Commented 20 years ago2004-09-06 11:52:15 UTC
in vault item: trainComment #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 10:19:02 UTC
in vault item: DeadcentreComment #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.
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 ago2004-09-05 15:09:02 UTC
in vault item: box_monstersComment #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 10:03:32 UTC
in vault item: Gravity TestComment #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 07:54:20 UTC
in vault item: EnginesComment #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 07:37:24 UTC
in vault item: Scientist killingComment #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: tournamentComment #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 14:02:50 UTC
in vault item: dm_terrainComment #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 ago2004-09-03 02:20:53 UTC
in vault item: tournamentComment #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 21:00:37 UTC
in vault item: box_monstersComment #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_monstersComment #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 13:58:35 UTC
in vault item: aa2Comment #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.
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
next time. INCLUDE IT! rawr! Im not nice today!
im having my ... Bleeding from Vagina thing.. u knows EWW!
+looks good and is interesting to watch.
+Fun to stand on one of the pistons.
-Engines texture just doesn't look realistic
The maze was very confusing, the walls were very repeating.
2/5 stars because ther wasn't anything to do really.
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
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!!!
One single map, with a little story, quite good mapping and no nasty mapping bugs.
Good work!
Always test your maps people!
-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...
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...
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.