Commented 20 years ago2004-08-15 00:00:11 UTC
in vault item: Mario KillboxComment #3334
i love the mario maps... and as far as having them set up for HL not CS... well... get mad if you must... i modded the entity setup so it will work on CS... didnt mess with your credits n stuff... left the whole map the same... just changed the spawn points around... btw this was Mario_Air that i changed... it now gets played on our CS server ALL THE TIME and is by far the most popular map we have: renamed the map de_mario_air since i added a bombsite to one of the sun platforms in the air... it makes for very fun gameplay and an excellent scouting map... so keep em comin dude.
But bounce, the half life map, was also insanley huge wiheven more open areas than this, but the log doesnt say anything. I need someone to look at the map itself.
rofl. take a look at the brushwork, if you think the boxes are funny hahah =P i spent a little over 15 minutes putting this together, it was focused on the entity set ups (not that they were particularly complicated lol), so please don't hurt my feelings by poking fun at my boxes.. i'm gonna cry :*(
lol =)
This comment was made on an article that has been deleted.
U should be asking this in the forums not posting up a problem map. Post ur log file, we don't need to dl the map :/ -BTW, ur first full city map was insanly, uncomprehendably, extremely to big. THIS IS NOT hl2 - and my computer basically froze when I spawned (this is halflife damnet it shouldnt freeze on a game made before the y2k!!!)
Commented 20 years ago2004-08-14 01:11:04 UTC
in vault item: cs_bankComment #3325
OK, I got some idea's to beef up vault security. First of all, look at some example map that talked about "picking a lock" for a door. This would be a really cool effect if you could have to do that to open the door. Second, add lasers in the middle of the door so that only when you open the door u see them. Add another picklock thing accept this time when you do it, it turns off the lasers. Make sure you label this security features or something so that people know which is which and put it on another wall that you might not notice when u just turn the corner. Third and last, I forget if the door of the vault shut by itself but if it doesnt you should make it like 3 seconds so that they need to get in and out fast.
I would say that you should do the first and second ones but maybe the third is going from challanging to stupid and annoying.
Commented 20 years ago2004-08-13 18:21:39 UTC
in vault item: cs_bankComment #3323
Excellent quality for a first map.
Either move those objects that Seventh mentioned away from the walls, or incorporate them into the walls if you need them to be flush, which would be a good idea to minimize snagging and things of that sort.
Peace and Love, I dont want your answers. Simply because I dont like you. I have done my searching and tried virtually everything, I need direct answers.
Commented 20 years ago2004-08-13 15:49:02 UTC
in vault item: LeakComment #3320
Attatched a fixed version. The brush which was one unit short of the next and was causing the leak is textured with {BLUE (as the textures will probably be messed up in my version, since I didn't have any of the CS wads).
Commented 20 years ago2004-08-13 15:04:52 UTC
in vault item: cs_bankComment #3319
Fewer windows could reduce your r_speeds too. You should probably move the filing cabinet (by the first vault door, in the lobby on the left) and american flag a few units away from the walls as they can mysteriously appear and disappear from a distance, as well as getting nasty venetian-blind effects on them.
Commented 20 years ago2004-08-13 09:48:50 UTC
in vault item: cs_bankComment #3314
*****Updated Map Addendum***** Okay, thanks to Seventh-Monkey and others, I've adjusted the door height to a more reasonable 84 in. I originally had them that high to make sure that any uneven terrain wouldn't make people travel through the door. I also removed most of the door sounds, except for the ones I thought were still appropriate. I think I fixed most of the lighting problems, adding func_walls and such. Right now, there are three things I've heard, so far, that this map needs: Texture lights (Anyone know how to set a brush entity's style to Group?) Rework the front windows (Just 2 vertical ones, or what?) More security to get to the vault (any ideas?)
Commented 20 years ago2004-08-12 15:59:25 UTC
in vault item: de_pharaoh_fComment #3306
first of davideo59, when i posted that there was one rating of 5 stars and no downloads. and peace and love, i said in my oppinion,20 is normally the best amount to play with, and anyway, what is the point in having 36 spawns, when the limit is 32?
Commented 20 years ago2004-08-12 06:18:08 UTC
in vault item: de_pharaoh_fComment #3299
nice textures in that pic, but i can see the flat walls right off. G_KID, what a dumb thing to say, you shld have flamed him for putting 36 spawns in, when the max server number is 32 and if you were to pay attention you'd realise that pretty much all of your most played maps have 32 spawn points, how crap and unproffesional would it be if ppl got spawn-killed in aztec or dust. so think before you talk poo
Commented 20 years ago2004-08-12 04:10:37 UTC
in vault item: cs_bankComment #3298
Yes this a very good map. Extra detailed, everything worked. I do agree that you should use textlights though. I don't think that the lights turning off is a good effect myself, nightvision was worthless because u had enefough lights around the place that it was too bright. My only real problem with the map is the doors, they all made really annoying sounds and were way way way too tall.I mean it must have been 5 feet above me. Shrink them down a bit, its too unnatural. Otherwise as I said, GREAT job. Even though it has some problems, I will give it a 5/5 because its better than what I have seen for a while.
Commented 20 years ago2004-08-12 03:58:41 UTC
in vault item: de_pharaoh_fComment #3296
Well he just wanted to make sure that if it got that crazy that there would be enefough people... So you cant blame him for that.... Besides I see 3 dl's and 2 ratings that make it 3 stars
Commented 20 years ago2004-08-11 18:19:37 UTC
in vault item: cs_bankComment #3288
hey, enjoyed playing on the map can't wait till its finished hope u tell me . well good map enjoyed it really well but may i suggest when the light dim/go red maybe you could put a alam sound going off!?! i dunno but i really enjoyed the map and playing on it can't wait to c it on the server all the best sprout!!
AWE....SOME....
nuff said :oD
i spent a little over 15 minutes putting this together, it was focused on the entity set ups (not that they were particularly complicated lol), so please don't hurt my feelings by poking fun at my boxes.. i'm gonna cry :*(
lol =)
Second, add lasers in the middle of the door so that only when you open the door u see them. Add another picklock thing accept this time when you do it, it turns off the lasers. Make sure you label this security features or something so that people know which is which and put it on another wall that you might not notice when u just turn the corner.
Third and last, I forget if the door of the vault shut by itself but if it doesnt you should make it like 3 seconds so that they need to get in and out fast.
I would say that you should do the first and second ones but maybe the third is going from challanging to stupid and annoying.
Either move those objects that Seventh mentioned away from the walls, or incorporate them into the walls if you need them to be flush, which would be a good idea to minimize snagging and things of that sort.
tex lights: there is a tutorial on this in the.. tutorials section
group? right click?
looks nice tho, i wont d/l till i know zip is fixed.. sry
Okay, thanks to Seventh-Monkey and others, I've adjusted the door height to a more reasonable 84 in. I originally had them that high to make sure that any uneven terrain wouldn't make people travel through the door. I also removed most of the door sounds, except for the ones I thought were still appropriate. I think I fixed most of the lighting problems, adding func_walls and such. Right now, there are three things I've heard, so far, that this map needs:
Texture lights (Anyone know how to set a brush entity's style to Group?)
Rework the front windows (Just 2 vertical ones, or what?)
More security to get to the vault (any ideas?)
Noooooo! OW btw, she can't. She Married... SHOCK HORROR
and peace and love, i said in my oppinion,20 is normally the best amount to play with, and anyway, what is the point in having 36 spawns, when the limit is 32?
G_KID, what a dumb thing to say, you shld have flamed him for putting 36 spawns in, when the max server number is 32
and if you were to pay attention you'd realise that pretty much all of your most played maps have 32 spawn points, how crap and unproffesional would it be if ppl got spawn-killed in aztec or dust.
so think before you talk poo
Also, tie those lamps to func_walls to stop face splitting.
4/5, great layout.
+nice flowing gameplay.
+ok texturing.
+good enemy placement.
+weapon build up.
-lack of scenery(millions of boxes).
-no plot.
3/5
No downloads and a 5 star rating
Secondly 36 people is a stupid amount in my oppinion around 20 is the best.