Comments

Commented 19 years ago2004-11-06 23:15:32 UTC in vault item: Two Towers Comment #4977
it is like my first map :) .. i think you should run RAD when you compile. and your map is too small maybe the smallest one i have seen ;) you should add some textures to your towers . put some more crates and weapons ..but instead don't touch this map and begin a new one :)
Commented 19 years ago2004-11-06 22:15:17 UTC in vault item: thwc2_stalky Comment #4976
1 download, 2 ratings?

Did you rate this yourself? Or did justinxnitsu rate it twice?
Commented 19 years ago2004-11-06 21:32:21 UTC in vault item: thwc2_stalky Comment #4975
your map is f***ing awesome but there is one problem: your map doesn't run smoothly due to high detailed textures .. i think you should make them low-detailed ... or you can redesign your map for hl2 ;)
Commented 19 years ago2004-11-06 18:21:41 UTC in vault item: Gunz And Science Comment #4974
Done!
And I made some new scripted sequences..
I don't know if i shuld proceed with my SP part,, Cuz I cant make good level changes.. >_<
I just get stuck in the floor and things like that..
Commented 19 years ago2004-11-06 14:48:56 UTC in vault item: Minimicus Comment #4973
Great map. Short one, but with a great idea!!! 5 starz
Commented 19 years ago2004-11-06 14:10:11 UTC in vault item: de_dolls Comment #4972
HOLY CRAP THIS MAP GIVES ME NIGHTMARES!
Commented 19 years ago2004-11-06 14:08:42 UTC in vault item: 2kill Comment #4971
But you probably had the wad loading in Hammer/Worldcraft when you compiled te map, thus making the wad needed to run te map.
Commented 19 years ago2004-11-06 12:47:44 UTC in vault item: Gunz And Science Comment #4970
Oh.. you mean on the screenshot? I'll fix that..
Commented 19 years ago2004-11-06 12:32:34 UTC in vault item: Gunz And Science Comment #4968
Where is the floor on the wall? O.o
Commented 19 years ago2004-11-06 12:30:20 UTC in vault item: Gunz And Science Comment #4967
omg get floor exture off the wal dude.
Commented 19 years ago2004-11-06 11:23:43 UTC in vault item: SecretPlace Comment #4966
Try to use more textures, and some interesting shapes..
It is to "Box-ish".

but keep it up, my first maps looked similar:)
Commented 19 years ago2004-11-06 08:20:04 UTC in vault item: cs_stanle Comment #4965
What if a scientist were to make an amazing discovery that would stop all suffering, and when he went to show people, he showed pictures of a brick wall, and it had nothing to do with what he was talking about?

Everyone would take his discovery as a joke.

Please be serious with screenshots. Ultimately, If I see a good screenie, I download.
Commented 19 years ago2004-11-05 23:41:21 UTC in vault item: Multiple Triggers Cause Event Comment #4964
sup man you got email or msn i dont speak to many mappers and i appriciate a comment you made on a map of mine, my emails rend0us@aol.com as well as my msn contact tx peace
Commented 19 years ago2004-11-05 20:26:00 UTC in vault item: cs_stanle Comment #4962
what if i scientist were to make an amazing discovery? one that would end all suffering? would he walk out in front of everyone and say "yo, so, like, ive got this idea right? s'gonna stop sufferin and all, yhear?".
Commented 19 years ago2004-11-05 18:06:32 UTC in vault item: hlnewend Comment #4961
Whether or not it's the real thing, it doesn't look all too good. And for an introduction that's painfull, as it's meant to make the player want to play more...
For 'the real thing' it would be even more painfull... ;)

Entities are your friends. Entities are not taken into account by the VIS process. This can have some great advantages. Normally, small detailed brushes would really make the VIS process a lot more complicated. Turned into entities however, the VIS process is much more simple, taking less time and probably being more effective too.
Be warned though that you should not make so-called 'vis-blockers' into entities. Basically, this counts for the rough architecture.
Oh, and... your map is pretty small still. Don't worry about overloading VIS yet. There are much more complex maps out there that made it trough the compile process... ;)

As for the map, I would advise you to do some research before you start mapping. Searching for photo's of such environments often helps you to get a grip on what you're mapping. I usually seek for concept art and pictures, then I make some sketches and then i start mapping. The pictures and concept art help me to get an understanding of the theme, the sketches help me to create a layout.
You may find other methods to work better for yourself, that's fine as people are different, but perhaps this can help you a bit.
What I mean to say is: preparation is important. A good start is half of the job, or however they say it.
Commented 19 years ago2004-11-05 17:43:02 UTC in vault item: SecretPlace Comment #4960
Comments plz?
Commented 19 years ago2004-11-05 17:07:23 UTC in vault item: cs_stanle Comment #4959
At least it doesn't make me care about this map...

A proper description and representative screenshot do a lot... It's your presentation of the map towards the public, and that's something not to be underestimated.
Commented 19 years ago2004-11-05 15:33:15 UTC in vault item: cs_stanle Comment #4958
well if you dont make a proper description or screenshot everybody will think you dont care enough about your map to make them. how hard is it!?
Commented 19 years ago2004-11-05 15:01:09 UTC in vault item: hlnewend Comment #4957
Continue writing to me, boys, I'm just learning... I've been working with Worldcraft and Hammer for almost a year and a half.... and well.... I'm just taking the mapping job for fun..... I'll see if I can do a real interesting thing with that map....
Commented 19 years ago2004-11-05 14:58:18 UTC in vault item: hlnewend Comment #4956
Well, I'll see that, look, that is only a ''get through'' for my mod, It's not the real thing.... I know I should put a bathroom near there, or some functional furniture, or a bigger office complex, I mean , the story starts when Half-life finishes... but in other place ... to make it more interesting....I'll try to fix what you're saying... but I'm afraid to overload VIS, you know... I don't want to load very much my map....
Commented 19 years ago2004-11-05 14:52:21 UTC in vault item: cs_stanle Comment #4955
LOve excuse ME but I think you're not clear... tell me what to improve and I'll do it, I'm not here to waste the damn time making introductions or screenshots... I'm HERE TO MAKE MAPS !!!!!!!!!
Commented 19 years ago2004-11-05 14:50:10 UTC in vault item: cs_stanle Comment #4954
Weel I think that light was a weak point becaus I've used texture based lights... and well.... but I'll try to put some point light ents...
Commented 19 years ago2004-11-05 13:15:39 UTC in vault item: de_sand Comment #4953
not a bad idea...i also need sum hlep with it becuase i cant make an overview for it and i cant get my own texture to be added in it....id like to make it so i could inluce the was when i compile so ppl dont have to dl it...if u could let me kno how to do both becuase ive looked and i cant find how and the ways it said to, they didnt work
Commented 19 years ago2004-11-05 13:13:40 UTC in vault item: Fire Arena Comment #4952
and vis.
Commented 19 years ago2004-11-05 13:03:56 UTC in vault item: hlnewend Comment #4951
There are some interesting articles at the VERC, it's really worth checking out that site.

As for your levels... The Xen part bored me since it was exactly the same speech as in the end of HL. The instant kill I got with that blue 'wall' isn't really a great idea too. All in all, I didn't really get the meaning of that introduction.

The labs' ceilings were too high. The architecture is indeed not very outstanding, the layout of that level is too squared indeed. The lighting could be made more interesting too.
The level seemed... unrealistic for some reason. I think it's because rooms aren't connected this way in real-life. Put more thought in that, e.g. try to think of how an architect would create such an environment, and what the demands of the inhabitants or users would be, so to create a more convenient environment. You see, every building has a function, and this determines it's shape and look, as well as it's layout and the like...
I really can't tell the exact function from your level. It seems like a mix between an office, a computer room and a... power plant alike environment? You name it...

Here, maybe this article can help you on your way:
http://www.johnsto.co.uk/text.php?t=common_sense

Oh, and post a screenshot, not a random picture! Such a habit won't get you really far here... nor does it encourage people to download and play your maps.
Commented 19 years ago2004-11-05 12:50:46 UTC in vault item: danger1 Comment #4950
I didn`t get that.anyone els get it?
Commented 19 years ago2004-11-05 10:48:53 UTC in vault item: de_dolls Comment #4949
Shizzle ma nizzle! Its the snoop dogg telly fizzle!
Commented 19 years ago2004-11-05 09:35:04 UTC in vault item: cs_stanle Comment #4948
It is a little too dark. And you fall when you go over the hostage rescue zone, that was a nice touch. Spooky sounds are also interesting. But improve the lighting that's a weak point
Commented 19 years ago2004-11-05 08:20:36 UTC in vault item: Brown Comment #4947
You need to make the grass texture's scale smaller so it lookes better.
Commented 19 years ago2004-11-05 08:17:08 UTC in vault item: Fire Arena Comment #4946
Please run RAD next time.
Commented 19 years ago2004-11-05 06:44:20 UTC in vault item: cs_stanle Comment #4945
How about a screenshot of the map?

I tend to put random pictures insstead of map screens when the map is really shite, so please elaborate on teh quality.
Commented 19 years ago2004-11-05 06:40:57 UTC in vault item: de_sand Comment #4944
The sky loosk wrong for the kind of ligth and shadows, apart from that it's ok, but seriously, dust remakes are so void now that Source is out and everyone is sick of all teh remakes and blah blah.

Thing abotu dust textures is, you can just steal teh architecture from the dust maps and make something that doesn't look too bad.

I would say chaneg the sky, and add in soem plam tree models, and a few burnt our cars to make it slightly unique.
Commented 19 years ago2004-11-05 01:48:56 UTC in vault item: cs_skool Comment #4943
The "up" view from the bottom of the ladder does not actually reach the very top of the map because of the block on the wall above the ladder. Instead of seeing from bottom to top, VIS looks up until it hits that block, and then it starts calculating. It can't handle looking from the bottom to the top of the entire map. That distance is too big... and you must consider that VIS sees in 360 degrees. If the block had a break in it, then VIS could see up to the top, through the break, and it'd be too much math for its tiny little brain.

This was just an example map. There are many tutorials about breaking up VIS. Think of the Halflife map Gasworks. It has those corridors that seems to turn right, turn left, turn left, turn right... why not just make a straight hallway? To break up VIS...
Commented 19 years ago2004-11-05 01:30:59 UTC in vault item: de_sand Comment #4942
unique maps*
Commented 19 years ago2004-11-05 01:30:34 UTC in vault item: de_sand Comment #4941
it looks ok, though people here like your own unique suggestions more than an already made one. In this way you could get more credit for textures and stuff. Though architecture does look ok from the pic ^.
Commented 19 years ago2004-11-05 01:10:42 UTC in vault item: Timefall (SP Mod) Comment #4940
my god, that looks brilliant from the screenie Clicking Download button as i type!
Commented 19 years ago2004-11-05 00:25:15 UTC in vault item: Timefall (SP Mod) Comment #4939
Err...can someone help me? I really suck at puzzlish stuff and I get to the button at start (This is like, where the skeleton and its like..pretty early but Im clueless so :() but the door doesnt open?

Good map though, lots and lots of non box stuff ^_^
Commented 19 years ago2004-11-04 22:55:54 UTC in vault item: cs_skool Comment #4938
I see. Now.. to block vis acrossa a map, does can the block have a break in it? Er.. i see what u mean by the 2:1 scale. I applied that to my map. i dont see what the up view on the ladder does though...
Commented 19 years ago2004-11-04 22:29:23 UTC in vault item: de_space Comment #4937
Ratings please?
Commented 19 years ago2004-11-04 22:14:42 UTC in vault item: danger1 Comment #4936
Wouldn't start. Had a monster-stuck-in-wall error.
This comment was made on an article that has been deleted.
Commented 19 years ago2004-11-04 20:26:20 UTC in vault item: de_space Comment #4933
I'd make window frames, and slap a trim tex on them, imo, since windows look odd just with a wall - they always have trim.

Architecture looks good, texturing looks alright.
Commented 19 years ago2004-11-04 20:05:17 UTC in vault item: de_space Comment #4932
Heh.. something about the texture i got for the walls.. it doesnt like to line up properly. im thinking about making the enire middle section windows.. that would be a huge skytex though. This is cool (and aggtrevating) that the walls look decent. Im working on the paths to and from the bombsite right now, i dont feel like ginving the .bsp yet (only because it takes less than 2 min to compile) and its coming along very well as of right now.. so new update.
Commented 19 years ago2004-11-04 19:40:41 UTC in vault item: SubCompo2 - Hotel Rm Half-Life Comment #4931
Disregard last post--saw the extension in the thread. I'll keep workin' on it.
Commented 19 years ago2004-11-04 19:36:21 UTC in vault item: SubCompo2 - Hotel Rm Half-Life Comment #4930
Since the deadline was Wed, 9pm GMT, feel free to judge it. If I'm not mistaken, noone else submited anything, so maybe if we all agree to extend the deadline, this is it.
Commented 19 years ago2004-11-04 18:03:16 UTC in vault item: danger1 Comment #4929
(comments pls)
Commented 19 years ago2004-11-04 17:29:10 UTC in vault item: Slime removal problem Comment #4928
Wow. I never knew SlayerA was still around...hi BTW!
Commented 19 years ago2004-11-04 16:06:32 UTC in vault item: Can You Live? Comment #4927
:P that would be copiying his map then so his is uniqe
Commented 19 years ago2004-11-04 13:49:09 UTC in vault item: de_dolls Comment #4926
Ok, well if it didn't do much to your r_speeds you might as well not do anything.
Perhaps making the books models? Would cut down some poly.
But tbh, a map can be playable on a moderately high spec machine at 1300 - 1400 w poly (Counter strike), so you don't have to try and get it down to 800 or anything, imho if you're still using a Geforce 32mb you deserve everything you get :D

Pity about the tampons, but yes, it would have been funny as hell, maybe a func_train where the tampons take a little ride around the room, I knwo I know, I am a strange person. Sorry.

The bed should be easy, I'm pretty sure if you set them up liek Half-Life's jump pads (check teh example maps, I'm sure there's a map, teh general q's forum had a thread about it not long ago) and I think you only need one, but maybe having more would be cool, liek different parts of teh bed are more springy etc.
Commented 19 years ago2004-11-04 09:30:25 UTC in vault item: de_dolls Comment #4925
When i set the flag to opaque it created awful black lines, on the shelf. I've just put the books one unit above the shelf now.