Commented 20 years ago2004-07-29 06:23:01 UTC
in vault item: Scientist factoryComment #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 20 years ago2004-07-29 04:59:35 UTC
in vault item: LaB101 - Update 1.4Comment #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 20 years ago2004-07-29 00:48:50 UTC
in vault item: Space Ship MiniComment #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 20 years ago2004-07-28 20:33:42 UTC
in vault item: de_xboxComment #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 20 years ago2004-07-28 19:19:28 UTC
in vault item: LaB101 - Update 1.4Comment #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.
BL, it's nice to see you attempting to act mature for once. But we all know it's cause you're trying to suck up to get to be a mod. But three days of maturity and tollerance does not erase 3 months of ignorance and immaturity.
Now why don't you show some real maturity and appologize for lying and saying I "posted over and over complaining about gman".
Commented 20 years ago2004-07-28 13:29:57 UTC
in vault item: Scientist factoryComment #3013
I'm not much of a brushwork person...I've never really focused on brushwork for competitions. Nice to know that people enjoyed it. The reason I limited it to 5 scientists at a time is because they sometimes got stuck if several were there at once. That conveyor was harder to make than I expected...
I have succesfully made a boat on water...all i did was put the origin on the ocean/lake floor instead of as part of the boat. Just put the origin just above the floor and each times the boat resets it will be on top. I also believe that func_tracktrain requires user controles but func_train does not need it. Just use func_train
Commented 20 years ago2004-07-28 12:51:28 UTC
in vault item: LaB101 - Update 1.4Comment #3011
Ok, a nice little improvement. I noticed one small bug with the keyboard machine that the electronics cart guy was using. Underneath the keyboard there is overlapping textures. But it isn't a major problem. I like all the useless gadgets, but some walls are a bit empty. Look at my 0wnage corridor, all the walls have lots of detail. You should aim for walls not like that, but still very detailed. It may look a bit gay at first but when the players play the map, it will make them more amazed at your detail.
Commented 20 years ago2004-07-28 07:43:06 UTC
in vault item: mls_darkarenaComment #3000
Things shouldn't be outside the grid limit. To solve it without getting your textures all bad aligned, tick the Texture Lock button (in one of the top bars), so it's on, then select all of your brushes and move them to somewhere in the middle of the grid. As for the rotated walls, when you press Shift while rotating you rotate in steps of 15 degrees. Rotating things 90 degrees is the most safe. For slightly rotated walls, it's best to Translate them or use the Vertex Manipulation tool. But that one requires some experience, as it can give quite some errors when you don't truly understand it...
As for the Texture Lump error, I have never heard about that before. Strange...
This comment was made on an article that has been deleted.
Commented 20 years ago2004-07-28 04:46:38 UTC
in vault item: LaB101 - Update 1.4Comment #2992
Okey. I hate the Hl engine sometimes. 4 some ppl it's totally fine. no errors. for som... not. BAH!!! I'LL KILL MYSELF!!! AHHHHHH Paw! ...............................
Commented 20 years ago2004-07-28 04:45:20 UTC
in vault item: LaB101 - Update 1.4Comment #2991
Better. I like the sci and his little electronics cart. The little machine by the pipes is good...but I think there's supposed to be a light in there...looks like there's a brush for one that has a non-lights.rad texture so its dark. Fix that.
The sci by the rail still doesnt lean on it with a SD scientist model.
Commented 20 years ago2004-07-27 21:49:29 UTC
in vault item: Scientist factoryComment #2985
Here's my review:
Gameplay: 5 Stars - It's incredibly fun! Entity use: 5 - Those lasers are amazing. Brushwork use: 3 - The brushwork is a bit simple. Overall: 13/15 - A fun map, shame about the lack of brush detail though.
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...
----UPDATE--- Added the rmf
+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.
Now why don't you show some real maturity and appologize for lying and saying I "posted over and over complaining about gman".
Does the walls have any "useless gadgets" yet?
although the scientist still insistes on doing the moonwalk :/
you got the detail just right, i think.
As for the rotated walls, when you press Shift while rotating you rotate in steps of 15 degrees. Rotating things 90 degrees is the most safe. For slightly rotated walls, it's best to Translate them or use the Vertex Manipulation tool. But that one requires some experience, as it can give quite some errors when you don't truly understand it...
As for the Texture Lump error, I have never heard about that before. Strange...
How did you make the animations repeat?
The sci by the rail still doesnt lean on it with a SD scientist model.
i'd be happy to help you with scripted_sentences,sequences, titlestext,triggers etc.
Gameplay: 5 Stars - It's incredibly fun!
Entity use: 5 - Those lasers are amazing.
Brushwork use: 3 - The brushwork is a bit simple.
Overall: 13/15 - A fun map, shame about the lack of brush detail though.