Comments

Commented 20 years ago2004-09-06 12:04:04 UTC in vault item: Deadcentre Comment #3813
u a girl mulleboy?
Commented 20 years ago2004-09-06 12:00:01 UTC in vault item: train Comment #3812
also i didnt include wads as the submitting map took ages and i swear it froze
Commented 20 years ago2004-09-06 11:59:15 UTC in vault item: cs_blackmesa Comment #3811
sorry if i seem rude u can kick my ass if i am
Commented 20 years ago2004-09-06 11:59:02 UTC in vault item: cs_blackmesa Comment #3810
anyway its a nice map but is it the sort of map to play on cs
Commented 20 years ago2004-09-06 11:58:25 UTC in vault item: cs_blackmesa Comment #3809
u sure coz it looks exactly like it if it was that copyright isnt it so at least its not a copy!
Commented 20 years ago2004-09-06 11:57:11 UTC in vault item: de_full_city2, no way around max_patches error Comment #3808
prob too big map thers a tut on that
Commented 20 years ago2004-09-06 11:56:17 UTC in vault item: cs_blackmesa Comment #3807
It isnt THE train station from OpForce, however it is influenced by it.
Commented 20 years ago2004-09-06 11:55:48 UTC in vault item: Office Trouble Comment #3806
the same thing happened to me on second chance map and as u said i also had a sky box around map so maybe it is the skybox that affects it!
Commented 20 years ago2004-09-06 11:52:15 UTC in vault item: train Comment #3805
ok just to save u time compiling the prob is that as u move inside the train u look around in it but then u ge to the second tunnel and it stops for odd reason and suddenly a invisible barrier pushes player out of train!
Commented 20 years ago2004-09-06 11:48:26 UTC in vault item: cs_blackmesa Comment #3804
looks very much like i remeber exiting it and slaves attack u on it
Commented 20 years ago2004-09-06 10:19:02 UTC in vault item: Deadcentre Comment #3803
Why is it -wadinclude tfc2 never worked!?!?!? Everytime I use that comman it never friggin works! Urgh! If you have TFC, just put the tfc2 wad in your half-life/valve directory.
Commented 20 years ago2004-09-06 09:43:33 UTC in vault item: Malevolence 1.4 OPEN SOURCE (final release) Comment #3802
yeh i noticed the train bug. although i couldn't figour out what was making it happen, i only ever saw it happen twice. thanks for working it out.

as for the lift, its somthing im not really sure what i can actally do about it. i was thinking maybe make the map so that once you pass the door way a clip brush is activated so you cant get back out of the elevator.

still need to work out whats going on with the random crashing. and im also waiting for the new version od spirit
Commented 20 years ago2004-09-06 09:38:36 UTC in vault item: Deadcentre Comment #3801
omfg. I need some dumshit tfc2.wad for it!
next time. INCLUDE IT! rawr! Im not nice today!
im having my ... Bleeding from Vagina thing.. u knows EWW! ;)
Commented 20 years ago2004-09-06 09:38:03 UTC in vault item: Carbaseus Comment #18249
What actually is that? A main stage and arena? I love it! Only trouble is it lags quite alot.
Commented 20 years ago2004-09-06 09:03:22 UTC in vault item: Deadcentre Comment #3800
Yup... But I re-released it because the rpg was out of postion - little changes can make a big difference y' know ;)
Commented 20 years ago2004-09-06 08:34:38 UTC in vault item: Deadcentre Comment #3799
Why does this give me such a deya-vu feeling? I think I've seen this map before... somewhere... is that right?
Commented 20 years ago2004-09-06 07:16:10 UTC in vault item: aa2 Comment #3798
Also, midi files don't and never will work in HL.
Commented 20 years ago2004-09-06 07:14:21 UTC in vault item: cs_blackmesa Comment #3797
Hey, is that... the train station as in OppFor?
Commented 20 years ago2004-09-06 05:04:32 UTC in vault item: Maze Madness Comment #3796
don't bother.
Commented 20 years ago2004-09-06 00:35:24 UTC in vault item: Scientist killing Comment #3795
The textures were preety sad and mis-aligned, bt it as ok
Commented 20 years ago2004-09-05 23:56:26 UTC in vault item: Firing Range Comment #3794
OMG the gun model owns!
Commented 20 years ago2004-09-05 23:45:18 UTC in vault item: cs_blackmesa Comment #3793
wow, cool !
Commented 20 years ago2004-09-05 20:39:56 UTC in vault item: Deadcentre Comment #3792
The screenie looks like an jail! But because of the good screenshot I will download it, lol!
Commented 20 years ago2004-09-05 17:16:35 UTC in vault item: Deadcentre Comment #3791
Looks like it was taken from a picture in abandoned-places.com
Commented 20 years ago2004-09-05 15:29:24 UTC in vault item: Spawn with different weapons - fy_arena Comment #3790
worked for me
Commented 20 years ago2004-09-05 15:09:02 UTC in vault item: box_monsters Comment #3789
i get what he means so wat u should do is make a invible wall so the aliens dont see you and they open to reveal the aliens you could use clip i think not sure
Commented 20 years ago2004-09-05 12:52:29 UTC in vault item: func_train problem Comment #3788
where is the origin placed coz it may solve my problem!!
Commented 20 years ago2004-09-05 10:51:51 UTC in vault item: Maze Madness Comment #3787
there is accually a way out...your right i'll put some signs or hints in the next version
Commented 20 years ago2004-09-05 10:03:32 UTC in vault item: Gravity Test Comment #3786
What's the point including a .map? The .rmf contains extra things like visgroups, and .rmfs zip EXTREMELY well. I think I once reduced a 1mb or 2mb (can't remember which) file to a mere 50kb.
Commented 20 years ago2004-09-05 08:12:24 UTC in vault item: ka_waterbox2b Comment #3785
who gives a toss about rating.. jeesus you muppet
Commented 20 years ago2004-09-05 07:54:20 UTC in vault item: Engines Comment #3783
Very nice, i like the way the pistons move as well as the fan.
+looks good and is interesting to watch.
+Fun to stand on one of the pistons.
-Engines texture just doesn't look realistic
Commented 20 years ago2004-09-05 07:44:08 UTC in vault item: Maze Madness Comment #3782
Is there actually a way out?
The maze was very confusing, the walls were very repeating.
2/5 stars because ther wasn't anything to do really.
Commented 20 years ago2004-09-05 07:37:24 UTC in vault item: Scientist killing Comment #3781
I was actually very impessed.
The vents were nice and not just a small corridor.
The laser that smashes through the window and wall is very nice.
Set your sights higher and make maps with story because you are good at the lasers, and sequences.
3/5
Commented 20 years ago2004-09-05 01:39:30 UTC in vault item: tournament Comment #3780
Just so you're aware, I ripped it with WinBSP and I'm just reconstructing the geometry where it needs it. It's not an original, by any stretch, but they'd like it fast.
Commented 20 years ago2004-09-04 14:41:16 UTC in vault item: den_Area12_V0,2 Comment #3779
This could work out to be a really good map with more details. :)
Commented 20 years ago2004-09-04 14:02:50 UTC in vault item: dm_terrain Comment #3778
I DMed this map with trapt.
On a scale from 1 to 10...

Grpahics: 10, very good use of the VM tool and had nice geometry. It really did look like a big rocky place.

Lighting: 6, a little bright and non-ambient. adjust the angles of light_environment to make shadows and such.

Variety: 8.5, I liked the way alot of the rock formations came together with rock arches and cliffs.

Ambience: 2.5, could use some sounds and echo effects to lively it up. But the area matched the sky texture very well.

Playability: 9, Very fun to play HLDM on it. Lotsa weapons and etc. but the clipping problem needs to be fixed.

HINTS: Use the "clip" texture to smoothen out clipping problems. fill little crack and crevices with a block that is textured with the "clip" texture. Use the point entity "ambience_generic" and add the sound "ambience/crickets.wav" or "ambience/crickeet.wav" to add ambience. Then use "env_sound" and pick a nice echo effect for the map. Round off the squareness of the map and you could place the setting on a big rock bluff or something. so when you fall of the side, you fall to your doom. Just some advice from me.... Overall 4 stars!!!
Commented 20 years ago2004-09-04 12:48:00 UTC in vault item: box_monsters Comment #3777
i know but i want them to attack when the doors open
Commented 20 years ago2004-09-04 11:04:28 UTC in vault item: Space Lasercore H-L Single Comment #3776
Probably the best submission since I've come here.
One single map, with a little story, quite good mapping and no nasty mapping bugs.
Good work!
Commented 20 years ago2004-09-04 07:39:43 UTC in vault item: den_Area12_V0,2 Comment #3775
This is a nice map for a first serious attempt. Somethings here I cant even do ^_^
Commented 20 years ago2004-09-04 07:24:51 UTC in vault item: box_monsters Comment #3774
They wont attack at all, just watch you.
Commented 20 years ago2004-09-03 16:54:23 UTC in vault item: de_full_city2, no way around max_patches error Comment #3773
I clearly stated right at the top that the problem is there is no way around the max_patches error.
Commented 20 years ago2004-09-03 02:20:53 UTC in vault item: tournament Comment #3772
It isn't that great. The way it was constructed seems to go against everything I've learned about mapping because it has low r_speeds, yet appears to be made "during lunch hour". It just seems so chopped up!
Commented 20 years ago2004-09-02 22:36:37 UTC in vault item: den_Area12_V0,2 Comment #3770
ok...

Always test your maps people!
Commented 20 years ago2004-09-02 21:00:37 UTC in vault item: box_monsters Comment #3768
k thanks...ya i just threw the ladder texture on it because i didn't feel like putting the ladder texture on the brush and tieing it to a func_wall at the time. And if the prisoner tag is on will they attack when not in the cages?
Commented 20 years ago2004-09-02 20:48:58 UTC in vault item: box_monsters Comment #3767
the map is okay, but some things that need to be fixed:
-The ladder texture
-in the monsters properties (the aliens in the cages) put the flag "Prisoner" on, so they wont try to attack the player through the cage

okay now to the problems part:

first you grouped the barneys at the start together right (i didn't take a real good look at the map but will later) to that trigger once, that wont work. Dont select a group of barnies and tie them to something, select one at a time.
i'll take a better look at it later...
Commented 20 years ago2004-09-02 16:24:19 UTC in vault item: den_Area12_V0,2 Comment #3765
Damn. I hate that you can't edit comments... oh well in responce to SilentGunz Comment 1, Yes, he did test it.
Commented 20 years ago2004-09-02 16:23:05 UTC in vault item: den_Area12_V0,2 Comment #3764
It is his first serious attempt at a map. I'm a friend of his, so that's how I know.
Commented 20 years ago2004-09-02 15:44:12 UTC in vault item: aa2 Comment #3763
Oh, and don't include files we already have. No need to make the filesize unnecessary large...
Commented 20 years ago2004-09-02 13:58:35 UTC in vault item: aa2 Comment #3762
Mhh, it's the two blue beams that start too late, right? I'd say, just enter something lower than 13 as their trigger value in the multi_manager. Also, use info_targets for both start and ending points. It seems using the env_beam itself as start point gives some strange effects... Not recommended...

Some other things on this map:

1. Use 'Align to grid'. Much easier to work with as you can easily align your brushes to each other. Leaks will appear much less frequent also, you'll see... You can switch trough the various grid sizes with the [ and ] buttons.

2. Try to keep texture scales to 1:1. Looks a bit weird now and then when you see stretched textures and different scalings everywhere. But maybe that's just me...
Commented 20 years ago2004-09-02 05:58:32 UTC in vault item: Timefall (SP Mod) Comment #3761
I've finished Timefall now. The last part was better executed. I liked the combat more, although the last part was just 'glock-sniping' instead of some challenging smart combat. A bit more tactical environment would've been nice, something like in 'On a rail'.

The time-travel was appealing. Well done indeed. You show you can pull off some interesting entity setups and trickery, the problem often is that the player does not know what you know. I also felt some setups were buggy or not prepared for some player actions.

The mod floats somewhere between nice and unplayable. Still, it's obvious you devoted quite some time to it and that shows off.