Commented 19 years ago2004-10-10 01:44:54 UTC
in vault item: NexusComment #4386
Yes, this map is excellent. Unfortunately, I was only able to play an empty LAN game (no Steam and poor connection). The map, apart from horrendous r_speeds in places was quite good. The teleports were also quite good. 4 stars.
Commented 19 years ago2004-10-09 20:35:04 UTC
in vault item: Nightmare: A horror mapComment #4383
Funny, I expected "Dont go outside the walls" to scare everyone but that face is getting everyone. Oh well, as long as people are satisfied. Please tell me the sounds worked.
Commented 19 years ago2004-10-09 11:02:50 UTC
in vault item: Camera troubleComment #4375
You have to give your camera an initial speed. Also, whenever you create a set of path corners, walk through the path to test it. Meaning you should click on each path corner; check the name and the next path corner name to make sure each one leads to the next one. I have uploaded a fix. I took out the trigger once and used the 'fire on pass' property of path corner 'm6' to trigger your 'talk' multimanager. The sentence names you used are invalid, unless you have your own sentences file set up somewhere with those names. I triggered your camera again to turn it off at path corner m20.
Commented 19 years ago2004-10-09 01:53:56 UTC
in vault item: NexusComment #4364
Excellent, excellent, excellent!
Save for the ghastly r_speeds, this is better than some of the professional VALVe stuff inherent in the original game. Base architecture is perfect, though a few more details like signs or crates or machines or something of that sort.
Commented 19 years ago2004-10-08 20:36:49 UTC
in vault item: Invisible WallComment #4361
This is kinda the opposite. You can move and fire through this one. The cool thing is that from one other side you can see through it, but when you start shooting them people on the other side won't know where you are. Yeah, it's pretty basic mapping but I think it's a cool idea. Besides, that's why it's in examples. You haven't seen any basic mapping skills in there before?
Commented 19 years ago2004-10-08 08:53:55 UTC
in vault item: NexusComment #4356
To be honest, all I really want to do is firstly make sure that when it compiles, it compiles properly and hte outside is not compiled - compiling is the more important part of making a map, I just dont think I understood how quite important it really is. Also, I am afraid I will not alter the layout of the level, only correct the various areas which clearly need attention, such as certain over-lapping areas etc. I will make sure that the ledges are clipped just as you say Peace.A.L., because sometimes I have difficulty jumping on them to gain sniper advantage - especially when underfire. When Half-life eventually comes out, I will convert Nexus to the kind of quality you'd expect with HL2, i.e. more minor detail in areas such as pipes, (bump-mapping?) etc.
Commented 19 years ago2004-10-08 07:40:11 UTC
in vault item: ecdtComment #4354
Habboi, you have at least four maps with piss simple problems in the vault, so STFU unless you're going to fix it. I'm still seeing BSP as opposed to RMF btw!
Commented 19 years ago2004-10-08 06:34:03 UTC
in vault item: NexusComment #4349
We didn't give otehrs a break when teh poly's hit levels like that, so we can't be hypocrites, anyway, a little tweaking will fix it. the corridors need to be shortened, and you need to clip those ledges a littl ebetter, so u can jump up easily, tho thats teh least of ur worries, i reckon most half decent pc's could handle it, but with more than 10 people it'd be bad.
Commented 20 years ago2004-10-07 13:28:39 UTC
in vault item: NexusComment #4325
Brrrrp! This map is unacceptable. Your VISing is totally screwed, which results in w_polies far beyond 4000. Almost everywhere the entire map is rendered. Also the map is way too dark for HLDM. I don't know how it plays, but I think that the architecture and size of the rooms might cause several problems when fighting in them.
Commented 20 years ago2004-10-07 11:08:32 UTC
in vault item: m3_arenaComment #4310
this map doesnt deserve 5 stars. dont rate your own maps. map ratings are designed for one purpose: to tell YOU what other people think of it, not to tell other people what to rate it. nobody cares what a map has been rated, because they will stick to their own ideas about it.
Commented 20 years ago2004-10-07 10:04:08 UTC
in vault item: NexusComment #4300
w_poly of 4300 or even 3000 on a hldm map is pretty crippling... I will download and test it to see if it's as jaw-droppingly beautiful as you guys seem to think (standard halflife textures =/ ) I (and otehrs) gave coolfat stick because his map had horrendous r_speeds, I can't be a hypocrite and say that I find those kind of poly's acceptable, as they are very very bad for any kind of halflife map, most multiplayer mods these days, even with minimal HUD's and actual action such as rocket explosions lighting etc, have r_speeds limits of no more than 1500 to 2000 if you're really lucky; I know HL is old and teh w models are crap, but seriously, 3000 w_poly is some incredibly high shit.
Commented 20 years ago2004-10-07 09:46:41 UTC
in vault item: Subway ExampleComment #4298
Ies, i know that Poke646 use func_conveyor for the main walls and ceiling, and small details with func_train. But with the method i used you can add more variety, you can make a door into a part of a wall, vents in the ceiling...
Anyway yes, it depends from what it has to be done, btw, the func_conveyor method require less work, and less entities.
Commented 20 years ago2004-10-07 09:43:54 UTC
in vault item: NexusComment #4297
Oh crap, I forgot another thing; Unfortuantely, I completely forgot about the sky, it never used to be like that. I accidently left it to the default desert sky because I was concentrating on fixing the map. Sorry bout that, maybe if I release an updated version or something.
Commented 20 years ago2004-10-07 09:42:09 UTC
in vault item: NexusComment #4296
Yeah, unfortuantely the r_speeds are somewhat high, but I really pushed the limits of mapping with this one. The whole grid is virtually taken up by the map, and due to the roundedness of the architecture, it will be a bit of a beast on some people's machines... oh well! (I dont get high r_speeds when I play it with Jumbot)
Commented 20 years ago2004-10-07 08:27:51 UTC
in vault item: NexusComment #4295
Jahzel, this map really prooves if you can map or not, This really shows, you are one of the better. I fucking love the architecture! Keep it up, oh btw. great lightning !
My only 2 cons are = - Bad clipping where the windows are - High w_polys! Mine touched 4300!
Commented 20 years ago2004-10-07 06:09:10 UTC
in vault item: NexusComment #4294
Achitecture kicks some anus (meaning awesome) all that effort and a stock sky texture? now playing this its beautiful!! Will it run multiplayer? Won't know tell we run it on server, but by myself i was getting an average of 63fps. Sometimes dipped into high 30's. Good job your architecture skills far supercede mine!! Would of liked to see some more interaction in environment but this is one mans opinion keep up the good work
i will get real technical cuz i cant rate a map a perfect 5 cuz theres always somthing we can strive to do better as mapper so i give this a 4.3 out of 5
Commented 20 years ago2004-10-07 05:54:28 UTC
in vault item: Subway ExampleComment #4293
The conveyor method has a great advantage: Shadows are correctly rendered, creating the illusion of real-time lighting.
In Poke646, a combination of both methods was used, resulting in a very good trainride level. The subway tunnel was made with the conveyor method, while architectural details like lamps and signs were done with func_trains.
So, I don't think this method is 'better'. It's just more usefull in some occasions...
download links back up, the change back to the ns folder and my hosting being crap at the same time, has sorta killed this map, so if anyone wuld like to serve it again
SlayerA ...... your my hero.
That was by far the best single player map I have ever played !!!!! There wasn't a single 'bad' part about it !
Such good scripting should be illegal ! and "THE END" brought a tear to my eye.
Very well done, keep producing
Please tell me the sounds worked.
it's actually a combination of a Blazeer tex set and wastefacility by doenerking
Deceased I think.:P
Anyway, good work.
Save for the ghastly r_speeds, this is better than some of the professional VALVe stuff inherent in the original game. Base architecture is perfect, though a few more details like signs or crates or machines or something of that sort.
Can't wait for a HL2 conversion.
and that part with the face..... that scared me the most anything has in a long time !
so ssssshhhhhhh
0* if that were possible.
gibbusoft, never ever ask for hacking tools again or your account will be deleted.
I'm still seeing BSP as opposed to RMF btw!
the corridors need to be shortened, and you need to clip those ledges a littl ebetter, so u can jump up easily, tho thats teh least of ur worries, i reckon most half decent pc's could handle it, but with more than 10 people it'd be bad.
save it for HL2, it needs more detail anyway..
HAHAHAHA ROFL! U suck so bad ass man, its so fucking funny you flame me that bad, and you suck so damn much yourself!
VISing's awful. Hint brushes and vis -full, you musta done -fast or somethin' to get that.
well done maybe you should join valve
This map is unacceptable.
Your VISing is totally screwed, which results in w_polies far beyond 4000. Almost everywhere the entire map is rendered.
Also the map is way too dark for HLDM.
I don't know how it plays, but I think that the architecture and size of the rooms might cause several problems when fighting in them.
I will download and test it to see if it's as jaw-droppingly beautiful as you guys seem to think (standard halflife textures =/ )
I (and otehrs) gave coolfat stick because his map had horrendous r_speeds, I can't be a hypocrite and say that I find those kind of poly's acceptable, as they are very very bad for any kind of halflife map, most multiplayer mods these days, even with minimal HUD's and actual action such as rocket explosions lighting etc, have r_speeds limits of no more than 1500 to 2000 if you're really lucky; I know HL is old and teh w models are crap, but seriously, 3000 w_poly is some incredibly high shit.
I'm interested to see why it's so high...
minor thing though
But with the method i used you can add more variety, you can make a door into a part of a wall, vents in the ceiling...
Anyway yes, it depends from what it has to be done, btw, the func_conveyor method require less work, and less entities.
This really shows, you are one of the better.
I fucking love the architecture!
Keep it up, oh btw. great lightning !
My only 2 cons are =
- Bad clipping where the windows are
- High w_polys! Mine touched 4300!
all that effort and a stock sky texture? now playing this its beautiful!! Will it run multiplayer?
Won't know tell we run it on server, but by myself i was getting an average of 63fps. Sometimes dipped into high 30's. Good job your architecture skills far supercede mine!!
Would of liked to see some more interaction in environment
but this is one mans opinion keep up the good work
i will get real technical cuz i cant rate a map a perfect 5 cuz theres always somthing we can strive to do better as mapper
so i give this a 4.3 out of 5
Shadows are correctly rendered, creating the illusion of real-time lighting.
In Poke646, a combination of both methods was used, resulting in a very good trainride level. The subway tunnel was made with the conveyor method, while architectural details like lamps and signs were done with func_trains.
So, I don't think this method is 'better'. It's just more usefull in some occasions...
p.s. support my next map (a training map for ns) here
http://www.natural-selection.org/forums/index.php?showtopic=76128&st=0
As for the map, do you have a leak, or did'nt you ran RAD? Because the map seems to be full bright. But i like your Lab environment.