Commented 19 years ago2004-11-27 11:34:21 UTC
in vault item: de_valstrandComment #5180
well it looks as though you put a bit of effort into it and i can see you know how to make a building! one thing i might add is that the player starts are too low in the floor! but besides from that i would say its ok but i dont know what your school looks like!
Commented 19 years ago2004-11-27 03:47:53 UTC
in vault item: ka_bombplantComment #5177
Token too large on 6 occurs with the old Q(uake) tools, not with no tools. This is what it means:
This can refer to several different errors:
1. The "too many wads" as mentioned above. 8 wads in WC/Hammer is a good limit, more may cause this error among others. If you are using more than 8 wads you can use Wally to combine the extra wads into one custom wad. 2. Too long a path/name for the map or compiling tools. Only a limited amount of memory is set aside for the path/names. Solution is to move the compiling tools or map into a shallow folder. 3. Having a space in a path/name. Examples: frequently Program Files is part of the path name. Compiling tools do not like the space between "program" and "files". Solutions are to either use the MSDOS pathname, or to move the offending files from under the spaced folder, or put quotes " " around the whole path name in WC/Hammer so that windows uses it right. If your map has the space in its name (eg. Bob map), remove the space and change it to (Bobmap).
Get a copy of ZHLT (check the links page) and try it again.
Commented 19 years ago2004-11-26 20:11:09 UTC
in vault item: Winter CityComment #5173
Aww, dang! I know what you'r talking about now! Agh, I'll fix that and re-release the map later (and I'll actually do it this time, as I have a tendancy to say something but never do it)
Commented 19 years ago2004-11-26 19:37:37 UTC
in vault item: zero_kakoComment #5172
Well, you both have valid points.
Some people focus solely on architecture and design the gameplay almost as an after thought. To me, that's defeating the purpose of playing Half-Life. If eye-candy is all-important, why even other using Hammer and make a map? Why not just use Maya or Bryce and design a cold world where nothing happens? It'll be truly beautiful, but boring as heck.
And the other thing is that gameplay without any consideration for architecture or texture is flawed also. To some degree, we're all impressed by the surrounding, even when we're busy shooting monsters. The environment really adds to the ambience and enhances the whole gaming experience.
I've learned that from making mistakes on my maps. I was focusing greatly on gameplay without paying too much attention to texturing or architecture, and I was educated by the more experienced mappers of my neglects.
If anyone has played my "Escape from Black Mesa" from last month, you'll know what I'm talking about. It's a good example of good gameplay without the visual impact.
Commented 19 years ago2004-11-26 15:11:04 UTC
in vault item: sg_spacestationComment #5171
I didn't know you still came on, Black Cat. Map looks nice, and does look a bit similar to something from stargate. I'm actually working on a map right now that is an underground complex in Area 51 that looks VERY similar to the Stargate Command.
Commented 19 years ago2004-11-26 14:30:43 UTC
in vault item: zero_kakoComment #5168
well i for one think his a good mapper idd not in detail but in gameplay as its not the detail that makes it great its the gameplay and essential stop being a bully you fool
Commented 19 years ago2004-11-26 14:29:31 UTC
in vault item: de_kakoComment #5167
your rite there as its not always the way a map looks that makes it fun
its the stuff init that makes me happy and enjoy it e.g. a staircase that u can drive or a chair he he funny racing on chairs so i give it a 5 for fun gameplay
Commented 19 years ago2004-11-26 13:55:22 UTC
in vault item: zero_kakoComment #5166
yeah, right... fullbright with ugly hl textures. why to pimp map like that? :(. do you really think some1 is going to d/l this map? you have to learn many things with worldcraft. ** NEVER pimp your first map**
Commented 19 years ago2004-11-23 15:21:45 UTC
in vault item: Small battle 2Comment #5149
I think you should start mapping.. Make a sp map or anything you could think of cs,tfc...except small and nonsense maps.Making small battle maps are ... you know not that impresive..
Commented 19 years ago2004-11-23 14:46:34 UTC
in vault item: RespiteComment #5148
didnt played it, because the download doesnt work .. i do it wrong, i think, i just know .... anyway it looks really nice from screenshot tho.... nothing poop to me when i look at the screenshot....
Commented 19 years ago2004-11-23 06:15:36 UTC
in vault item: Small battle 2Comment #5147
Actually, its pretty fun to make a map like that. Only when you get bored. I got a similar map, it features some human grunts, black ops (!!!) and some headcrabs. And no, this is not an Opposing Force map. Anyone interested?
Commented 19 years ago2004-11-21 18:31:29 UTC
in vault item: Winter CityComment #5137
What building were you on top of? I only made one building accessable via roof and no other building top is visible from there. You saw the places I nulled but please do tell how.
Commented 19 years ago2004-11-21 16:32:31 UTC
in vault item: Winter CityComment #5136
You got a problem in the map when I was at the top of the building all of the colors went in together and made whirl thing(I mean wallhack there is a wallhack at the top of the buildings.
It was my first attempt with a real map. It has very simple and easy-to-make architecture, yet it's loads of fun to play. It took me only two days to construct.
So if you want to practice with some basic architecture and gameplay, check it out as an example.
Commented 19 years ago2004-11-21 15:41:58 UTC
in vault item: Small battle 2Comment #5134
The layout of your maps so far doesn't take advantage of the 3D environment of Half-Life. It's formatted more similar to the video games from the era of Pac-Man and Pong.
You already grasped the basics of making a room and placing entities, so I think you're ready to make more complex maps with real rooms (i.e. windows and doors and furnitures) and some architecture.
A large open space just doesn't do justice to the beauty of the 3D world that Half-Life provides.
Commented 19 years ago2004-11-21 15:14:52 UTC
in vault item: Small battle 2Comment #5132
Yes...
It's a bit basic. The lighting is nonexistent (It's on fullbright, either put in some lights or fix the leak, or fix another error). The architecture is really square, and you really need more practice. Don't worry about it...my first map was even worse
This can refer to several different errors:
1. The "too many wads" as mentioned above. 8 wads in WC/Hammer is a good limit, more may cause this error among others. If you are using more than 8 wads you can use Wally to combine the extra wads into one custom wad.
2. Too long a path/name for the map or compiling tools. Only a limited amount of memory is set aside for the path/names. Solution is to move the compiling tools or map into a shallow folder.
3. Having a space in a path/name. Examples: frequently Program Files is part of the path name. Compiling tools do not like the space between "program" and "files". Solutions are to either use the MSDOS pathname, or to move the offending files from under the spaced folder, or put quotes " " around the whole path name in WC/Hammer so that windows uses it right. If your map has the space in its name (eg. Bob map), remove the space and change it to (Bobmap).
Get a copy of ZHLT (check the links page) and try it again.
Some people focus solely on architecture and design the gameplay almost as an after thought. To me, that's defeating the purpose of playing Half-Life. If eye-candy is all-important, why even other using Hammer and make a map? Why not just use Maya or Bryce and design a cold world where nothing happens? It'll be truly beautiful, but boring as heck.
And the other thing is that gameplay without any consideration for architecture or texture is flawed also. To some degree, we're all impressed by the surrounding, even when we're busy shooting monsters. The environment really adds to the ambience and enhances the whole gaming experience.
I've learned that from making mistakes on my maps. I was focusing greatly on gameplay without paying too much attention to texturing or architecture, and I was educated by the more experienced mappers of my neglects.
If anyone has played my "Escape from Black Mesa" from last month, you'll know what I'm talking about. It's a good example of good gameplay without the visual impact.
its the stuff init that makes me happy and enjoy it e.g. a staircase that u can drive or a chair he he funny racing on chairs so i give it a 5 for fun gameplay
A lot has changed since I saw this the last time.
This is probably the map that brought me the most joy in the vault.
There are a few gameplaybugs, but nothing they player can't overcome with noclip.
I found the ZELDA like puzzle really good. And the end is very ... tempting. The music fits great.
Well done!
(i am)
I never noticed that, must be new. Only the de_cbble VMF was in there when I made this.
And your dog ate your screenshot?
What did you map previously? Because this can't be the work of a new mapper.
http://cariad.co.za/twhl/mapvault_map.php?id=2163
It was my first attempt with a real map. It has very simple and easy-to-make architecture, yet it's loads of fun to play. It took me only two days to construct.
So if you want to practice with some basic architecture and gameplay, check it out as an example.
You already grasped the basics of making a room and placing entities, so I think you're ready to make more complex maps with real rooms (i.e. windows and doors and furnitures) and some architecture.
A large open space just doesn't do justice to the beauty of the 3D world that Half-Life provides.
It's a bit basic. The lighting is nonexistent (It's on fullbright, either put in some lights or fix the leak, or fix another error). The architecture is really square, and you really need more practice. Don't worry about it...my first map was even worse