Silent Gunz: I never claimed I said: "encouraging a noob is ok". What I asked was: "Didn't I SUGGEST that encouraging noobs is ok?" And in my opinion, the quote you used DOES suggest that I have no problem with encouraging noobs.
So I say it again. Please try and read more carefully, and quit putting words in my mouth.
Commented 20 years ago2004-07-26 18:41:36 UTC
in vault item: StarshiptroopersComment #2921
Maybe a little more attention to detail would have help this map dramaticly, maybe make an actual path for the player to follow while shooting Arachnides. Also, "Starship Troopers" is set on a desert planet, not one with grass. Good models though, are they yours? If not, credit that who made them as ministeve has already said. Keep the maps comming!
Commented 20 years ago2004-07-26 18:08:57 UTC
in vault item: DeepComment #2915
Hey this was really good, I saw that guy getting dragged under after the elevator door opened and was expecting something to happen, preety creey. Should have made a monster an some cool noises in that water!
lol, prickly_pimple, i am just going to give you the advice of wording better. When you first read it, u get the impression of what Silentgunz is saying.
Quote : "Or that because he used a monster_maker, the closet suddenly became an awsome map deserving 4 out of 5 stars?"
LOL, cracked me up there because its completely true!
Commented 20 years ago2004-07-26 15:57:06 UTC
in vault item: Terrain TestComment #2911
Just practice. For this, I created a big brush and clipped it into little individual blocks of 8x8 units, then clipped those into triangles. Then, grouped each little row and sheared them at different angles, then messed with the vertexes in front view, and then messed with their posisition in the top view.
Pop open the RMF and you can see whats left of the triangles after VM.
Why do some people here not understand English? Where did I say he should quit mapping? Didn't I say it was a good start? Didn't I suggest in my first post that encouraging noobs is ok? What I took issue with was rating this tiny pointless map 4 out of five stars.
Haven't people been complaining about the vault getting spammed full of junk? Well when the mapper or another noob sees that this map gets 4 stars, he probably thinks: "Nice! That map almost got a perfect 5 stars! I can post something like that and I'll get great ratings too/again!" Then even more noobs are putting their one room first maps here.
Instead of telling me to calm down and take it easy on the guy (when I am calm, have said nothing nasty to the mapper, and am trying to help fix a problem here), you should be telling the mapper: "hey nice job on your first map, but you should really move it to the unfinished section where it belongs".
Please read more carefully before you suggest I'm upset and I told someone to quit mapping.
Commented 20 years ago2004-07-26 09:01:07 UTC
in vault item: SandyfallsComment #2900
And another note: the scripting isn't completely failsafe. For example, when the player rushes towards the zombie carrying the barney, the door closes before the zombie has gone through, so he moves through the door. Looks kinda odd. Also, the zombie breaking the door can't be killed when he does so, he dies only after his script. You may want to block the player from getting to them before their script ends.
Commented 20 years ago2004-07-26 08:56:22 UTC
in vault item: SandyfallsComment #2899
Looks nice, good scripting. You really show potential. A bit too much scripting for such a small level, but it's sure a good start.
Just a tip... brushes that touch other brushes split up faces, type gl_wireframe 1 in the console (when you run in OpenGL mode, in software mode you can use r_drawflat 1) and see what I mean. This happens with the light cables for example. You should turn these cables into func_walls so they don't split up faces. Your r_speeds are good, so it's not necessary, but it just leaves you with a bit more room for detail when you do, polygon budgetwise spoken. Also, this func_walling of small brushes will speed up the VIS process.
Commented 20 years ago2004-07-26 06:29:38 UTC
in vault item: AbandonedComment #2891
Yes, this is worth more than just 3 stars. Again, I think we have a too rough rating system. 5 stars would be a bit too high but 4 would be too low. Well, anyway, concerning the goal of this map off course.
Looks good, the machine looks indeed as if it belongs there and has a purpose, probably some tin-can packaging or such. The athmosphere could've been a bit stronger with some more sounds, and those spark sounds get a bit annoying. However, the map looks decent, I like how you used the space, it's all pretty close on each other and nicely connected. The darnkness in the map however makes the detail hard to see, so a bit more (subtle) lighting would've done your map much good.
Heh, and I like that comment in your readme... Thanks!
So what are you saying, I was too hard on him? Or that because he used a monster_maker, the closet suddenly became an awesome map deserving 4 out of 5 stars? I don't understand what you're saying.
Commented 20 years ago2004-07-26 04:54:46 UTC
in vault item: SandyfallsComment #2887
Thanks guys, i appreciate everyone saying good things about my work. Thanks to Trapt as well for pointing out some o fhte texture work that needs to be done and fixed up. Thanks again.
What did I say that was harsh or untrue? Is this really a 4 star completed map? No. Is it the size of a closet? Yes. Did he fill the closet with prefabs? Yes. Did I compliment him and say it was a good start? Yes. Is the map far from what any reasonable gamer would call complete? Yes.
And I didn't say anything mean to him, I said rating a closet full of prefabs 4 stars is rediculous... cut ME some slack.
This is an outrage!
something has to be done!
I see that something is being done, in that todo thread, but for now, people like you prick ly_pimple should be quiet!
I'm new, have some respect!
give us another vault to put our new stuff in, because no one looks at the unfinished stuff bin.
I guess I am an Agent of you g-man. what shall I do?
So I say it again. Please try and read more carefully, and quit putting words in my mouth.
Good models though, are they yours? If not, credit that who made them as ministeve has already said. Keep the maps comming!
Quote : "Or that because he used a monster_maker, the closet suddenly became an awsome map deserving 4 out of 5 stars?"
LOL, cracked me up there because its completely true!
Pop open the RMF and you can see whats left of the triangles after VM.
but when i use vertex manip they usually suck?? how the hell did you do that????? ...
i can just put slight bumps in my cliffs, but you... HOW??
Quote: "Encouraging a noob is one thing, but rating this map 4 stars is rediculous."
Haven't people been complaining about the vault getting spammed full of junk? Well when the mapper or another noob sees that this map gets 4 stars, he probably thinks: "Nice! That map almost got a perfect 5 stars! I can post something like that and I'll get great ratings too/again!" Then even more noobs are putting their one room first maps here.
Instead of telling me to calm down and take it easy on the guy (when I am calm, have said nothing nasty to the mapper, and am trying to help fix a problem here), you should be telling the mapper: "hey nice job on your first map, but you should really move it to the unfinished section where it belongs".
Please read more carefully before you suggest I'm upset and I told someone to quit mapping.
Just a tip... brushes that touch other brushes split up faces, type gl_wireframe 1 in the console (when you run in OpenGL mode, in software mode you can use r_drawflat 1) and see what I mean. This happens with the light cables for example. You should turn these cables into func_walls so they don't split up faces.
Your r_speeds are good, so it's not necessary, but it just leaves you with a bit more room for detail when you do, polygon budgetwise spoken. Also, this func_walling of small brushes will speed up the VIS process.
No-one's first map's gunna be brilliant. It wasn't that great an idea on his part to post it, but hey. Calm down, and let him keep mapping.
- So so dark.
Looks good, the machine looks indeed as if it belongs there and has a purpose, probably some tin-can packaging or such. The athmosphere could've been a bit stronger with some more sounds, and those spark sounds get a bit annoying. However, the map looks decent, I like how you used the space, it's all pretty close on each other and nicely connected. The darnkness in the map however makes the detail hard to see, so a bit more (subtle) lighting would've done your map much good.
Heh, and I like that comment in your readme... Thanks!
And I didn't say anything mean to him, I said rating a closet full of prefabs 4 stars is rediculous... cut ME some slack.