Comments

Commented 20 years ago2004-07-07 17:29:07 UTC in vault item: cpl_conceled_01 Comment #2622
you should include de_airstrip.wad. I can't run the map without those textures (and i'm not going to look for them on net).
Commented 20 years ago2004-07-07 16:47:00 UTC in vault item: The Playtest Comment #2621
I played it through, I like the end sequence, very well put together -- I'm pretty useless with scripting
Commented 20 years ago2004-07-07 16:40:54 UTC in vault item: ka_killbox Comment #2620
theres a gun room in more than half the ka maps out there
Commented 20 years ago2004-07-07 15:46:21 UTC in vault item: Spellbinder - The Summoning Tower Comment #2619
i did as the sign said and was the first to comment.

muzzle>i give it 3stars
Commented 20 years ago2004-07-07 12:50:48 UTC in vault item: ka_killbox Comment #2618
Guns in ka maps are pretty annoying, Guns in pistol maps, I can do, but not in a knife arena
Commented 20 years ago2004-07-07 11:11:51 UTC in vault item: T.S. Eliot - Preludes Comment #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 07:48:52 UTC in vault item: T.S. Eliot - Preludes Comment #2616
why are yuo looking at the r_speeds in someones mod anyway?
Commented 20 years ago2004-07-07 07:48:17 UTC in vault item: T.S. Eliot - Preludes Comment #2615
its a poem by ts eliot dumbass. he said that at the start. dude, your so critical
Commented 20 years ago2004-07-07 07:26:49 UTC in vault item: T.S. Eliot - Preludes Comment #2613
Why did it double post?
Commented 20 years ago2004-07-07 07:26:20 UTC in vault item: T.S. Eliot - Preludes Comment #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 ago2004-07-07 06:10:49 UTC in vault item: T.S. Eliot - Preludes Comment #2610
You don't need Spirit. The dll's are included.
Commented 20 years ago2004-07-07 05:50:11 UTC in vault item: T.S. Eliot - Preludes Comment #2609
i do not have spirit installed
Commented 20 years ago2004-07-06 19:40:30 UTC in vault item: T.S. Eliot - Preludes Comment #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 15:16:24 UTC in vault item: T.S. Eliot - Preludes Comment #2607
and the sounds were too loud
Commented 20 years ago2004-07-06 14:55:05 UTC in vault item: T.S. Eliot - Preludes Comment #2606
It was good, but alittle slow...
Commented 20 years ago2004-07-06 14:26:35 UTC in vault item: WallClimber Comment #2605
Make the brush with texture Func_wall (press ctrl+t) then choose Render Mode: solid, and render amt: 255.
Commented 20 years ago2004-07-06 13:16:37 UTC in vault item: WallClimber Comment #2604
There are some leaks in this level too.
Commented 20 years ago2004-07-06 12:31:09 UTC in vault item: WallClimber Comment #2603
wha my ladders have two parts the func_ladder and a brushe with texture
Commented 20 years ago2004-07-06 11:39:15 UTC in vault item: WallClimber Comment #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 Dreams Comment #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 09:59:48 UTC in vault item: The Playtest Comment #2599
From the pic I'd say that the architecture and design of the place looks pretty sound -- Just downloading it
Commented 20 years ago2004-07-06 09:14:10 UTC in vault item: T.S. Eliot - Preludes Comment #2598
amazing. truly amazing. 5 stars
Commented 20 years ago2004-07-06 09:04:34 UTC in vault item: T.S. Eliot - Preludes Comment #2597
Yes sorry about that everyone. Preludes.wad is included in the zip, you just need to move it.
Commented 20 years ago2004-07-06 08:37:56 UTC in vault item: T.S. Eliot - Preludes Comment #2596
Hmm got it. The zip file placed preludes.wad in the Half-Life root directory, instead of preludes directory.
Commented 20 years ago2004-07-06 08:33:41 UTC in vault item: T.S. Eliot - Preludes Comment #2595
Erm, need preludes.wad :
Commented 20 years ago2004-07-06 07:20:14 UTC in vault item: T.S. Eliot - Preludes Comment #2594
I liked it, hope to see more like this in the future.
Commented 20 years ago2004-07-06 04:14:52 UTC in vault item: T.S. Eliot - Preludes Comment #2593
Thanks goes out to jaardsi who is hosting this mod!
Commented 20 years ago2004-07-06 03:44:32 UTC in vault item: ka_killbox Comment #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 ago2004-07-06 03:11:24 UTC in vault item: Zeromancer Comment #2591
Thanks Captain, I'm thinking of scrapping the officey thing (at least for this map) as it really doesn't fit. :)
Commented 20 years ago2004-07-06 01:24:46 UTC in vault item: ka_killbox Comment #2590
whats with the gun in one screenshot?
Commented 20 years ago2004-07-06 00:49:48 UTC in vault item: ka_killbox Comment #2589
From the screenshots it looks huge to be a knife arena, dont know why your holinfg a c4
Commented 20 years ago2004-07-05 14:47:51 UTC in vault item: Dust Race 2003 Comment #2588
just from the screenie alone it looks excellent. i'll try it when i get my comptuer back
Commented 20 years ago2004-07-05 14:40:50 UTC in vault item: Siege Comment #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 Death Comment #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.

i'm not even going to ask about the fps on this.
Commented 20 years ago2004-07-05 14:32:27 UTC in vault item: fy_wildsnow Comment #2585
yay! another fy map! i was running out of them at my last LAN party. I guess 80 isn't enought to keep 8 people content
This comment was made on an article that has been deleted.
Commented 20 years ago2004-07-05 10:37:54 UTC in vault item: de_dust_wireplay Comment #2583
Personally I can no longer stand anything to do with de_dust 1 + 2, anything dust, dust textures etc.
Commented 20 years ago2004-07-05 10:32:38 UTC in vault item: Weird Dreams Comment #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 ago2004-07-04 13:13:39 UTC in vault item: My map with leaks Comment #2580
Here's a version with "RED"-textured boxes highlighting the problems.
Commented 20 years ago2004-07-04 12:29:08 UTC in vault item: Multi-Level Elevators Comment #2579
Very nice.
Commented 20 years ago2004-07-04 07:26:18 UTC in vault item: Topside Comment #2578
RHLAD? Whats that? ;P J/K

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.
Commented 20 years ago2004-07-03 19:55:27 UTC in vault item: Weird Dreams Comment #2577
Coolfat, wcdude, anonymous, unknown :
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.
Commented 20 years ago2004-07-03 08:40:14 UTC in vault item: Weird Dreams Comment #2576
Yeah?! Well your stupid! Bwah!
Commented 20 years ago2004-07-02 21:54:56 UTC in vault item: Boat in water (func_traintrack) Comment #2575
Your func_tracktrain doesn't have an ORIGIN brush.
Set it up with an ORIGIN and check the entity guide for Func_tracktrain.
Commented 20 years ago2004-07-02 17:53:17 UTC in vault item: Topside Comment #2574
True, ministeve.

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...
Commented 20 years ago2004-07-02 08:00:56 UTC in vault item: Topside Comment #2573
btw, if youre updting a map, overwrite the old one!
Commented 20 years ago2004-07-02 06:19:13 UTC in vault item: Topside Comment #2572
Splitting up into multiple levels is useless here, as multiple maps aren't rendered at the same time. You're either in one or another level...

Just noclip around in HL levels, you'll understand how it works.
Commented 20 years ago2004-07-02 02:28:16 UTC in vault item: underground_1 Comment #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.