Comments

Commented 20 years ago2004-08-31 01:15:55 UTC in vault item: awp_guard Comment #3711
You have many invalid solids - all the tower roofs need to be redone. Redo the outer walls to just meet the sky at the tops - don't put a skybox completely around your map like you did. Carving and "make hollow" are more no-no's which you did as well. The towers are kinda too complex: I'd simplify them and raise them 1 unit off the 'floor' to prevent the feet from chopping the floor into hundreds of sections.
Commented 20 years ago2004-08-31 01:01:42 UTC in vault item: awp_guard Comment #3710
Probably because it's an open area, HL doesn't like that.

It didn't lag horribly on a decent computer...what are your system specs?
Commented 20 years ago2004-08-31 00:25:43 UTC in vault item: Carbaseus Comment #18254
I'm just curious, has anyone yet playtested this map with 4 or more players? If so, how did it play?
Commented 20 years ago2004-08-31 00:00:24 UTC in vault item: tournament Comment #3708
Well... I made a .wad. In for a penny, in for a pound. Once I figured out the best ways to adjust the initial photo/graphic, I started cranking them out. Checking to make "seemless tiling" in the photo program speeds things up tremendously, also. So I have a .wad approximately 1.5 mb now.

The map has been re-textured, but it's still disjointed. I have been asked to rip Crossfire apart and re-construct a variation of it for a tournament coming up in the next month, so this map went on hold. I am almost finished with that project, though, so I'll be back on it soon!

And thanks for checking back. I appreciate that!
Commented 20 years ago2004-08-30 21:48:27 UTC in vault item: Space Lasercore H-L Single Comment #3707
yes, that laptop was COOL. the one word to descripe this map would be "COOL". Tlax, all the maps i've seen from you are excellent work. 5 stars.
Commented 20 years ago2004-08-30 19:26:48 UTC in vault item: 1 day and i know nothing about mapping Comment #3706
invalid .zip file
Commented 20 years ago2004-08-30 19:13:38 UTC in vault item: de_banana Comment #3705
hmmmm.... banana? is there anything in the map that has anything to do with a banana, or something of banana sort?
Commented 20 years ago2004-08-30 17:44:48 UTC in vault item: Space Lasercore H-L Single Comment #3704
Nice work. Your puzzles make my brain hurt! :) Very nice, overall. I really like the way the mission objectives are given to the player using the laptop.
Commented 20 years ago2004-08-30 15:16:08 UTC in vault item: fy_squrel Comment #3703
Your leak is a func_wall that is exposed to the void. To use a pointfile in Hammer, just go to Map and Load Pointfile. You'll see the line in all four windows, just follow it till it goes through the walls of your map. In this case, is the bright red line going through the func_wall.
Commented 20 years ago2004-08-30 10:14:49 UTC in vault item: Stargate Comment #3702
It wasn't dark (or maybe I had my brightness up high! lol)
Commented 20 years ago2004-08-30 09:11:11 UTC in vault item: awp_kevlar Comment #3701
looks like you just learnt how to use the arch tool, the sky is terrible, doesn't match the light level of the map (Map Properties/cl_skyname [check 69th vlatitude for a good list of skys])
the textures are pretty random, nothing seems to match, and what are the r_speeds like, with all those arches.

another awp map, but this one looks slightly more thought provoking than cs_juj_assault so i'd give it a 3/5 (compared to awp maps), try getting some custom tex's, using more architecture techinques, and new skies, maybe some sounds too.

awp maps don't have to llok iek shit, no map shld look like shit. so good luck with ur next map.
Commented 20 years ago2004-08-30 09:06:46 UTC in vault item: cs_Juju_Assualt Comment #3700
looks liks shit.
Commented 20 years ago2004-08-30 07:04:27 UTC in vault item: Switchable Texlights Comment #3699
Very nice
Commented 20 years ago2004-08-30 07:04:11 UTC in vault item: Stargate Comment #3698
oh and as for the dark rooms: there is a reason, but i'd prefer not to disclose as it shows a rather cheap side of my map :) but ill try making it a bit lighter
Commented 20 years ago2004-08-30 06:55:30 UTC in vault item: Stargate Comment #3697
cheers for the comments, next version is on its way!!
Commented 20 years ago2004-08-30 06:03:36 UTC in vault item: dm_terrain Comment #3696
This is a wonderful first dm_... map! Nice work with the terrian, absolutly a very good job!
Commented 20 years ago2004-08-30 00:17:29 UTC in vault item: Carbaseus Comment #18255
If the brushwork can be ported easily then I will likely touch-up and re-release several maps including this one for HL2. I'm actually pretty pleased that the map came out as well is it did considering I was gritting my teeth in uncertainty about speeds when the design was still on paper.
Commented 20 years ago2004-08-29 21:19:38 UTC in vault item: dm_terrain Comment #3694
Fun stuff. I kept getting stuck though; "Someone come kill me! I'm stuck!" but it appears you've fixed that.

The double (or triple) Hguns kind of annoyed me, maybe thats just 'coz I got pwned by them so much though ;).
Commented 20 years ago2004-08-29 19:13:14 UTC in vault item: awp_squrel Comment #3693
Yes squrel dont make a dust map please. I dont want to dis anyones mapping abilities but it just wont be appreciated. There are WAY to many dust based maps, all your time will just go to waste
Commented 20 years ago2004-08-29 19:10:34 UTC in vault item: awp_kevlar Comment #3692
you mean that you didn't SEE your own post. map looks interesting from the screenshot
Commented 20 years ago2004-08-29 18:59:23 UTC in vault item: Stargate Comment #3691
You're correct, SilentGunz. And so it said in the readme!
Commented 20 years ago2004-08-29 17:07:50 UTC in vault item: Knives Only Comment #3690
Booo, that model doesnt look that great. Get your replacement models here mortals! https://www.4players.de/cs.php/download_list/-/cs1.6/Waffen_Skins/-/-/-/-/1/index.html
Commented 20 years ago2004-08-29 17:04:26 UTC in vault item: Water Test Comment #3689
Whats the point of the example? To show the difference between volumetric light and water?
Commented 20 years ago2004-08-29 17:02:05 UTC in vault item: fy_squrel Comment #3688
A skybox actually would probably work better in this case.
Commented 20 years ago2004-08-29 16:11:25 UTC in vault item: Spawn with different weapons - fy_arena Comment #3687
ok,i did that but now, and this is really weird, the awp has no crosshair when you zoom in. strange. can someone dl it and double check that for me? just incase its my computer that has the problem. thanks
Commented 20 years ago2004-08-29 15:53:20 UTC in vault item: Spawn with different weapons - fy_arena Comment #3686
ok i am going to do that ededdneddyfan, it seems like the logical thing to do. also then the opposite teams can get the other guns if they want them.
Commented 20 years ago2004-08-29 15:32:53 UTC in vault item: Stargate Comment #3685
I believe this is a DM map BJ.

When you play multiplayer you automatically get the HEV suit, along with a crowbar and pistol.
Commented 20 years ago2004-08-29 14:50:24 UTC in vault item: dm_underground Comment #3684
no, still doesn't work.
Commented 20 years ago2004-08-29 14:02:06 UTC in vault item: tournament Comment #3683
How's progress?
Commented 20 years ago2004-08-29 13:49:04 UTC in vault item: Stargate Comment #3682
+Awesome teleporting through the gate!
+Cool mounted gun
+Good lighting
+Good use of buttons
-Textures are too plain
-A couple rooms don't have enough detail

4/5! Good idea for a map, hope to see a finished version soon!
Commented 20 years ago2004-08-29 13:34:55 UTC in vault item: Stargate Comment #3681
Oh! Needs an HEV for the multiple weapons available.
Commented 20 years ago2004-08-29 13:34:12 UTC in vault item: Stargate Comment #3680
Excellent start.

Spaces and hallways very small.
Very dark in the stargate areas. Difficult to see controls, etc.
Computer console textures need some alignment.
Walkthrough teleporting and wormhole effects are very good!
Timing on the red and green button by the tank controls needs some tweaking, perhaps? It was still cycling when I came back through the portal.
Positioning of the switch for the 'rising rings' teleporter needs tweaking is needed, or some way of forcing the player to stay centered in the rings. I ended up riding up on the rings instead of having them rise around me. Miss the teleportation the first time.

Use of the various buttons (red/green, power) not real clear. Primarily due to timing, I think.

Overall, a 3-1/2 right now. I give it 4 because of the excellent ideas!
Commented 20 years ago2004-08-29 10:03:34 UTC in vault item: Control_Room Comment #3679
it was stadium3.
Commented 20 years ago2004-08-29 08:40:23 UTC in vault item: Carbaseus Comment #18256
Great architecture! The ideas are great and well executed. The only problem I see is that this map is too big and detailed for the original Half-life engine. The recommended wpolys for a deathmatch map are somewhere around 600. It'd be great if you could make a similar map when HL2 and the Source engine are around (think of water reflections and shining metal pilars) :)
Commented 20 years ago2004-08-29 04:48:21 UTC in vault item: Space Lasercore H-L Single Comment #3677
Awesome!
Commented 20 years ago2004-08-28 20:41:16 UTC in vault item: Space Lasercore H-L Single Comment #3676
WOW!! man I love this! Great job, fun! :)
Commented 20 years ago2004-08-28 20:30:48 UTC in vault item: Spawn with different weapons - fy_arena Comment #3675
You might want to just have aks and m4s that are inside of the entities of the playerspawns so that as soon as they spawn, they get it without using a game_player_equip.
Commented 20 years ago2004-08-28 20:29:42 UTC in vault item: fy_squrel Comment #3674
Umm..you dont need a skybox, just a bit of patience.
Commented 20 years ago2004-08-28 20:28:41 UTC in vault item: Control_Room Comment #3673
The sven map is stadium3 I think. Ill take a look and this map and rate.
Commented 20 years ago2004-08-28 19:03:45 UTC in vault item: Lab Comment #3672
its good
Commented 20 years ago2004-08-28 17:07:17 UTC in vault item: dm_underground Comment #3671
Well then try and download it again, it worked for me :/
Commented 20 years ago2004-08-28 11:24:04 UTC in vault item: ka_waterbox2b Comment #3670
I have two suggestions...first of all i woould put a clip brush on the top because people like to mess around with gravity and you don't want to be able to get out of it...second I would set the teleport destinations so they are facing across the room not facing where they just came out of. that way it is less confusing and gameplay will be better. Like they just keep walking...not like they are being teleported. I gave this a 2 for mapping since it is very plain but a 4 for gameplay and fun. So i rated it a 3
Commented 20 years ago2004-08-28 10:53:25 UTC in vault item: Space Lasercore H-L Single Comment #3669
Yes! after two days and many attempt now the download works.
Play it and comment it.
Commented 20 years ago2004-08-28 09:07:35 UTC in vault item: second chance lvl 1 Comment #3668
twain you hav every right to hate it as it was my first and i hav improved since then (even i hate it) i was just seeing what people thought of my ideas not how it looked cause now im studying architecture and shall apply it to all my other maps that will be made in the future (thnx for all the tips etc buh bye)

habboi
Commented 20 years ago2004-08-28 08:59:47 UTC in vault item: dm_terrain Comment #3667
thumbs up for VM'ing. tres stars.
Commented 20 years ago2004-08-28 08:59:24 UTC in vault item: dm_terrain Comment #3666
it isnt actually too bad a hldm map. we had a round of it about 5 mins ago, lots of fun (cept for that egon-humping maniac jaardsi... grr)
Commented 20 years ago2004-08-28 08:48:40 UTC in vault item: dm_terrain Comment #3665
Looks nice at first, but I don't think it'll make a very good DM map. Connectivity is pretty bad, movability on such terrain too. The HL engine doesn't really coop well with such terrain...

As I said, looks nice, although texturing is somewhat boring and could use some tweaking too, like the edges between grass and rock, and the stretched textures. Some tree's and such would be nice too, maybe a beach or something as it looks tropical for some reason. It's bright, yes, and I like it.

With a decent layout this style can make up for some good fragging, especially the vertical variation.
Commented 20 years ago2004-08-28 08:41:05 UTC in vault item: dm_terrain Comment #3664
not skyboxed or fullbright. this was alot of fun to play hldm with. it had some terrible moments of clipping, and some areas which could be worked on, but weapon placement was nice, and putting aside the clipping the landscape was quite nice. i would recommend something between you and the sky brush though. i give it 3/5. go work on the terrain some more, and itll probably get up to a 4.
Commented 20 years ago2004-08-28 08:37:38 UTC in vault item: dm_terrain Comment #3663
and skyboxed.
Commented 20 years ago2004-08-28 08:37:07 UTC in vault item: dm_terrain Comment #3662
it looks full bright.