Comments

Commented 20 years ago2004-08-21 15:28:46 UTC in vault item: de_pharaoh_f Comment #3490
what is so wrong with flat walls you bunch of planks? if the level was designed that way the walls will be flat.. jesus the mapping comunity today what a bunch of retards.. look at ur walls are they flat i think so unless ur in the nut house where the have sponge protection on the walls..
Commented 20 years ago2004-08-21 15:03:35 UTC in vault item: cs_laferme (the farm) Comment #3489
WC 3.3 was pretty good. Hammer's better though.
This comment was made on an article that has been deleted.
Commented 20 years ago2004-08-21 09:49:49 UTC in vault item: Malevolence 1.4 OPEN SOURCE (final release) Comment #3487
say, how about a download that doesn't reset halfway through... ffs
Commented 20 years ago2004-08-21 09:11:49 UTC in vault item: Security Camera Comment #3486
Thanks much. I have to give much credit to Patrick Canne in a VERC tutorial for the primary setup. I added the idea of sequencing cameras and the info_targets. Next rev gets backward and repeat sequences.
This comment was made on an article that has been deleted.
This comment was made on an article that has been deleted.
Commented 20 years ago2004-08-21 06:03:29 UTC in vault item: Terrain Test Comment #3483
Pepper has already created a Terrain tutorial, and ReNo (I think, it's been a while) has written a terrain tut, which I used to learn terrain.

http://www.snarkpit.com
This comment was made on an article that has been deleted.
Commented 20 years ago2004-08-21 04:02:24 UTC in vault item: Security Camera Comment #3481
Interesting! A very clever idea, and the entity setups are spot-on. Good usage of the env_global and multisources.
Commented 20 years ago2004-08-20 22:37:13 UTC in vault item: Mysterious Discoveries Comment #3480
Updated! I have a story too but not revealing it yet... Enjoy! And um, comment :D
Commented 20 years ago2004-08-20 22:20:12 UTC in vault item: Glass defence system Comment #3479
Lotta bugs, like the scientist sitting at the end doesn't even notice anything, that could've been changed. The grunts looked like they were sliding (because they were). Not good! I don't have time to give a pro/con review so let me just say 3/5 stars.
Commented 20 years ago2004-08-20 18:46:59 UTC in vault item: Control_Room Comment #3478
wow.. I got a five. tnx BJ.

Anyways, I dont know whats wrong with the texturing but if you guys find it out which wall has a unknown texture just replace that texture with one of yours to solve de problem.
Commented 20 years ago2004-08-20 18:20:54 UTC in vault item: Control_Room Comment #3477
Forget the wad, I recomplied. It's a 5!
Commented 20 years ago2004-08-20 18:07:46 UTC in vault item: Control_Room Comment #3476
Says I need a wad. Can you include it and re-upload?
This comment was made on an article that has been deleted.
Commented 20 years ago2004-08-20 15:08:30 UTC in vault item: Control_Room Comment #3474
maby sc_arena
This comment was made on an article that has been deleted.
Commented 20 years ago2004-08-20 13:31:06 UTC in vault item: Adrenaline Comment #3472
If it was just an opinion you wanted:
  • Use texture lighting, we've got a tutorial on it.
  • Use some more textures
  • Make the walls more varied
If it was something else in particular, e-mail me or post on the forums. Been a pretty busy and tiring week.
Commented 20 years ago2004-08-20 13:06:15 UTC in vault item: SciMaker 1.1 (With Kill Func) Comment #3471
You ripped off my map! BAAAAH! Heh, "great" minds think alike.
Commented 20 years ago2004-08-20 11:42:46 UTC in vault item: Control_Room Comment #3470
lol. plz. It says i need a texture pack!
Commented 20 years ago2004-08-20 11:34:36 UTC in vault item: aim_glasspit Comment #3469
Nope, none of them work. They ALL have the .jpg extention, but none of them i tried work! You can go to my website, www.FoxFire.tk to see a screenshot. I'll try to get all four pics up today.
Commented 20 years ago2004-08-20 11:29:23 UTC in vault item: aim_glasspit Comment #3468
other 3?
Oh and none of my screenshots worked! All four of them said...
NOT JPEG OR CORUPT or sumthin like that but i'll try again!
Commented 20 years ago2004-08-20 09:17:00 UTC in vault item: Crowbar Only Comment #3467
davideo: BS.
Commented 20 years ago2004-08-20 09:16:11 UTC in vault item: Control_Room Comment #3466
can't remember the name though.
I can't remember the name.
Remember the name is what i cannot do.
Can i phrase it anymore?
well im not gonna.
Commented 20 years ago2004-08-20 08:22:37 UTC in vault item: SciMaker 1.1 (With Kill Func) Comment #3465
For all of those who think my map was a ripoff from Vassys map. Think again! I started on this map a long time ago. I didnt even know there was a user called Vassy back then! jeez. stop calling my map a ripoff. The map is a map of dignity! And plz. wtf did vassy have a copyright on his map?! MulleBoy laughs evil!
Commented 20 years ago2004-08-20 08:19:55 UTC in vault item: Adrenaline Comment #3464
Good boi, seventh-monkey!
Commented 20 years ago2004-08-20 03:22:08 UTC in vault item: tournament Comment #3463
"Textures- I would do well as half of a team of two mappers... one who builds and one who textures. I hate texturing. I would build..."

Heh, true... I'm texturing now and then but I feel it's not really my thing. It takes lots of time for just a few textures, and often I'm not satisfied with them. Maybe it takes just more time to learn than mapping did...

You're right about the hint brushes, only that side is used. Beware though with using them, often they have no impact, only cases were otherwise too much would be rendered unnecessary. An important thing to know is that compile times can increase exponentionally, so only use where necessary. Read this:
http://www.gamedesign.net/book/view/266
Very helpfull, and although for Quake, the principles are the same.

I had some performance issues on this map now and then, it ran on 40 fps (system specs: AMD 1800+, 384 MB RAM, GeForce FX5600) at some spots.
It's a layout issue here. I'd suggest drawing out a layout first, think about what area's have line of sight to each other, then test it. After the rough layout is made you know what area's allow for more detail as they have low r_speeds, and what area's are best left less detailed as they already have higher r_speeds.

Another thing I noticed when I looked trough it again was texture stretching. Try to keep the scales equal, preferrably 1x1, this makes them look better.
Oh, and while you do pay attention to detail, several surfaces were flat and boring, with nothing to break up the monotome texturing. Something I often fail on too, but it could be improved on.

Heh, and I like to give some beta-comments. Nice you like it. After all, I need betatesters too now and then and it's indeed a powerfull way to improve.
Commented 20 years ago2004-08-20 02:54:10 UTC in vault item: aim_glasspit Comment #3462
Please remove the other 3 map submissions and put up a screenshot, FoxFire...
Commented 20 years ago2004-08-19 21:49:24 UTC in vault item: Glass defence system Comment #3461
Plain indeed.

+Quite nice architecture
+Somewhat creative
+Scripting is nice
+-Camera Work. It worked well, but wouldve been better if you wouldve actually seen the grunts get killed, instead of the glass falling on top of the camera then seeing the dead grunts on the floor.
-Really not much to do, and very easy.
-Button isnt very obvious
-You can kill the grunts without pressing the button, which stuffs it up. (barneys pistol)

3 stars
Commented 20 years ago2004-08-19 20:24:38 UTC in vault item: tournament Comment #3460
Read #1 again, about the grid, and I get what you're saying here now....
Commented 20 years ago2004-08-19 20:22:01 UTC in vault item: tournament Comment #3459
It is very helpful. I like the dialogue... it helps me understand if I can voice my questions and opinions, so don't think I'm trying to disagree with what you tell me. I'm just making sure I have a well-rounded understanding of these things.

Many of the entities, like trains, were tested in small maps. I just didn't mention it. many times I use the cordon tool to create a .map of that area, if I've gotten creative without switching to a small test map.

Textures- I would do well as half of a team of two mappers... one who builds and one who textures. I hate texturing. I would build...

The hint brushes I kept thin because some tutorial somewhere (and poosibly these forums) mention that only the side marked hint is used during the compile and the rest of the brush did nothing, so it didn't matter how big it was... as long as the side marked hint intersected the brushes around it. I don't really know if that's true or not.

I did try to keep the other 5% below 1000, and if you'd seen the r_speeds before I adjusted things (5500 in one spot, since deleted), I'm happy I was able to have only a few spots above 1000. I'm also unhappy I have a few spots above 1000. Conflicted, I know.

Lastly, I map with the grid set to 1 and I only change it (with the [ and ] keys) if I need to move something a long distance in one direction. And I size it back to 1 before I set it in it's final spot.
Commented 20 years ago2004-08-19 20:10:50 UTC in vault item: Mysterious Discoveries Comment #3458
:: nuts ::
Commented 20 years ago2004-08-19 20:10:40 UTC in vault item: Mysterious Discoveries Comment #3457
Weird map. Nice making those scis doing all that. but still. Wierd. :)
Commented 20 years ago2004-08-19 18:12:20 UTC in vault item: Control_Room Comment #3456
shame on me... Huh? Tell me the map name of the sven-coop thing. Im gonna check it out.
Commented 20 years ago2004-08-19 18:10:50 UTC in vault item: Control_Room Comment #3455
Yes! I remeber one too! Shame on you!
SHAME! FEEL THE SHAME!!!

/me throws a bucket of shame on mr.squirrel
Commented 20 years ago2004-08-19 17:16:42 UTC in vault item: Glass defence system Comment #3454
its a little plain :/
Commented 20 years ago2004-08-19 16:05:18 UTC in vault item: Control_Room Comment #3453
UMmm This is exactly like a sven co-op map, can't remember the name though.
But you have just copied a sven co-op map.Unless you are the creator of the sven co-op map, shame on you.
Commented 20 years ago2004-08-19 15:54:13 UTC in vault item: Control_Room Comment #3452
hheeeehhe this is sweet.
very nice.

PROS:

+Layout was planned very well
+They actually come out of the tube thing. cool.
+Choices, observation, or get in on the battle.
+Architecture was pretty good.
+Elevators,Ladders and stairs

CONS:
Barely any, or maybe none. :) maybe i have to run again to see them.

Verry good.
and this is your second map posted!!
you should submit this for the glass!
competition. Very nice

4 1/2 stars. :)
Commented 20 years ago2004-08-19 15:39:18 UTC in vault item: Control_Room Comment #3451
was this the map in your journal that you said
"Time to submit my all powerfull"
???
i'll download and give proscons. looks good from screenshot. :)
This comment was made on an article that has been deleted.
Commented 20 years ago2004-08-19 14:25:33 UTC in vault item: Control_Room Comment #3449
damnit. what i meant was: INCLUDE THE TEXTURES U DUMMY!
Commented 20 years ago2004-08-19 14:24:09 UTC in vault item: Control_Room Comment #3448
lol! cool map! Damn! 4 stars! Maybe a bit better texturing next time ? :D
Commented 20 years ago2004-08-19 14:21:23 UTC in vault item: SciMaker 1.1 (With Kill Func) Comment #3447
RAWR!
Commented 20 years ago2004-08-19 13:43:46 UTC in vault item: Glass defence system Comment #3446
I hope I get points for originality.
Commented 20 years ago2004-08-19 12:29:51 UTC in vault item: My Backyard Comment #3445
Yay! 35 downloads! COoL. Looks like Theres no need for me to fix this anymore. Im gonna use your advices and make a map which I just submitted after 3 weeks (i think..) Its gonna be in the Unfinished maps. But its addictive and fun.
Dont worry its not a noob map.
Commented 20 years ago2004-08-19 12:00:14 UTC in vault item: BC_TownSquare (for Bumper Cars) Comment #3444
crap...it wont load...
Commented 20 years ago2004-08-19 07:22:42 UTC in vault item: SciMaker 1.1 (With Kill Func) Comment #3443
Nothing i do is nice :)
Commented 20 years ago2004-08-19 07:08:45 UTC in vault item: Glass defence system Comment #3442
oook? how did you think of a zany idea like that :0
Commented 20 years ago2004-08-19 03:29:56 UTC in vault item: tournament Comment #3441
I have now taken a look at your .rmf and maybe I can help you a bit:

1. The first thing I saw was that your brushes didn't align to the rougher grid-sizes (16 units for example). To me it seems you either use a very small grid size or you don't have Snap to Grid (Shift + W) on. I would really recommend this as it makes maintaining the map easier as well as preventing leaks. For detail brushes you would then switch to a smaller grid size (using the [ and ] keys).

2. As you may have mentioned somewhere, you covered the outside of the map with the 'null' texture. Next time, don't do that, the compile tools will cut away those faces anyway, so it's a waste of time.

3. Lots of face-consuming details, you should cut on them. Those cilinders could do with less faces, and those stacks of wooden plates could be made one cube, with some good texture usage you could simulate a stack.

4. The layout allows the player to see too much of the map at once. Hint brushes aren't going to avoid that here anymore. Maybe a radical change in the layout is the only way here...

As in reaction to your points:

1. Eye candy doesn't cope well with open layouts. It's either one or the other, or a trade-off between both.

2. You succeeded in that.

3. The textures in both area are consistent although I'm not too sure about those computer textures in the industrial site. Overall, texture usage isn't outstanding though. They make the map look so unrealistic, especially the industrial area. The office is done better, the textures 'work' well with the architecture.

4. The 'hint' brushes seem te be placed correct, but they do not align up well. See the first point of this post. It may not be absolutely necessary but I saw several thin faces in wireframe mode (type 'gl_wireframe 1' in the console) wich I think could be avoided.

5. Wouldn't it be better to test such things in small test maps? Compiles a lot faster and doesn't mess up the map you're working on... just my thoughts on it...

6. I understand you've learned a lot. Your map hasn't failed. Although you're getting sick of it, you've learned a lot of it, and so it has served a good purpose. Reminds me of the several half-finished HLDM maps I made... put a lot of work in them but never finished them as they just didn't play well.

7. Try to keep that other 5% below 1000 then. A note: area's that often see combat should have a more thight w_poly limit than area's that barely have combat in them. Not only the player models have impact on the fps but also the combat calculations, although I'm not sure how hard this impact really is.

8. The kitchen... I'd say run some playtests and see if it worked the way you planned it, or otherwise. Then decide if it's enhancing the gameplay or not.

Well, I hope this is helpfull... since that's a lot of text... :)