Commented 20 years ago2004-06-25 21:07:29 UTC
in vault item: ThunderdomeComment #2490
this map sounds similar to one i'm working on (cagematch), and i ran into the same exact problem a while back. if i remember correctly, i thought it was caused by making multiple brushes into one func_ladder. now the entire inside of my gigantic cage is fully climbable all the way around. hmm... or maybe try separating the func_ladders a little bit. you can get my map and see if it's what you're tryin to do. www.freewebs.com/fattymaps gl
Commented 20 years ago2004-06-25 16:29:52 UTC
in vault item: underground_1Comment #2485
...very odd. im surprised theres no invalid solid structures. 1 thing i noticed was that you used more brushes than necassery. for example the back wall had about 10 brushes where it couldve had 1 which covered the whole back wall instead of splitting it to make it match the shape of the wall. remember yuo dont need multiple brushes for a solid that bulges outwards like the cylinder.
Commented 20 years ago2004-06-25 03:43:09 UTC
in vault item: ZeromancerComment #2481
1. I didn't rate my own. 2. It doesn't actually use any textures from it so you can just make a blank hugh_issues.wad. Sorriez about leaving it in, though.
Commented 20 years ago2004-06-25 02:21:53 UTC
in vault item: ThunderdomeComment #2477
sounds like a good idea. but 7th is right; this should be treated as test of your actuall hammer skills rather than a serious map. it will never run well with a lot of players and will most likely lag like buggery. small domes linked by tunnels and doors openable only from the inside could allow for 2v2 set pieces and allow people to choose a challenger if you link domes with multiple tunnels. just a thought
Commented 20 years ago2004-06-24 17:55:47 UTC
in vault item: ThunderdomeComment #2471
The HL func_ladder causes this to happen sometimes. Usually when the player touches the ladder and another surface (like a wall, or another ladder)at the same time. Try tying all 32 brushes into one ladder. I don't know for sure if that will work.
Commented 20 years ago2004-06-24 16:32:13 UTC
in vault item: ThunderdomeComment #2470
Good god. I'm amazed you even got it to work. Half-Life isn't designed for huge maps, nor smooth cylinders. I doubt you'll manage to fix the error. Maybe if you made the ladders wider or something.
Commented 20 years ago2004-06-24 14:11:15 UTC
in vault item: de_bndnd_silosComment #2469
A very small map... but i like your idea. You have a few texture problems and a few clipping problems... but nothing too drastic. The textures are kinda repetative... which makes it kinda boring... Just remember for your next map that the bomb sites should be far enough away that you dont get hurt when the bom goes off if your in the other bombsite...
Commented 20 years ago2004-06-24 11:28:12 UTC
in vault item: TriggersComment #2468
I can't remember why. You have to open or smash something to be able to continue and you can't go through that door. If you're a mapper, why haven't you looked at the map in Hammer?
Commented 20 years ago2004-06-23 15:47:08 UTC
in vault item: de_clifferyComment #2461
Ran it. Interesting collection of HL tricks. Should be used as a sample of what can be done. Other uses would be FY MAP. Don't much like the leaking wall of water. Good collection of interesting stuff for FY map. Too small for DE in my opinion. 2.5 out of 5. good C+ or B-
Commented 20 years ago2004-06-23 15:31:26 UTC
in vault item: de_dust_wireplayComment #2460
Wireplay are a U.K. GSP (game service provider). Check out www.wireplay.co.uk for more info
Anyway, back to the map. Yeah that pillar was a total pain in the arse, I was thinking of replacing it altogether. The texture allignment is just laziness on my part. But having checked some of the most popular maps (dust,dust2,aztec) there are instances of texture misalighnment, just nobody notices (too busy playing I guess!)
Commented 20 years ago2004-06-23 14:13:55 UTC
in vault item: PeepholeComment #2457
texlighting is better. it is lazier cos u dont hav 2 mak a light ent with all ur light brushes, and texlights have the colour settings built in so you dont ahve to change them on every neww ent. trust me, its better.
Commented 20 years ago2004-06-23 09:37:34 UTC
in vault item: de_dust_wireplayComment #2453
Reminds me of de_dust... although your map has a less coherent style it looks good in most area's. Some nice architectural details (the fountain) but also some not-so convinving things (the long pillar before bombspot A). Textures are nice although I think the sand color doesn't really fit. Anyways, looks quite well besides some small things like wrongly aligned brushes (the fountain basement for example). All in all, very promising...
Too bad I don't play CS so I can't say a lot about the gameplay or layout, besides that I think the layout is decent.
Commented 20 years ago2004-06-22 22:43:48 UTC
in vault item: OutdoorsComment #2450
The basic idea is good, but the texturing and brushwork is horrible. The rocks look really bad, and there are no weapons or anything. This might be semi-tolerable as a first map, but it's just blah.
With good looking rocks and redone texturing with better "rooms," this might be good. Plus it needs more objects. Reminds me of another Kill Box
Commented 20 years ago2004-06-22 12:57:28 UTC
in vault item: cs_biggreyboxComment #2446
OK, didn't have time to run with rad and vis. I dont think there is a leak. I have moved this map to uncompleted. I don't work on it anymore due to fundamental size and layout problems when I started it. Here it is just for you viewing please. Later, ALL MUTED.
Commented 20 years ago2004-06-22 03:10:24 UTC
in vault item: ka_sinkholeComment #2439
Looks very cool. I like the very natural feel of it and the rocks shape fits well. Textures suit the map and so does the lighting. And I like how you placed the grenade...
The disadvantage of such terrain however is that movement is blocked now and then. Too bad as it's a good-looking map. Oh, and one other thing: when you place a lot of masked layers (in this case the leafs of the trees) behind each other, fps halves (depending on the amount of layers that overlap each other).
I've just taken a look at your previous maps and wow, you really improve...
Commented 20 years ago2004-06-22 03:08:17 UTC
in vault item: motion_pictureComment #2438
ZHLT.wad comes with Zoner's tools, which you should have if you map. Cstrike can be downloaded at wadfather I think (check the last page) and comes with Cstrike, and if you don't have halflife.wad, you don't have halflife!
gl
btw, snap to grid
www.planethalflife.com/snowwar/
What mod is that?
2. It doesn't actually use any textures from it so you can just make a blank hugh_issues.wad. Sorriez about leaving it in, though.
just a thought
personally, I there's enough dust remakes out there...
Where is hugh_issues.wad?
Anyway, back to the map. Yeah that pillar was a total pain in the arse, I was thinking of replacing it altogether. The texture allignment is just laziness on my part. But having checked some of the most popular maps (dust,dust2,aztec) there are instances of texture misalighnment, just nobody notices (too busy playing I guess!)
Thanks for the comments guys, keep 'em coming
Too bad I don't play CS so I can't say a lot about the gameplay or layout, besides that I think the layout is decent.
With good looking rocks and redone texturing with better "rooms," this might be good. Plus it needs more objects. Reminds me of another Kill Box
It's called a periscope
The disadvantage of such terrain however is that movement is blocked now and then. Too bad as it's a good-looking map. Oh, and one other thing: when you place a lot of masked layers (in this case the leafs of the trees) behind each other, fps halves (depending on the amount of layers that overlap each other).
I've just taken a look at your previous maps and wow, you really improve...
It is a pretty cool concept, though. Nice work!