Comments

Commented 19 years ago2004-06-08 04:36:46 UTC in vault item: BeamWall Comment #2240
Nicely done. Works well.

Although I think thinner, more subtle lasers look better. But that's up to you.
Commented 19 years ago2004-06-08 03:22:29 UTC in vault item: BeamWall Comment #2239
The env_beams can be placed anywhere as long as they're inside the map. Only the position of their start and end points decides where the beam shows up.
Commented 19 years ago2004-06-08 02:40:46 UTC in vault item: BeamWall Comment #2238
That doesn;t explain how to organize them so I caan continue working on my map. Can the be OUTSIDE the walls in the map? I can place them on the respective side that the cell is on.
Commented 19 years ago2004-06-08 02:29:25 UTC in vault item: BeamWall Comment #2237
Creating a texture that looks like a laser wall... :)

If you stick to beams, you have to create 24 env_beams. Believe me, 24 entities is few. In some occasions, I use well over a 100, sometimes nearly 200. And I know of people that like to use even more (for even more complex situations).
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Commented 19 years ago2004-06-07 18:39:34 UTC in vault item: cs_canyon_lab Comment #2235
Come on you're using an engine from 1999, don't expect too much power from it.
Commented 19 years ago2004-06-07 18:34:33 UTC in vault item: midniteSTREETZ Comment #2234
I think you have to stay 512 units away from the very edge of the grid. And their is a limit to how big rooms, hl hates large open spaces. By the way, the map isn't a model, its a bsp.
Commented 19 years ago2004-06-07 18:16:00 UTC in vault item: cs_aztec2 Comment #2233
I also was trying to experiment with env_fade to create some lightning strikes, but I wasnt able to do it. I need to go over to VERC and see if I can find a nice tutorial to explain it to me.
Commented 19 years ago2004-06-07 18:13:32 UTC in vault item: cs_aztec2 Comment #2232
Sorry bout that, wasnt aware that there was a cs_aztec already created. But cs_babylon would not be fitting as the real Babylonian empire was in the Middle East, not in a rain forest. So I'll have to think of a new name for it.

I was having some trouble with my water though Captain P, so I could not get it to actually become a real water entity to make it clear and match the waterfall. Whenever I tried to tie it to become an entity it would literally flood my entire map.

That noise you heard was supposed to be cicadas chirping but I never got around to taking them out.

The Simple Architecture was just my inexperience at mapping, and definitely could be fixed I know that. Once I actually become more experience in creating life-like architecture the maps should look more real.

But also the simple architecture goes well with the theme, as the name suggests, the people who created it were Aztec. They created real simple, blocky structures, so that could play into it.

Thanks for your comments guys
Commented 19 years ago2004-06-07 17:46:52 UTC in vault item: aim_best_hangar Comment #2231
true true. I think a map is good as long as its fun and doent hurt your eyes like a bright lit map. But its also important that it looks good too, as to imerse the player. I always beta test with frends, and they give me advice which makes my maps a whole lot better.
Commented 19 years ago2004-06-07 14:59:59 UTC in vault item: cs_canyon_lab Comment #2230
or get modelled rocks....
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Commented 19 years ago2004-06-07 00:27:47 UTC in vault item: murmuring_cathedral Comment #2228
I agree with Strider. Dark maps aren't much for Deathmatch. Doom3 will be using extremely dark maps for deathmatch, but thats just how Doom3 is, it relies on darkness. Not so for Half-Life, at least not completely. Dark places now and then are nice, but for an entire map, no-go.
Commented 19 years ago2004-06-06 18:18:04 UTC in vault item: motion_picture Comment #2227
That's original! I like that :)
Commented 19 years ago2004-06-06 18:09:02 UTC in vault item: de_sahara Comment #2226
WOW!that looks amazing!Nice Job. Send it off to the cs team, i think you'll have a chance
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Commented 19 years ago2004-06-06 15:31:59 UTC in vault item: cs_aztec2 Comment #2221
I didn't mention some flaws like the difference in color between the waterfall and the real water, and the sometimes too loud sounds that stop quite abrupt. Little things you have to mind when creating a map, things that rely more on common sense than technical knowledge.

I just thought that might be worth an extra comment... :)
Commented 19 years ago2004-06-06 15:28:24 UTC in vault item: cs_aztec2 Comment #2220
Mmh. Not that really good-looking. Too simple architecture, overall too much large surfaces without detail. The buildings seem to tall, some buildings have no side, only a front wich makes them look very fake. The stairs don't look that good (they're no stairs in fact) and they're too steep, I fell down on them instead of walking down. Lighting ain't special too. The red lights didn't fit in the environment. Oh, and those endless long crawlspaces... they're very slow to move trough, wich makes me really hate them...

The rumbling on the background was nice but since I saw no lighting it made it look a bit faked. The real aztec did better... :) However, I liked the torches, they fit within the theme very nicely.

Overall, the map looks too basic, it lacks finesse. But, it's your first map after all. Not a too bad attempt concidering that.
Commented 19 years ago2004-06-06 14:43:40 UTC in vault item: cs_aztec2 Comment #2219
300th map. congrats.
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Commented 19 years ago2004-06-06 04:37:13 UTC in vault item: The Lobby Comment #2217
i mirrord the whole level underneat hte floor, the floor is a func wall wiht glas render settings
Commented 19 years ago2004-06-06 04:22:57 UTC in vault item: cs_aztec2 Comment #2216
well, map is huge, and to complicated (for me).water looks really bad. there could be more sounds, like burning torches, runing water, etc. besides there is map called cs_aztec already, you should call it cs_babylon (reminds me more babylon than aztec :).in some places architecture is very simple, reapetitive textures, there are lot of similar places (i've got lost).besides i hated those long red small tunels :(...after all there are some nice places, next time make smaller map with more details, less cubic. ***
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Commented 19 years ago2004-06-05 22:16:33 UTC in vault item: crate_land Comment #2214
Needs more variety, jsut crates is just boring. Nice try tho
Commented 19 years ago2004-06-05 06:29:12 UTC in vault item: Bunkers Comment #2213
The rocks look fake indeed. There's no rock that extends beyond a certain distance, they look like a cardboard decor.
The bunkers looked a it capped of, the shape didn't really remind me of a bunker. Play around MOHAA and lool at their bunkers.

Oh, little thing: a player can get behind these ammo crates but he can't get back up. Maybe a clip-brush comes in handy there? :)
Commented 19 years ago2004-06-05 03:04:49 UTC in vault item: Bunkers Comment #2212
those rocks are hilarious. they look like cardboard cut outs:P

you will need ot go do some vertex manipulation to do rocks. there are serval ways you can do that.
Commented 19 years ago2004-06-04 16:49:23 UTC in vault item: crate_land Comment #2211
"This is my very first map... EVER!" Compared to what skill that I've gone down? This is my first map!
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Commented 19 years ago2004-06-04 12:54:16 UTC in vault item: motion_picture Comment #2209
im thinking about making a really nice one for my upcomming map... it will be alot more accurate in frame rate and the quality of the pics will be better
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Commented 19 years ago2004-06-04 02:13:10 UTC in vault item: motion_picture Comment #2206
that was coooooooooool.... good stuff - i think it wouldve looked a bit better if it the spun a bit faster. but still cool and mad animation :D :D :D
Commented 19 years ago2004-06-04 01:47:12 UTC in vault item: motion_picture Comment #2205
Funny idea indeed!
Commented 19 years ago2004-06-04 00:34:57 UTC in vault item: motion_picture Comment #2204
attempt? damn my spelling
Commented 19 years ago2004-06-03 19:09:30 UTC in vault item: Leak in glockmap Comment #2203
Very nice map especially for a beginner. There were several things wrong besides the leak. BTW, the leaks were at the top of each corner of the bottom section. Just extending those walls a little further fixed it. Always do a check for problems (Alt+P) in your map. When you see "func_xxxx is empty" you need to click 'go to error', then close the check for problems box, put your cursor over any of the 2-D windows and hit your delete key. Do this for each empty func_. Your skyname in map properties was causing problems, I removed it for now. It was probably just an invalid skyname. And lastly, your info player start was inside a wall. I moved it down to the floor. See the attached map containing all the fixes.
Commented 19 years ago2004-06-03 18:33:25 UTC in vault item: Leak in glockmap Comment #2202
who voted on a problem map?
Commented 19 years ago2004-06-03 15:22:13 UTC in vault item: aim_best_hangar Comment #2201
well. most players arnt mappers you know. we look different at a map then they do
Commented 19 years ago2004-06-03 13:46:34 UTC in vault item: aim_best_hangar Comment #2200
So it was fun to play? That's good. An important thing.

Technically however... well, you know it I guess.
Commented 19 years ago2004-06-03 11:48:07 UTC in vault item: aim_best_hangar Comment #2199
Well, I did. I have put up my own server. (with bad pings 200-300) for 14 people. One friend of my played against me and within the next 10 mins the server was full. Even with these bad pings, the players still stayed on my server so I guessed that the map was a good one. Guess I was rong big time. :(
Commented 19 years ago2004-06-03 06:02:16 UTC in vault item: Leak in glockmap Comment #2198
Those leaks can be two things:

1.) The entities are located outside of the map: in the void. Put them back in the map.

2.) They could be telling you where the leak starts. Compile you map and type 'pointfile' in the console. White dots appear on your map. Follow those dots. Whenever it intersects a brush there is a leak. Patch em up! Take a look at http://www.slackiller.com/tommy14/errors.htm which will be a great asset later on. Good luck!
Commented 19 years ago2004-06-02 22:52:00 UTC in vault item: Rotating Hurt Comment #2197
uh couldnt you just make an invisable func_rotating with damage
Commented 19 years ago2004-06-02 22:45:24 UTC in vault item: de_iridium Comment #2196
thanks skull
new one? someday....
Commented 19 years ago2004-06-02 17:09:51 UTC in vault item: cs_deadline Comment #2195
I must say that you are very good with getting textures, do you make them yourself? Also you are great at making sounds thses two things are very good at creating atmosphere i look foward for more maps to come espically because i like CS
Commented 19 years ago2004-06-02 11:26:18 UTC in vault item: aim_best_hangar Comment #2194
VIS ran on it, RAD did not. NEVER release a bright-lit map.

Besides that, relatively simple map. Not really impressive (most aim maps aren't because of their simple layout and often simple architecture too). It shows little experience. I would advise you to get some more experience, keep on mapping but don't be too soon with a release.

Often, I show alpha or beta-stage screenshots to some of my friends and let them play beta-versions of a map before I release it. To ensure it's quality... :)
Commented 19 years ago2004-06-02 11:08:22 UTC in vault item: Sabotage Comment #2193
ill do alll that. actualy if u look really closely theres a little bug i coudnt b bothered 2 work out in the lights that r part of the swinging door ;)
Commented 19 years ago2004-06-02 11:06:40 UTC in vault item: aim_best_hangar Comment #2192
It should look like on the screenshots. I used vis.
Commented 19 years ago2004-06-02 10:17:16 UTC in vault item: aim_best_hangar Comment #2191
no he means it looks like you haven't used vis in the map