when it opens. I deleted gmans name field...I think gman can't have a name if you want him to walk (I might be wrong there, but you can't argue with success). I changed your aiscripted_sequence's to plain scripted_sequence's. Had to put info_nodes in the map to help him find his way through the door. Hope that helps. Keep mapping!
Commented 19 years ago2005-01-13 08:41:55 UTC
in vault item: TWHLmixComment #5606
I've played it and I must say, it's not something I'll quickly play again. Most parts were either awfull looking or of mediocre visuals. Overall gameplay seemed either forgotten or badly implemented in most area's. As many have noticed, Haz!' part definitely stood out from the rest. The sci-cloning facility also looked nice, and here and there I could see some nice idea's, but overall... it was disappointing.
Now I understand the goal of this joined effort wasn't to get a good result but to create something together, but as a player I'm not impressed with it. And that's probably not really satisfying to you as the mappers. I'd say, next time, try to create something that plays fun and wich visuals don't hinder the fun but rather enhance it. Good luck on further efforts.
// A note on available time: working on a map until 2:00 in the morning is devotion, not having a lot of time. Haz!' part showed devotion, a lot of other parts didn't. It's not all talent that does it, it's devotion that counts. And sure, there are time constraints, but that doesn't say all there is to say. I've made maps or map parts within 2 weeks and the result was positively received by the public or my fellow mappers. Now I have been mapping for 3 years, but in those 3 years I've read a lot about level-design, about what makes levels and games in general fun, about how to create models, textures, and so on... so you could say I've devoted quite some time to mapping. Combined with the artistic talent I have it leads to the quality I currently produce. That's not to say I'm 'uber' or 'l33t', in fact I know far better mappers, far better modellers, far better programmers than I am. But I do try to say that devotion does make a difference...
Commented 19 years ago2005-01-12 11:45:44 UTC
in vault item: Nightshift_FsCComment #5601
umm... had a few complaints that cstraining.wad and cstrike.wad cant be found... iv included cstraining but cstrike was too big... uuumm.. if u have CS installed then just move the wad from ur cstrike folder to your valve folder..
Commented 19 years ago2005-01-10 06:13:12 UTC
in vault item: TWHLmixComment #5585
SilentGunz: Usually those errors occur, if they occur, on all systems, so this is quite strange. Have your tried playing the map on both, WON and Steam? SO far nobody else had this problem. WHat are your system specs?
Commented 19 years ago2005-01-09 15:12:44 UTC
in vault item: TS2CreditComment #5575
I've made a couple fun maps on TS2 (a labrynth and a teleport filled map). All the other ones I just did random things like a 2x2 size room, or a 25x25 size room, or a really long hallway, and countless other maps.
Looks similar :/
B. ROCK ON BROTHER! gives high five City maps shall prevail!
New version being hosted soon...
This was the best I could do, but no comments, no ratings, no nothing!
:'(
Now I understand the goal of this joined effort wasn't to get a good result but to create something together, but as a player I'm not impressed with it. And that's probably not really satisfying to you as the mappers. I'd say, next time, try to create something that plays fun and wich visuals don't hinder the fun but rather enhance it. Good luck on further efforts.
// A note on available time: working on a map until 2:00 in the morning is devotion, not having a lot of time. Haz!' part showed devotion, a lot of other parts didn't. It's not all talent that does it, it's devotion that counts.
And sure, there are time constraints, but that doesn't say all there is to say. I've made maps or map parts within 2 weeks and the result was positively received by the public or my fellow mappers. Now I have been mapping for 3 years, but in those 3 years I've read a lot about level-design, about what makes levels and games in general fun, about how to create models, textures, and so on... so you could say I've devoted quite some time to mapping. Combined with the artistic talent I have it leads to the quality I currently produce.
That's not to say I'm 'uber' or 'l33t', in fact I know far better mappers, far better modellers, far better programmers than I am. But I do try to say that devotion does make a difference...
Anyway, good luck with TWHLmix 2.
EDEdDNEdDYFaN At Gmail Dot Com
BTW: The 2x2 map is really fun on flame tag!
Your map is o k
I don't mind defaming comments, this is my first-map