Commented 20 years ago2004-08-03 14:27:38 UTC
in vault item: Rocket Destruction2Comment #3133
Well in your second comment u hit it right on the letter. I cannot get them to come out, they are supposed to come out like 2 seconds after the guy waves :/ - but thx for the help, I think I know what to do fix it now.
Commented 20 years ago2004-08-03 13:41:14 UTC
in vault item: My RoomComment #3132
OK, it really wasnt worth making this a whole damn mod - its only 1 map. Yes u are obsessed. You've got books and pictures of her all over. And how could u have not made this a rats map! It would be damn awsome with all those details. I hope you will make a rats map out of this (It shouldn't be tooo hard - just gotta select everything and make it bigger. And wtf do you have a sink in your room 4?
Commented 20 years ago2004-08-02 20:54:11 UTC
in vault item: as_goldrushComment #3122
Quite good.
My only complaint was the texture set. I think a more dingy, industrial-ish texture set would make this map look a lot better. The gameplay, however, was pretty good and you offered a range of paths to choose to take, which was nice.
Commented 20 years ago2004-08-02 08:45:18 UTC
in vault item: Rocket Destruction2Comment #3118
As for the scripts top-side, the leader actually comes out and makes his signal. It takes quite a while before the others arrive, though. I guess it's just a bad timing issue, or because the others can't reach their scripted_sequence because someone else is still in their way...
Commented 20 years ago2004-08-02 08:43:25 UTC
in vault item: Rocket Destruction2Comment #3117
The hallways are small, wich can make your goals pretty difficult to achieve, as each grunt needs some space to move... So that's a first thing to mind.
The first three grunts should have the same squad-name, so the others will come when the leader sees you. Also place info_nodes so the grunts know where to move and how to find their way to attack you.
The scripts topside are a bit strange. Often, I became stuck in the func_wall_toggle. Place it a bit further away so players can't get stuck in it anymore. Also, set it's Render Amount to 0, as when you shoot it you see white decals, seemingly in mid-air, wich looks strange off-course. Also, suddenly locking the player in invisible walls isn't a very neat way to let him get ambushed. It feels so 'fake'...
As for the lighting, you should make those small circular lamps entities so they don't split up the ceiling surfaces, wich takes away that strange lighting issue you probably meant...
Commented 20 years ago2004-08-01 02:15:25 UTC
in vault item: LaB101 - Update 1.4Comment #3108
mulle: you shouldn't tie everything to entities as, even if you set them to cast shadows, it'll take longer to compile. Good lighting is more important, though - don't make walls with light streaming through!
Commented 20 years ago2004-07-31 23:29:29 UTC
in vault item: ka_tournamentComment #3107
there are a lot of sliding doors to make you go into the correct teleport. Personly i think teleports are more usful, easier to use then useing multiple triggers for all the doors, but that is your opinion so thanks for the advice. Just so you know you only enter into the tournament through a teleport pretty much. Then doors slide open when you press a button to go onto the next round. I havn't been able to play this with other people...that is why I want the ip of a server that someone is going to put it on!
Commented 20 years ago2004-07-31 22:36:33 UTC
in vault item: Dark SkiesComment #3106
Not sure why the type changed to HL. Last time I checked it was set to TFC.
You cant tell if it's a series of maps or not? You should be able to tell from the description but, if you're new to HL mapping/editing, I can understand not being able to tell.
It is a fairly big file size but, every kilobyte is for a good cause.
Commented 20 years ago2004-07-31 19:55:53 UTC
in vault item: ka_tournamentComment #3105
Not so much as towards teleporting, but from what I hear and vote, we need more close range and kniving maps. It's a good idea, yet sliding doors would be less hassle and more interesting then teleports. Maybe 2 or 3 teleports would be cool...
Commented 20 years ago2004-07-31 18:35:03 UTC
in vault item: de_whiteboyComment #3102
well it is finished but the water entity is not working and therefore it has left a hollow entity with dont really make a differance to the map and so i left :/
Commented 20 years ago2004-07-31 18:06:57 UTC
in vault item: Scientist factoryComment #3100
No, it wasn't mentioned due to lack of time, and space on the results page. I emailed Andy, and he definitely got it. He said he liked it, but it didn't place.
Commented 20 years ago2004-07-31 12:59:51 UTC
in vault item: Rocket Destruction2Comment #3091
Ok, wtf do you think it would be in the problem maps vault for if it has errors? Gee I really dont know! I will do the info player start in soon, ignore the lighting, and look at the damn scripted sequences. please
Commented 20 years ago2004-07-31 10:58:37 UTC
in vault item: LaB101 - Update 1.4Comment #3088
The moominade vending machine has no buttons...
Aside from that, nice additions.
Though r_speeds are a bit high. Probably because you've poured a lot of brushes into one entity, so that it's stretched over multiple leafs, so the engine renders the entity nearly always. I'd suggest using some more and smaller entities.
Commented 20 years ago2004-07-31 10:50:05 UTC
in vault item: Detailing HL TexturesComment #3087
Good one.
Several textures in Half-Life were designed to use across multiple brushes, as can be seen in Half-Life itself. Strangely enough, this is often forgotten about.
Commented 20 years ago2004-07-31 09:32:21 UTC
in vault item: LaB101 - Update 1.4Comment #3086
<Seventh-Monkey> MulleBoy: very nice map <MulleBoy> <Seventh-Monkey> I still really think you should change the textures though <Seventh-Monkey> really nice architecture, but that green colour spoils it a lot <Seventh-Monkey> the spawn room either needs more work or to be shrunk a lot <Seventh-Monkey> and some stuff to do would be good (computers, easter eggs, cool stuff) <Seventh-Monkey> only 4* 'cos've the texturing m'afraid
http://collective.valve-erc.com/index.php?doc=1046839948-87698400
But for the design and creativity when it comes to placing textures i give it a good rate.
btw, are u obsessed by this woman ?
(3/5 starxor!)
Maybe work on the arcitecture. The terrain feels so stiff!
better lightning would also be appriciated.
My only complaint was the texture set. I think a more dingy, industrial-ish texture set would make this map look a lot better. The gameplay, however, was pretty good and you offered a range of paths to choose to take, which was nice.
Unknown scripted_sequence WAVE
plz fix this cuz' i wanna play this map
The first three grunts should have the same squad-name, so the others will come when the leader sees you. Also place info_nodes so the grunts know where to move and how to find their way to attack you.
The scripts topside are a bit strange. Often, I became stuck in the func_wall_toggle. Place it a bit further away so players can't get stuck in it anymore. Also, set it's Render Amount to 0, as when you shoot it you see white decals, seemingly in mid-air, wich looks strange off-course. Also, suddenly locking the player in invisible walls isn't a very neat way to let him get ambushed. It feels so 'fake'...
As for the lighting, you should make those small circular lamps entities so they don't split up the ceiling surfaces, wich takes away that strange lighting issue you probably meant...
You cant tell if it's a series of maps or not? You should be able to tell from the description but, if you're new to HL mapping/editing, I can understand not being able to tell.
It is a fairly big file size but, every kilobyte is for a good cause.
Aside from that, nice additions.
Though r_speeds are a bit high. Probably because you've poured a lot of brushes into one entity, so that it's stretched over multiple leafs, so the engine renders the entity nearly always. I'd suggest using some more and smaller entities.
Several textures in Half-Life were designed to use across multiple brushes, as can be seen in Half-Life itself. Strangely enough, this is often forgotten about.
So, good to point it out, ZombieLoffe.
<MulleBoy>
<Seventh-Monkey> I still really think you should change the textures though
<Seventh-Monkey> really nice architecture, but that green colour spoils it a lot
<Seventh-Monkey> the spawn room either needs more work or to be shrunk a lot
<Seventh-Monkey> and some stuff to do would be good (computers, easter eggs, cool stuff)
<Seventh-Monkey> only 4* 'cos've the texturing m'afraid