Comments

Commented 19 years ago2004-06-19 09:20:26 UTC in vault item: de_cliffery Comment #2404
Rated 3/5. Do you want to know what I liked and disliked on this map? Since I see some things that need improvement...
Commented 19 years ago2004-06-19 08:51:38 UTC in vault item: Trigger_Push Function Comment #2403
vox, the momentum that the player carries will cause him to continue in the direction the push thrusted him even after he leaves the push (depending of course on the speed of the push).
Commented 19 years ago2004-06-19 08:45:47 UTC in vault item: Trigger_Push Function Comment #2402
well unless a trigger push works comletely differently in tfc than it does in half-life, what they are saying will not work. 1st you need to have the player drop DOWN... stepping up will do nothing.

what needs to happen for a push to lift a player up is for the player already be in the air (he cant be standing on anything). you CAN use clip brushes for this, but they need to be placed around the push (not in it) so that the player drops off the clip brush and into the push. another way to lift a player with a push is to cut out the floor where the push is and replace it with a func_illusionary. make sure the push extends all the way to the ground so that it will be under the players feet when he drops DOWN into it.

also a push speed of 250 will not lift a player. try at LEAST 800 to 850. and as an aside about clip brushes, they act as invisible walls to players, but they can be shot through.

i might be completely wrong about how pushes work in half-life, but in tfc what i said needs to be done for them to work.
Commented 19 years ago2004-06-19 08:04:47 UTC in vault item: Trigger_Push Function Comment #2401
A clip brush is any world-brush covered with the clip texture. It is invisible in game. In this case you would usr it to make a small invisible step on the ground in the middle of your square. So when the player moves over it, it causes him to step up and that will allow the trigger_push to work.
Commented 19 years ago2004-06-18 22:04:27 UTC in vault item: Office Comment #2400
A few things are wrong here, but they are easily fixed. First, don't use capital letters anywhere in your maps. Next your light needs a name in order to be targetted, for example 'roomlight' is good. Put it in the name property of the light entity. Then you must have something target 'roomlight' in order to activate it. A func_button or a multimanager works nicely for this. Also, ticking the toggle flag of a button means each push of the button turns it on or off, and it stays on or off until the button is pressed again. Hope that helps. It looks like your map will be fun when it's done.
Commented 19 years ago2004-06-18 20:23:22 UTC in vault item: Trigger_Push Function Comment #2399
:o You don't know what a clip brush is? Think of it as an invisible wall.
Commented 19 years ago2004-06-18 20:19:54 UTC in vault item: tower Comment #2398
my name is Jordan too!
Commented 19 years ago2004-06-18 20:17:07 UTC in vault item: Mechanical Stairs Comment #2397
ummm... i put it in C:SierraHalf-Lifevalvemaps and i loaded up HL and it wasn't in the map list can you help?
Commented 19 years ago2004-06-18 18:57:04 UTC in vault item: Trigger_Push Function Comment #2396
I don;t know what a clip brush is
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Commented 19 years ago2004-06-18 17:50:59 UTC in vault item: Trigger_Push Function Comment #2394
Make it taller than the player. And give it a much stronger speed of push...250 plus is a good place to start. The player must jump in order to trigger it. To make him rise automatically, you need to make the player step UP while in the trigger; use a small clip brush on the floor for that.
Commented 19 years ago2004-06-18 17:44:06 UTC in vault item: Trigger_Push Function Comment #2393
Correct me if I am wrong, but I think the trigger_push has to be as long or tall as the distance you want it to push you.
Commented 19 years ago2004-06-18 08:54:07 UTC in vault item: tower Comment #2392
thanks for the comments i will post the update soon as it is my first ever map i made and i cant seem to get the rain tutorial to work and the sky keeps on dissapearing
jordan
Commented 19 years ago2004-06-18 07:59:40 UTC in vault item: Transparent textures not working Comment #2391
Then say alien_grunt... :)

Ask it on the forum, then I'll answer, this ain't the place for things like that.
Commented 19 years ago2004-06-18 03:41:09 UTC in vault item: Temperate Beta Comment #2390
Oh, and the missing rock faces... it wasn't a rock, it was the base of the cut-down tree...

Another thing I just thought of: the explosion radius is pretty large but the explosions themselves are fairly small. You might change them to bigger ones for a more convincing look.

These cars are pretty good made bytheway... :)
Commented 19 years ago2004-06-18 02:50:41 UTC in vault item: Temperate Beta Comment #2389
The grass, I see you're right. Sorry, my fault!
Mhh, I also noticed the bushes have some strange horizontal lines above them, this is due to the texture placement. Move up the texture a pixel or two, or make the func_illusionary a few units lower.

As for glocking paradise, it's true that after a while you'll have to enter the camp in order to get ammo and use the shotgun. Yet the first 6 or 7 soldiers I was able to glock pretty well. Personally I think it's not a fun combat tactique. All you do is kill dumb enemy's from a distance without real challenge. Perhaps that the soldiers on the towers could warn those in the camp as now they look very dumb (oh, half of the camp is dead... let's just keep standing here.. ;)). Now it's just precise shooting and caring for ammo, it could be made more challenging and action-packed, maybe have the player sneak into the base with a shotgun only, so he has to go close range and use silent tactics. Also turn down the shotgun damage a bit, as being killed instantly isn't real fun (for me). Unless you want it to be more realistic, but then at least provide some kevlar... :)

Trees and rocks, I'd say modeling is the way to go. The cliffs and such, there are some tutorials covering different techniques of creating them, search the Snarkpit for some nice ones.
Commented 19 years ago2004-06-18 02:04:33 UTC in vault item: SCIENCE DEMO Comment #2388
ha ha ... ha
Commented 19 years ago2004-06-17 21:41:39 UTC in vault item: Transparent textures not working Comment #2387
i ment the alien grunt duh !
Commented 19 years ago2004-06-17 20:22:10 UTC in vault item: tower Comment #2386
It's a nice map with a lot of weapons and good starting position. a bit odd buttons at elevator:when you make buttons check the flags: dont move & toggle, otherwise it will look kind of strange at most buttons.
It's a good map overall and i give it 4stars.
Commented 19 years ago2004-06-17 20:09:49 UTC in vault item: tower Comment #2385
weeeeiiii im the first!!!!
well i guess i better download the map to then:P
Commented 19 years ago2004-06-17 19:53:35 UTC in vault item: motion_picture Comment #2384
how did you make the pictures into a WAD file and how did you make the pictures?
Commented 19 years ago2004-06-17 19:52:04 UTC in vault item: motion_picture Comment #2383
i need zhtl.WAD where can i get it?
Commented 19 years ago2004-06-17 19:11:02 UTC in vault item: Transparent textures not working Comment #2381
Thats not a part of Half-Life... btw, your supposed to set the render mose to SOLID, not texture.
Commented 19 years ago2004-06-17 18:40:14 UTC in vault item: motion_picture Comment #2380
ummmm...... i don't have any of those WAD files would you mind sending them so i can see it, it looks cool1!!
Commented 19 years ago2004-06-17 17:56:22 UTC in vault item: Sector C Dormitory Comment #2378
Yup. And from decay, If you've had the chance to play that.
Commented 19 years ago2004-06-17 17:19:03 UTC in vault item: Temperate Beta Comment #2377
Also if you look closely in the swamp area, you ARE wading through high grass, about 20 units tall.
Commented 19 years ago2004-06-17 17:13:58 UTC in vault item: Temperate Beta Comment #2376
I agree with most of your opinions except for the glock paradise and the rocks that were missing faces. If you are running in software mode that will happen if there are too many polygons on ANY map. You only get two glock clips, anfind two more later on. over 120 in shotgun ammo, but that's because I didn't want the player to be able to use every weapon yet. I will take in many things that you said. However I have no idea how to make realistic trees or rocks. I can pretty much handle ground terrain, though. Pehaps you could help me out on the trees?
Commented 19 years ago2004-06-17 15:36:51 UTC in vault item: Temperate Beta Comment #2375
I hope that was not too harsh?
Commented 19 years ago2004-06-17 15:33:54 UTC in vault item: Temperate Beta Comment #2374
Concerning the visuals/mood:

Decent visuals although it could've been done better. Nice setting but worked out somewhat blocky. Trees were too straight, models could be a very good solution here. Rocks also were too flat. Some flaws, edges of bushes not lining up with the ground, rocks with seemingly missing faces, all in all rough on the edge. Sill, nice setting, with an especial eye for ambience. The sounds are very well incorporated.

Concerning the technical side:

Trees weren't made entities and so splitted the floor into many faces. Grass was made with masked textures providing an interesting look, although it would've been better when this grass was non-solid (e.g. the player wades trough the high grass). It's something I have done once in a testmap but haven't seen incorporated in another map yet.
Performance is a problem here, r_speeds are ok at first, then jump to about 1000 (fine, but concerning the amount of detail I'd say it's too much). Second map had an average of 2000 wpoly's, wich is pretty bad in a combat-area. Mind vis-blocking techniques and face-reducing methods!
About the climbable leafs, make the func_ladder touch the ground. It's more irritating than puzzling to find that the ladder has to be jumped upon. Besides, jumping onto ladders from close boosts you away from them.

Concerning the gameplay:

Not that hard, just a glock-paradise. No real fun either, just precise aiming from far away, and later a bit of well-timed shotgun blasts. Nothing stunning, rather dumb usage of enemies in fact. No sign of tactics on the enemy's side, and getting killed almost instantaneously by a shotgun can get pretty frustrating after a while.
The first part missed action so would be a good part for some puzzling or more advanced jumping.

Personal opinion:

Nice setting, could definitely be well implemented into a storyline, but still rough on the edges, and some parts probably have to be redone for sake of performance. Combat needs attention too, as well as overall gameplay. Ambience however is well done. Technically also some things to improve on. After all, quite a nice attempt but still lacks certain things.
Commented 19 years ago2004-06-17 15:07:06 UTC in vault item: Temperate Beta Comment #2373
Hey!
realism <> fun. don't forget this!
well, I haven't played it yet.
gonna download it and make my own opinion.
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Commented 19 years ago2004-06-17 13:42:28 UTC in vault item: Transparent textures not working Comment #2371
you know that part of half life where theres a gargantua trapped in a glass case in a lab and you shoot a button and he bangs on the glass and escapes. Theres gotta be a scripted sequence for that,all i realy want thow is a list for more than just the scientist's sequences...i bet i could just guess some ill go try that :)
Commented 19 years ago2004-06-17 13:25:18 UTC in vault item: Transparent textures not working Comment #2370
What about a scripted sequence for a gargantua to bang on glass? I don't understand what you mean.
Commented 19 years ago2004-06-17 13:01:57 UTC in vault item: Office Comment #2369
Il give it 3stars but as blue sad it would be fun with some scientist killing spree!!!(as you might have noticed by now im an big fan of scientist slaugther house and scientist hunt!!!Well nice map would be nice with some glass & doors
Maybe a little larger map:)
Commented 19 years ago2004-06-17 11:40:09 UTC in vault item: Sector C Dormitory Comment #2368
It's on the intro train ride.
Commented 19 years ago2004-06-17 11:38:31 UTC in vault item: Temperate Beta Comment #2367
If someone shot you in the gut with a shotgun would you be almost dead?
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Commented 19 years ago2004-06-16 23:48:29 UTC in vault item: Temperate Beta Comment #2360
LOL must be hard you only have 10 points of Health left!
Commented 19 years ago2004-06-16 23:47:04 UTC in vault item: Door Light Beams Comment #2359
Ahh thanks! I'll check this out when I get home (school atm). Unfortunately I have already shown the project in my english class that I needed this effect for but I might put it in for the public release.
Commented 19 years ago2004-06-16 23:39:54 UTC in vault item: midniteSTREETZ Comment #2358
When you finish this map, please dont let Captain P lay eyes on it, because he will spam you all day long about r_speeds
Commented 19 years ago2004-06-16 23:01:26 UTC in vault item: Temperate Beta Comment #2357
As I already explained in the Zip comment :P
Commented 19 years ago2004-06-16 22:50:38 UTC in vault item: Sector C Dormitory Comment #2356
Sector C dorm, sounds familiar, where's it from. Sounds like vox says it somewhere in Half Life but not sure.
Commented 19 years ago2004-06-16 22:02:12 UTC in vault item: Resettable Explosions Comment #2355
Thanks for the help Slayer A, my brother suggested i make a car that explodes in a multiplayer map... but i didn't just want it to explode once... cause there goes all the fun so... thanks
Commented 19 years ago2004-06-16 20:56:41 UTC in vault item: Transparent textures not working Comment #2354
the scripted sequence for the gargantua to bang on glass???
Commented 19 years ago2004-06-16 20:53:08 UTC in vault item: Resettable Explosions Comment #2353
that would be a fun map if it was a huge room and there were triggerable explosions everywhere on the wall like if the wall was cut up into hundreds of buttons and each triggered an explosion right on it.