Comments

Commented 19 years ago2004-07-30 16:58:40 UTC in vault item: LoD_mp5_maze Comment #3072
small maze.
Commented 19 years ago2004-07-30 16:51:05 UTC in vault item: Space Ship Mini Comment #3071
thats because they were listed under "tutorials."
Commented 19 years ago2004-07-30 16:05:13 UTC in vault item: Alarm Light Comment #3070
Bad monkey...Black-Cat has already done this. But yours is better ;)
Commented 19 years ago2004-07-30 15:46:56 UTC in vault item: Scientist factory Comment #3069
No, it was my compo entry...it didn't beat Seventh. I did enter it though. Seventh's was amazing...the moment I played it, I knew I was doomed. Oh well. Maybe next time ;)
Commented 19 years ago2004-07-30 15:37:40 UTC in vault item: Weird Dreams Comment #3068
i was nt realy statled or scared by it at all and i scare easy
Commented 19 years ago2004-07-30 15:17:58 UTC in vault item: Scientist factory Comment #3067
don't you mean this would have been your compo entry.

anyway its great and i bet you probably would have beat seventh.
Commented 19 years ago2004-07-30 14:44:41 UTC in vault item: Reflections 1 Comment #3066
No, I posted an example map but it stopped working, and I didn't have the RMF so I made a new one.
Commented 19 years ago2004-07-30 13:54:29 UTC in vault item: Loser won't move!!! Comment #3065
I have it set to wait for retrigger, so he should start walking once you open the door right?
Commented 19 years ago2004-07-30 08:25:52 UTC in vault item: LaB101 - Update 1.4 Comment #3064
thx :D
Commented 19 years ago2004-07-30 08:18:41 UTC in vault item: LaB101 - Update 1.4 Comment #3063
Okay, mulle, I'll comment. The architecture was great, and so were the scis. :P
Commented 19 years ago2004-07-30 08:14:49 UTC in vault item: LaB101 - Update 1.4 Comment #3062
Just forget about the white look :)
Commented 19 years ago2004-07-30 07:23:42 UTC in vault item: Starshiptroopers Comment #3061
Um also, Is this suppose to be a halflife opposing force map? because if so, you should really state that when you relese it.
Commented 19 years ago2004-07-30 04:53:52 UTC in vault item: Dark Skies Comment #3060
ahhhh... so here's the info we want:

Name: Dark Skies
Game: Team Fortress Classic //not hl!!!
Teams: 2
Style: Rock2
Status: Released
Commented 19 years ago2004-07-30 04:52:00 UTC in vault item: Dark Skies Comment #3059
also you might want to tell us whether it's a mp or sp map.
Commented 19 years ago2004-07-30 03:50:15 UTC in vault item: Loser won't move!!! Comment #3058
The first target of the Gman is 1, while the door is also called 1, this could give problems.
However, since the Gman can't reach the second path_corner, he'll just stop. He won't try to reach that point once he can do, this path_corner thing just doesn't work anymore.
So, instead of doing it this way, you'll need to use a scripted_sequence, with Move to Position set to Walk. Leave the animation options blank as it's only about the moving.
Commented 19 years ago2004-07-30 03:40:45 UTC in vault item: topside_warehouse_room1 Comment #3057
Several entities can be used here. Func_pendulum for example, wich swings back and forth. A func_rotating as you're using right now will rotate around a certain axis (the axis can be defined in it's flags) so these might be usefull here too.

As for fully customisable beams, I don't think that's really possible with brush-based entities. You may want to use an env_beam that uses a func_train as ending point, wich can move around, so that would allow much more customizable patterns. A beam can also be set to fade at one end wich would look better here.

Good luck!
Commented 19 years ago2004-07-30 02:50:40 UTC in vault item: Dark Skies Comment #3056
dude is this a long series of maps or just one? until you answer that i am not downloading it because it is too big for one map.
Commented 19 years ago2004-07-30 02:29:00 UTC in vault item: ka_tournament Comment #3055
thanks...i have certain people like certain maps. I have found that maps do not necesarily need to be complicated and big to be fun. Sometimes the most fun maps for me are just things like aim maps. Although this map was very complicated to make. I was inspired to make this map when I got frustrated from being teamed up on by people when knifing.
Commented 19 years ago2004-07-29 22:24:32 UTC in vault item: New to mapping? Try this... Comment #3054
lol.
Commented 19 years ago2004-07-29 21:39:41 UTC in vault item: Loser won't move!!! Comment #3053
Should be obvous what activated the door.
Commented 19 years ago2004-07-29 20:46:46 UTC in vault item: cs_2fort Comment #3052
Actually I realized that with all the changed textures from the original 2fort, mine actually looks good (if I had used original 2fort textures it didnt loko as good).
Commented 19 years ago2004-07-29 18:04:27 UTC in vault item: Sandyfalls Comment #3051
Comment please!!!
Commented 19 years ago2004-07-29 17:23:59 UTC in vault item: ka_tournament Comment #3050
Well its not my style map but it sounds cool
Commented 19 years ago2004-07-29 17:21:54 UTC in vault item: Space Ship Mini Comment #3049
I didn't see any other "make a working pop machine" maps
Commented 19 years ago2004-07-29 16:59:10 UTC in vault item: LaB101 - Update 1.4 Comment #3048
Iv'e decided to make a kind of white look in the map. I like the LAB textures. actually.. I love them. Thats why im going to just overlay them with a nice white gradient.
Commented 19 years ago2004-07-29 16:46:58 UTC in vault item: LaB101 - Update 1.4 Comment #3047
Oh man :) This really warms my heart. All these suggestions will be tested in hammer and complied, and if any good... It's gonna stay there!!
Commented 19 years ago2004-07-29 16:38:31 UTC in vault item: LoD_mp5_maze Comment #3046
Read all the tutorials. I did.
Commented 19 years ago2004-07-29 16:35:28 UTC in vault item: Reflections 1 Comment #3045
Didnt you already post a reflection tutorial?
Commented 19 years ago2004-07-29 16:18:51 UTC in vault item: New to mapping? Try this... Comment #3044
Not at all, I'm smiling. I like being mean to jerks, it makes me happy standing up to them and showing them to be fools. Weeeeeeeeeeeeeeee!
Commented 19 years ago2004-07-29 15:49:16 UTC in vault item: New to mapping? Try this... Comment #3043
lol, thats not pissed off?
Commented 19 years ago2004-07-29 15:19:35 UTC in vault item: New to mapping? Try this... Comment #3041
(1) What I said expressed to the guy who flamed me that I'm not going anywhere and that he should quit bugging me. Nothing childish in that. His remark was childish, mine was not. Get a clue.

(2) I do not know, nor care, how old you are or pretend to be. It is insignificant to me. You probably consider that statement of fact to be childish too. Guess what, who cares.

(3) What makes you think that by me pointing out YOUR childish and hypocritical behaviour, that I'm somehow "pissed off". It's quite the contrary, I enjoy making loud mouth posers look bad.

(4) And I see you still dont have the balls (or maturity) to admit that you were wrong for accusing me of "posting over and over complaining about gman". Here's an idea, you go away too. Quit acting like everyone respects you when you are a pathetic joke.
Commented 19 years ago2004-07-29 14:43:38 UTC in vault item: LaB101 - Update 1.4 Comment #3040
SD models are missing animations...you'll have to wait for a fixed version, or used Patched HD/LD models.

Architecture is very nice, but walls are empty.
Commented 19 years ago2004-07-29 14:03:50 UTC in vault item: Scientist factory Comment #3039
Well, 4 stars is still the best I've ever had. Thanks everyone.
Commented 19 years ago2004-07-29 09:34:48 UTC in vault item: Reflections 1 Comment #3038
we know.
Commented 19 years ago2004-07-29 09:33:43 UTC in vault item: LoD_mp5_maze Comment #3037
and those are point based lights.
Commented 19 years ago2004-07-29 09:22:28 UTC in vault item: cp_vc_tunnels (Tour of Duty) Comment #3036
nice trees. are they models?
Commented 19 years ago2004-07-29 09:19:21 UTC in vault item: New to mapping? Try this... Comment #3035
umm, no, I just think its childish to say "When you do, go away". Do you even know how old I am?

can a moderator come over here and get rid of all these posts that are involved in this little argument? Please?

P.S. Wow, I really do have a way with pissing people off, lol.
Commented 19 years ago2004-07-29 08:29:33 UTC in vault item: Scientist factory Comment #3034
4 Stars:

-1/2 a star for no screams of agony from the scientists
-1/2 a star for YOU screaming at me to rate/comment! :P
Commented 19 years ago2004-07-29 06:23:01 UTC in vault item: Scientist factory Comment #3033
Ooh. 5 stars. I know the brushwork sucks, but I hardly ever bother with brushwork for compos...the priority is to get it to do what the compo says it should do. I improve brushwork if I have time.
Commented 19 years ago2004-07-29 04:59:35 UTC in vault item: LaB101 - Update 1.4 Comment #3032
I liked the architecture and details. Really nice. Lighting is good too.

However, with gl_wireframe 2 on, I saw a lot of entities still showing up, making me wonder about your VIS-process. You may want to keep entities not too large, otherwise they can spread out over several leafs, making it hard for the engine to determine whether they're visible or not. Often, they are then always rendered, even when they're not in visible leafs...
Commented 19 years ago2004-07-29 04:05:33 UTC in vault item: Space Ship Mini Comment #3031
This doesn't demonstrate anything in particular so has been moved back ;)
Commented 19 years ago2004-07-29 00:48:50 UTC in vault item: Space Ship Mini Comment #3030
It shows an example of textlighting clipping and I think it looks very spaceshipy but oh well. It also shows how to make an working pop machine.
----UPDATE--- Added the rmf
Commented 19 years ago2004-07-28 21:51:22 UTC in vault item: LoD_mp5_maze Comment #3029
There is no texturing and no detail at all.
Commented 19 years ago2004-07-28 20:52:02 UTC in vault item: LoD_mp5_maze Comment #3028
And did you rate it yourself?
Commented 19 years ago2004-07-28 20:51:45 UTC in vault item: LoD_mp5_maze Comment #3027
Uh... are you sure this is for HL? I see hostages in the screenie.
Commented 19 years ago2004-07-28 20:33:42 UTC in vault item: de_xbox Comment #3026
You need to tie your origin brushes to the entity. Highlight the origin brush and the door, for instance, then hit CNTL+T, answer yes when it asks if you want to tie the new object to the existing entity.
Commented 19 years ago2004-07-28 19:19:28 UTC in vault item: LaB101 - Update 1.4 Comment #3025
very nice. 1 flaw though, in the last room, sector 4, (i think) when i look to the left, everything is invisible except the entities! but minus the flaw i give it 4 stars.
Commented 19 years ago2004-07-28 19:14:51 UTC in vault item: LaB101 - Update 1.4 Comment #3024
downloading now... looks cool. did you use 3.5 for the animations?
Commented 19 years ago2004-07-28 18:54:03 UTC in vault item: Scientist factory Comment #3023
GOOD THINGS:
+Liked The Teleportation thingie
+KILL BUTTON!! CRUSH THEM SCI'S!
+CONVEYER BELTS, SLIP & SLIDIE SCI'S!

BAD THINGS:
-BrushWork.

I give it a 4 1/2. but since there is no 4 1/2 stars,
i give it 5.
Commented 19 years ago2004-07-28 17:32:34 UTC in vault item: Space Ship Mini Comment #3022
and why is it in the example maps? what does it show an exaample of?