did you look under the water? i've never tried to make a boat on water, because i've been told it's impossible as the moving entity cannot rest on top of the water entity, it's simply not possible. what i would advise you to try, is to use an animated texture for the water (www.google.com)and simply clip the sides of the boat so the player can't leave until he get's to the "shore"
Commented 20 years ago2004-07-18 06:34:58 UTC
in vault item: Bowling ProblemsComment #2766
hahahah, this looks promising, i like this map already =) try using a clip brush to stop the player walking onto the lane. and strip the player of his guns, so he can't shoot the pins.
Commented 20 years ago2004-07-18 06:32:29 UTC
in vault item: Overhead doorComment #2764
you want the door to go up? then down, tied to a button? have you thought of using a func_door? tick the reletive flags and create a button that targets the door. this really isn't that hard.
This comment was made on an article that has been deleted.
Commented 20 years ago2004-07-17 23:37:46 UTC
in vault item: de_dust_tjk_beta_1Comment #2760
Why is teh screen of an error message? It helps to post an in-game shot so I know it actually works and I dont waste 5 minutes of my life on a non-working map.
This comment was made on an article that has been deleted.
Commented 20 years ago2004-07-17 16:22:46 UTC
in vault item: fy_GanjaFarmComment #2755
dam i like your maps but where can i get the WADs for 'em or maybe you could send them to me i could use as many WADs as i can . < mail> >>>> austra@sbcglobal.net <<<<
My suggestion is to delete this map from here. Then read some tutorials on this site for tips and suggestions. Start with the 'In the beginning' series of tutorials. It will show you much of what you have done wrong.
Commented 20 years ago2004-07-17 11:21:36 UTC
in vault item: Monster (Tour of Duty)Comment #2753
It wouldn't compile for me, but here's a screenshot of the map in hammer. My advice is to delete this mapvault entry, fix the problems and re-submit it.
This comment was made on an article that has been deleted.
lol when i've taken antidote it stopped taking damage after 4 secs, thats not finished map to play actualy. I've need to texture it, add better lighting fix boxes and scientcist AND add a text msg so that you know what to do (something like: A button. But how can i acctivate it?) i'll add another sectiosn of that map or just make onother (continuations). I'll repeat THATS NOT version for map for ratings. Thats a PROBLEM map. Wait ti'll i'm done, textures are crap i'm still looking for some cool ones on net (and don't rate, you can actually tell me what to fix. )
Commented 20 years ago2004-07-17 06:50:18 UTC
in vault item: Defcon 1Comment #2749
you should change the cyclinder from white to another colour though cos it look s as if you just forgot to texture them and notihng in the real world is that white really, for long neway
Commented 20 years ago2004-07-17 00:23:54 UTC
in vault item: Defcon 1Comment #2747
You know, I never thought of putting some tunnels in there. That's a pretty good idea. I was considering getting rid of the whole train idea but I didn't want it to just have a wall going all the way around. As far as the white cylinders, they're fuel containers like the ones you see in the fuel room. Just simulating how the rockets get fuel delivered to them. Anyways, thanks for the tunnel tip. If I get enough feedback i'd definitely consider putting that in.
That map is crap. It took me about an hour to figure out how to get into the water room. And whats up with the constant damage? I picked up the antidote, but I was still being damaged. This map really sucks! I would give it 0/5, but 1/5 is the min.
Commented 20 years ago2004-07-16 19:44:37 UTC
in vault item: Defcon 1Comment #2745
i think this is a very good map for a first attempt it has good texturin (mostly) active environment but the train area, there are white cylinders there , why? it doesnt fit the rest of the map, and the train track goes to nowhere, if u put a tunnel at each end but just make it a wall lookin like a tunnel with maybe no light it could look better but still a good first map
Commented 20 years ago2004-07-16 17:03:05 UTC
in vault item: Hostile TakeoverComment #2743
Someone suggested I get more involved with TWHL. Ok, I will. Well where should I begin? How about the beginning. The fade ins take way to long, just let me play, especially since the map is so short. Who wants to spend a fifth of the time it takes to complete this tiny map in complete darkness. The computers and the entire room for that matter look like crap. Just a big block with identical computers cycling through the identical animating textures at the same exact time. Theres no detail anywhere in the map that I could see. Just basic blocks with poorly alligned textures on them (like on that sign by the sparking door and many other places.) The slanting texture on the walls of the ramp looks rediculous. Learn to apply textures.
Those cylinders with the gray glass that do nothing look awful. I dont even know where to start with them. So I'll just say the look terrible. That whole room looks way too repetitive and boring. The whole map was boring for that matter. What is there to do in it? You walk down 2 hallways and a through a room, see some stupid looking puff of smoke, and shoot a few sollys and one monster. Big deal. Since the whole map looks like it took you 10 minutes to make, I suggest starting over, AFTER you read the beginning tuts here and learning how to make something other than boxes and a cylender.
Very poor attempt at a hl map. I'd give zero stars, but the lowest I'm allowed to give is 1.
Commented 20 years ago2004-07-15 18:40:37 UTC
in vault item: Monster (Tour of Duty)Comment #2729
from the .map i see the following:
deathmatch map. al arge tube with a mouth at the bottom. players start on platforms around the mouth. some players start directly over the mouth. you fall into the mouth and land in acid which kill you. uneccasery null texturing on faces you dont see, a skybox around the map with (for some reason) null texturing on inside faces. very messy brushwork. for osme reason you used a trigger multiple to target the gibshooters rather than just a trigger_ato. you seem to have complied it with the honda_1.wad which i think is a hlrally wad. i dont relaly know what to say...
i've never tried to make a boat on water, because i've been told it's impossible as the moving entity cannot rest on top of the water entity, it's simply not possible. what i would advise you to try, is to use an animated texture for the water (www.google.com)and simply clip the sides of the boat so the player can't leave until he get's to the "shore"
try using a clip brush to stop the player walking onto the lane.
and strip the player of his guns, so he can't shoot the pins.
have you thought of using a func_door? tick the reletive flags and create a button that targets the door.
this really isn't that hard.
but you have only used like 5 textures for it all, try to use a few more textures
but other wise good map
and notihng in the real world is that white really, for long neway
it has good texturin (mostly)
active environment
but the train area, there are white cylinders there , why? it doesnt fit the rest of the map, and the train track goes to nowhere, if u put a tunnel at each end but just make it a wall lookin like a tunnel with maybe no light it could look better
but still a good first map
Theres no detail anywhere in the map that I could see. Just basic blocks with poorly alligned textures on them (like on that sign by the sparking door and many other places.) The slanting texture on the walls of the ramp looks rediculous. Learn to apply textures.
Those cylinders with the gray glass that do nothing look awful. I dont even know where to start with them. So I'll just say the look terrible. That whole room looks way too repetitive and boring. The whole map was boring for that matter. What is there to do in it? You walk down 2 hallways and a through a room, see some stupid looking puff of smoke, and shoot a few sollys and one monster. Big deal.
Since the whole map looks like it took you 10 minutes to make, I suggest starting over, AFTER you read the beginning tuts here and learning how to make something other than boxes and a cylender.
Very poor attempt at a hl map. I'd give zero stars, but the lowest I'm allowed to give is 1.
deathmatch map. al arge tube with a mouth at the bottom. players start on platforms around the mouth. some players start directly over the mouth. you fall into the mouth and land in acid which kill you. uneccasery null texturing on faces you dont see, a skybox around the map with (for some reason) null texturing on inside faces. very messy brushwork. for osme reason you used a trigger multiple to target the gibshooters rather than just a trigger_ato. you seem to have complied it with the honda_1.wad which i think is a hlrally wad. i dont relaly know what to say...
btw, dont give out the .map unless you want other people to be able to edit it! you only need the bsp! ill rate it in a minute
Keep up the good work!