Commented 20 years ago2004-08-31 02:06:49 UTC
in vault item: ravineComment #3712
Entities can touch the void without problems, ZL. Just make sure the map is sealed off with world brushes. As far as I know now only the center of an entity needs to be outside the void (thus inside the map or inside a brush).
Ctrl+Shift+G, go to brush 246. The leak is very close to that brush, somewhere below.
Commented 20 years ago2004-08-31 01:15:55 UTC
in vault item: awp_guardComment #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 00:00:24 UTC
in vault item: tournamentComment #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!
Commented 20 years ago2004-08-30 15:16:08 UTC
in vault item: fy_squrelComment #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 09:11:11 UTC
in vault item: awp_kevlarComment #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 07:04:11 UTC
in vault item: StargateComment #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 00:17:29 UTC
in vault item: CarbaseusComment #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 19:13:14 UTC
in vault item: awp_squrelComment #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
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 13:49:04 UTC
in vault item: StargateComment #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 13:34:12 UTC
in vault item: StargateComment #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 08:40:23 UTC
in vault item: CarbaseusComment #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)
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 11:24:04 UTC
in vault item: ka_waterbox2bComment #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 09:07:35 UTC
in vault item: second chance lvl 1Comment #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)
Commented 20 years ago2004-08-28 08:48:40 UTC
in vault item: dm_terrainComment #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_terrainComment #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.
Ctrl+Shift+G, go to brush 246. The leak is very close to that brush, somewhere below.
It didn't lag horribly on a decent computer...what are your system specs?
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!
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.
The double (or triple) Hguns kind of annoyed me, maybe thats just 'coz I got pwned by them so much though ;).
When you play multiplayer you automatically get the HEV suit, along with a crowbar and pistol.
+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!
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!
Play it and comment it.
habboi
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.