Commented 20 years ago2004-07-07 11:11:51 UTC
in vault item: T.S. Eliot - PreludesComment #2617
Because my pc sux. R_speeds are important. I know that it's a poem, but why did he make those maps. There's nothing cool, just a village and some text. Of course I'm critical.
Commented 20 years ago2004-07-07 07:26:20 UTC
in vault item: T.S. Eliot - PreludesComment #2612
What's that supposed to be? I didn't like it at all. It's 10 megabytes big though 5 or less would have been enough. You inlcuded thousands of unnecessary files. The only map files that are required are the .bsp files. You included your savegames and your config file. There is nothing happening at all, basically you're just reading this strange story. The r_speeds are super high. There's no detail at all and the r_speeds in the tunnel with the dripping water are like 1300. You could've done this with 300-400. It was already mentioned that the camera is too slow. Plus, it does, for some reason, move very laggy. I didn't like it.
Commented 20 years ago2004-07-06 19:40:30 UTC
in vault item: T.S. Eliot - PreludesComment #2608
Another warning: Please turn off your computer speakers, the sounds shouldn't be playing. As for the slow part, I forgot to increase the speed of the trains when they went through the slower parts. Sorry all!
Commented 20 years ago2004-07-06 11:39:15 UTC
in vault item: WallClimberComment #2602
He did not gave me a drink, so i shot him!
Use more textures, not just one for one big room. And make the ladders transparant. You can do this by turning them into func_walls, render mode solid, FX amount 255. The add a new brush in front of the ladders and turn these into func_ladders. Give these func_ladders the aaa_trigger texture.
This comment was made on an article that has been deleted.
Commented 20 years ago2004-07-06 10:01:40 UTC
in vault item: Weird DreamsComment #2600
The map was well... Not that scary. I mean, I jumped alittle when the zombie came up, and when hte headcrab jumped out, but thats it. I missed ambient sounds, music, interactivity. The texturing was quite ok (but clearly thats not the focus of this map). I liked the end-scene wiht the exploding wall and the garg-fight - Good job, just make it scarier next time
Commented 20 years ago2004-07-06 03:44:32 UTC
in vault item: ka_killboxComment #2592
its knife so u can explore without getting gayed with guns cause theres some fun things to do.... the gun im holding is in the gunroom uve never seen a gunroom in a ka map? its a bomb site because its a part of the real life killbox trilogy.... the killbox 72 broke so u have to blow it up... use ur imagination
Commented 20 years ago2004-07-05 14:40:50 UTC
in vault item: SiegeComment #2587
how can you make it better? it's hard to say...
i think captain p summarized everything.
firstly, there is no way you can look and see an open map with half it not there and realize that something during your mapping process has gone terribly wrong.
secondly, if i were to turn my flashlight on, would i be able to tell that it is, in fact, shining light? try putting light in the map.
thirdly, sit down and read every damn tutorial on this site.
Commented 20 years ago2004-07-05 14:37:11 UTC
in vault item: The Big Tower of DeathComment #2586
i think it could just be so much better if the gameplay wasn't impossible and you could render at least more than 50% of your vision. last time i looked at the ceiling to my house it was, in fact there, and not hidden in the black void.
Commented 20 years ago2004-07-05 10:32:38 UTC
in vault item: Weird DreamsComment #2582
env_fog Coolfat3459, that's what you use to get atmospheric fog. The fog is by no means amazing looking, not as good as particle effects which are very complicated, just looks good for setting depth.
This comment was made on an article that has been deleted.
Commented 20 years ago2004-07-02 02:28:16 UTC
in vault item: underground_1Comment #2571
Just do a testcompile. As for complexity, no, it's actually a fairly simple map. But it's huge too... I'd say a bit too huge but that's up to you, depends on what you want the map to be off course.
Just a tip: make those lamps entities, e.g. func_wall. Good for the VIS process (those lamps don't really block visibility to other parts of the map, so why let them contribute to the VIS compile time? Nah, you'll learn about that later on), and also avoids face splitting. Not that that's really something to worry about the way you placed them, but when a brush touches another brush, the compile tools split that surface up into 4 part to avoid convex faces. When one of the brushes is an entity, they don't split up. Experiment a bit with that, and use 'gl_wireframe 1' in the console to see the effects.
muzzle>i give it 3stars
R_speeds are important.
I know that it's a poem, but why did he make those maps.
There's nothing cool, just a village and some text.
Of course I'm critical.
I didn't like it at all. It's 10 megabytes big though 5 or less would have been enough.
You inlcuded thousands of unnecessary files. The only map files that are required are the .bsp files.
You included your savegames and your config file.
There is nothing happening at all, basically you're just reading this strange story.
The r_speeds are super high. There's no detail at all and the r_speeds in the tunnel with the dripping water are like 1300.
You could've done this with 300-400.
It was already mentioned that the camera is too slow. Plus, it does, for some reason, move very laggy.
I didn't like it.
Use more textures, not just one for one big room.
And make the ladders transparant. You can do this by turning them into func_walls, render mode solid, FX amount 255. The add a new brush in front of the ladders and turn these into func_ladders. Give these func_ladders the aaa_trigger texture.
I mean, I jumped alittle when the zombie came up, and when hte headcrab jumped out, but thats it.
I missed ambient sounds, music, interactivity.
The texturing was quite ok (but clearly thats not the focus of this map). I liked the end-scene wiht the exploding wall and the garg-fight -
Good job, just make it scarier next time
i think captain p summarized everything.
firstly, there is no way you can look and see an open map with half it not there and realize that something during your mapping process has gone terribly wrong.
secondly, if i were to turn my flashlight on, would i be able to tell that it is, in fact, shining light? try putting light in the map.
thirdly, sit down and read every damn tutorial on this site.
i'm not even going to ask about the fps on this.
Also, the map needs at least one light source. If there is no light source at all, the map will either be full bright or pitch black.
You need to cool down. Comments like "YOUR STUPID" isnt exactly welcommed.
Also, give constructive criticism.
"Got Spirit and sorry to say.. that wasn't very scary." just doesnt do it. Explain 'what could scare me more', 'how to improve', 'what to improve'.
For the map, ill test it tomorrow.
Set it up with an ORIGIN and check the entity guide for Func_tracktrain.
hefsys, I also see the map is full-bright on the screenshot... don't you run RHLAD? Or do you have leaks? Maps really need rad for proper lighting...
Just noclip around in HL levels, you'll understand how it works.
Just a tip: make those lamps entities, e.g. func_wall. Good for the VIS process (those lamps don't really block visibility to other parts of the map, so why let them contribute to the VIS compile time? Nah, you'll learn about that later on), and also avoids face splitting. Not that that's really something to worry about the way you placed them, but when a brush touches another brush, the compile tools split that surface up into 4 part to avoid convex faces. When one of the brushes is an entity, they don't split up. Experiment a bit with that, and use 'gl_wireframe 1' in the console to see the effects.