Commented 20 years ago2004-09-24 11:11:31 UTC
in vault item: de_azyComment #4066
look what i found in the readme:
Warning: === LEAK in hull 0 === Entity infodecal @ ( 217, 512,-370) Error: A LEAK is a hole in the map, where the inside of it is exposed to the (unwanted) outside region. The entity listed in the error is just a helpful indication of where the beginning of the leak pointfile starts, so the beginning of the line can be quickly found and traced to until reaching the outside. Unless this entity is accidentally on the outside of the map, it probably should not be deleted. Some complex rotating objects entities need their origins outside the map. To deal with these, just enclose the origin brush with a solid world brush
Commented 20 years ago2004-09-24 09:45:48 UTC
in vault item: cartoonComment #4065
The problem vault isnt a subsiduary of 'Quik Fit' habboi. You dont just get a problem and throw it in here to be instantly fixed. If you showed that you have tried everything else, and it genuinly baffles you, then someone will help...as long as you dont call ppl assholes for not jumping when you click you fingers. Have some respect for the ppl taking time out of their OWN lives and mapping to even bother suggesting to you to read the tutorials. Ignoring you would be easier for them, you are one of many many lazy ppl, so at least listen, or failing that, dont mouth off.
Commented 20 years ago2004-09-24 09:37:13 UTC
in vault item: second chance lvl 1Comment #4062
Judging by the screenie, im not dling this. And floater, giving ppl good ratings just out of niceness is counter productive. If he thinks this is 3 star quality, then hell hardly make the effort to improve.
Commented 20 years ago2004-09-23 21:33:00 UTC
in vault item: de_azyComment #4051
if you don't place any lights in your map isn't automaticly fullbright, right? Also whats with the screenshot of what looks like really cool gooey liquid water thingy.
Commented 20 years ago2004-09-23 20:13:05 UTC
in vault item: cartoonComment #4050
well, if Im an asshole, why dont you read tutorials and try and figure it out yourself so people like me dont have to act like assholes? In the long run, you'll realise im trying to help you. You wont see it right away, but when your older you might look back at this and go 'gee, I really was a bit of an idiot'.
Commented 20 years ago2004-09-23 11:59:03 UTC
in vault item: ka_glassmazeComment #4041
right. to strip the guys:
KA Style Maps
This is even easier than a single gun style map, as you only need to do half the work =P Firstly, insert the usual [i]multi_manager / player_weaponstrip / game_playerequip[i] entities. Name them the same as mentioned before (game_playerequip named 'equip'; player_weaponstrip named 'strip', and set the multi_manager [with Smart Edit Off] to trigger them like so: key: strip value: 0.1
key: equip value: 0.2
Now in the game_playerequip's properties set:
Give Knife: Yes
[Optional]
Give Kevlar: Yes
Remember to name the multi_manager game_playerspawn for it to be triggered when the player enters the game
edit: sorry, this is an extract of a tutorial I am writing, so it may not make total sense.
the glass walls are fine, as long as you have them as:
func_wall
render mode: texture render fx: (anywhere between)60 (and) 150 (for a good glass look)
use 32 spawn points, as you never know, and make sure teh spawns (you are using the correct info_playerstart/deathmatch right?) are at least 16 units apart.
This comment was made on an article that has been deleted.
Thanks async. First off, that couch is a model so I can't do much about it. And yes, the lighting's... off, in places. Those security doors... yikes. The room with the 'funny garage door things,' I'd have more detail in there if I even could think of details to add. :/ And yes, those plainrooms are unfinished, I'll have to think up something sexy to put in there too I suppose... anyway, thanks again.
Can i just add, i think you think this is a map ive just made and its the best i can do, your wrong, these are maps i made when i learned a few things, i created these ages ago, Its not the first map ive made it was the first map i made.
Commented 20 years ago2004-09-22 10:29:59 UTC
in vault item: cartoonComment #4027
dude. please, grammar and punctuation.
English Lesson: try saying what you wrote above. you will run out of breath right around the end of the second line becuase you didnt use punctation. C'mon. Think about it.
now, lets try again shall we? explain your problem... in English!
alright hugh. heres my take on things. I must say, its a very nice (very) map, and you have what looks like a little talent hiding under lazyness anyhow, I have taken a few shots of points that I think are worthy of note. some good, some.. bad :/ let the games begin.
yah, um, not really keen on the couch texture, but thats just my personal preferance.
This is probably one of the best areas of the map, but something about the lighting gets at me, probably the yellow and red, i dunno, it just seems... clashy. it could be the texture behind the red lights.
again, the funny yellow light with that texture. It looks nice, dont get me wrong, but it looks outta place. again, may just be though.
nice way to break up the tiling.
this is definatly my favourite area of the map. it looks so sexeh. however, the wall with the funny garage door things could probably do with some more details to break up that wall texture.
eeer, what?! (not the double doors, the other one after i bypassed the security)
bit plain, but im assuming its not completly finished?
again, unfinished?
this is the second double door. the first one opened fine, and then.. this. And this is before I bypassed the security system.
and to finish on a high..
nice architecture all round, but I lurve these little roundlet things :D.
anyway, thats all the things that caught my eye. overall tho, an extremely nice map. bravo you.
Warning: === LEAK in hull 0 ===
Entity infodecal @ ( 217, 512,-370)
Error:
A LEAK is a hole in the map, where the inside of it is exposed to the
(unwanted) outside region. The entity listed in the error is just a helpful
indication of where the beginning of the leak pointfile starts, so the
beginning of the line can be quickly found and traced to until reaching the
outside. Unless this entity is accidentally on the outside of the map, it
probably should not be deleted. Some complex rotating objects entities need
their origins outside the map. To deal with these, just enclose the origin
brush with a solid world brush
think about it.
habboi, I'm that sniper, lol.
Layout - poor
Attractiveness - horrible
lighting - looks fullbright
detail - detail?
Looks like it was done in an hour......
KA Style Maps
This is even easier than a single gun style map, as you only need to do half the work =P
Firstly, insert the usual [i]multi_manager / player_weaponstrip / game_playerequip[i] entities. Name them the same as mentioned before (game_playerequip named 'equip'; player_weaponstrip named 'strip', and set the multi_manager [with Smart Edit Off] to trigger them like so:
key: strip
value: 0.1
key: equip
value: 0.2
Now in the game_playerequip's properties set:
Give Knife: Yes
[Optional]
Give Kevlar: Yes
Remember to name the multi_manager game_playerspawn for it to be triggered when the player enters the game
edit: sorry, this is an extract of a tutorial I am writing, so it may not make total sense.
the glass walls are fine, as long as you have them as:
func_wall
render mode: texture
render fx: (anywhere between)60 (and) 150 (for a good glass look)
use 32 spawn points, as you never know, and make sure teh spawns (you are using the correct info_playerstart/deathmatch right?) are at least 16 units apart.
how do teh sounds work though?
shame its pretty useless though, unless its a club, like TheGrimReafer said.
English Lesson: try saying what you wrote above. you will run out of breath right around the end of the second line becuase you didnt use punctation. C'mon. Think about it.
now, lets try again shall we? explain your problem... in English!
I must say, its a very nice (very) map, and you have what looks like a little talent hiding under lazyness
anyhow, I have taken a few shots of points that I think are worthy of note. some good, some.. bad :/
let the games begin.
and to finish on a high..
anyway, thats all the things that caught my eye. overall tho, an extremely nice map. bravo you.
But its a great map, but the elevator/lift is teh UGLI!
i like it.
my rate is 5
they were made in photoshop btw. =]
I'll not continue this map but I do have some stuff to work on. We'll see...
Anyone that has a suggestion for another GFX bytheway?