Comments

Commented 20 years ago2004-06-23 18:14:59 UTC in vault item: Peephole Comment #2464
I'll experiment, and see which I like better.
Commented 20 years ago2004-06-23 17:07:48 UTC in vault item: A Snow Effect Comment #2463
Woulda looked if you'd included a BSP. Didn't want to extract the CS textures, add them to Hammer, etc.
Commented 20 years ago2004-06-23 16:52:50 UTC in vault item: SCIENCE DEMO Comment #2462
Cool map
Commented 20 years ago2004-06-23 15:47:08 UTC in vault item: de_cliffery Comment #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_wireplay Comment #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!) :D

Thanks for the comments guys, keep 'em coming :)
Commented 20 years ago2004-06-23 14:36:30 UTC in vault item: A Snow Effect Comment #2459
that is cool.
Commented 20 years ago2004-06-23 14:23:24 UTC in vault item: Rooms Comment #2458
Whats that end all about?
Commented 20 years ago2004-06-23 14:13:55 UTC in vault item: Peephole Comment #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 13:53:52 UTC in vault item: Minimicus Comment #2456
This map rocks! The cutscenes are done greatly!
Commented 20 years ago2004-06-23 13:31:53 UTC in vault item: A Snow Effect Comment #2455
Its probably hard to see there but the snow is partialy see-through, just like in real life
Commented 20 years ago2004-06-23 13:25:31 UTC in vault item: de_dust_wireplay Comment #2454
What is Wireplay?
Commented 20 years ago2004-06-23 09:37:34 UTC in vault item: de_dust_wireplay Comment #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 ago2004-06-23 07:53:14 UTC in vault item: Spheres Comment #2452
thanx, i didn't kno that...
Commented 20 years ago2004-06-22 23:07:39 UTC in vault item: Monstermakers Comment #2451
cool, you should make another with more monsters.
Commented 20 years ago2004-06-22 22:43:48 UTC in vault item: Outdoors Comment #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 22:27:08 UTC in vault item: Sector C Dormitory Comment #2449
The detail is good in the rooms, like in the room where the scientist is passed out/dead.
Commented 20 years ago2004-06-22 15:01:46 UTC in vault item: ka_sinkhole Comment #2447
Get your router working? It's available here: http://homepages.nildram.co.uk/~cpwood/wally_155b.exe . No queues, waiting, nada.
Commented 20 years ago2004-06-22 12:57:28 UTC in vault item: cs_biggreybox Comment #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 12:41:42 UTC in vault item: motion_picture Comment #2445
btw, you should know hl mapping if u know cs mapping. hl mapping is the basics, ur building a house with no bottom floor mate
This comment was made on an article that has been deleted.
Commented 20 years ago2004-06-22 12:05:16 UTC in vault item: ka_sinkhole Comment #2443
man i wish i could get my router working so i could download wally,... lol still stuck with making brush trees
Commented 20 years ago2004-06-22 10:36:27 UTC in vault item: Peephole Comment #2442
why use tex lighting? it look fine anyway, and I'm lazy!
Commented 20 years ago2004-06-22 10:35:15 UTC in vault item: Peephole Comment #2441
yeah, my mind blanked out on the periscope. This is just a small example map to show a peephole, so don't complan about the lighting.
Commented 20 years ago2004-06-22 03:12:39 UTC in vault item: Peephole Comment #2440
There is indeed a texture lighting tutorial - it's in the "beginner" section!

It's called a periscope ;)
Commented 20 years ago2004-06-22 03:10:24 UTC in vault item: ka_sinkhole Comment #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_picture Comment #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!

It is a pretty cool concept, though. Nice work!
Commented 20 years ago2004-06-22 02:33:47 UTC in vault item: cs_biggreybox Comment #2437
The download link doesn't work.

As for the map, judging from the screenshot I see it's total-bright... You'd better fix that before releasing a map.
Commented 20 years ago2004-06-22 02:30:08 UTC in vault item: Peephole Comment #2436
Nice use of the trigger_camera. It's also used for security cameras in some maps, for example in BleuShift. But I like this implemention... :)
Commented 20 years ago2004-06-22 01:01:05 UTC in vault item: Peephole Comment #2435
Yeah I really think thats cool, nice idea :)
Commented 20 years ago2004-06-22 00:25:13 UTC in vault item: he_dagreatwall_beta4 Comment #2434
then look for the leak....
yes. textures need aligning and by world brushes. he means that you should simply block the view from the high r_speed area. make less of the map visible with some carefully placed decoration.
nice looking for a first map. how are you intending to use the nades? continuos spawning? or just a set amount of nades?
Commented 20 years ago2004-06-22 00:21:47 UTC in vault item: aim_ak_colt-icey Comment #2433
a good placement of hint brushes would help.
Commented 20 years ago2004-06-22 00:20:11 UTC in vault item: cs_biggreybox Comment #2432
you can't have role reversal in cs. it's simply not possible. you could however have an es_ map with 1 t locked away in a place reachable only by the t's that they have to break him out from and then escape. or do the same thing but with a vip. but try and stick to cs de and as maps when you first start. as making a good standard map is harder than you think.
Commented 20 years ago2004-06-21 23:42:50 UTC in vault item: killring Comment #2431
It's a rip off of DocRock's Fallen_Angel map.
Commented 20 years ago2004-06-21 21:30:59 UTC in vault item: cs_biggreybox Comment #2430
The link is broken. Please upload your file again.
Commented 20 years ago2004-06-21 20:48:43 UTC in vault item: Alternate Hazard Course Comment #2429
how did u rate it without the wad?
Commented 20 years ago2004-06-21 20:47:26 UTC in vault item: de_cliffery Comment #2428
i Think the coolest part was the screenie :) - it was ok but it was quite small
Commented 20 years ago2004-06-21 16:03:12 UTC in vault item: Peephole Comment #2427
its a good idea which could lead to some great things. just one thing off topic i noticed is that you dont use texlights. theres probably a tut somewhere. still, nice concept.alot like that thing in cz...
Commented 20 years ago2004-06-21 01:10:42 UTC in vault item: Sector C Dormitory Comment #2426
I like detail in maps, unfortunately it ups the r_speeds a lot, but it gives a better feel to the map. I was reading the article on VERC about detail vs design, and I usually put detail first, if it gets too complex I'll hint it off, as in this map, or I'll changelevel.

And rate my level, people! I want to see what your opinion on it is!
Commented 20 years ago2004-06-20 23:01:45 UTC in vault item: Office Comment #2425
how do you drown the "sientits"?
Commented 20 years ago2004-06-20 22:36:34 UTC in vault item: Triggers Comment #2424
why can't i move there is an invisable wall in the way and i can't get through the door!
Commented 20 years ago2004-06-20 20:33:30 UTC in vault item: Resettable Explosions Comment #2423
Shouldnt the func_button prob go away with 'no damage' on the explosion? That'd remove the point of having a explosion but still ;)
Commented 20 years ago2004-06-20 13:40:13 UTC in vault item: aim_ak_colt-icey Comment #2422
aight thanx
Commented 20 years ago2004-06-20 13:23:40 UTC in vault item: he_dagreatwall_beta4 Comment #2421
what do you mean by putting world brushs in? The leak is there is you take away skybox...
Commented 20 years ago2004-06-20 11:09:27 UTC in vault item: de_cliffery Comment #2420
It seems you haven't run vis... also, there was some face-splitting in the map. And it looks like you used lights outside instead of a light_environment. So far for the technical parts...

The lighting looks reasonable, texture usage and alignment isn't very well done, and the map is quite small and allows very little variety in paths to go. I'd say, take a look at some popular CS maps and you'll be able to improve a lot. Keep it up!
Commented 20 years ago2004-06-20 06:04:52 UTC in vault item: he_dagreatwall_beta4 Comment #2419
looking at the screenie, try aligning your textures properly :)
Commented 20 years ago2004-06-20 03:57:28 UTC in vault item: he_dagreatwall_beta4 Comment #2418
I thought you had a leak?

Lift: Not sure. Maybe make it very slightly smaller? This might be a bug in CS as it happens with the big doors in cs_office sometimes.

r_speeds: Make it smaller, or put world brushes (not entity brushes) in the way to block visibility. If you're really adventurous, read the r_speeds tutorial, under "Advanced" :)

Looks a pretty decent first map, but I must caution you that first maps may be taken down in writing and used in evidence against you. You may think it's amazing. That's great - but a lot of other people'll criticise it a lot. Make lots of maps, mess around, practise a lot and THEN make a masterpiece that'll get you worshipped.
Commented 20 years ago2004-06-20 03:55:06 UTC in vault item: aim_ak_colt-icey Comment #2417
well i dled this thing and gave it some random texture all around and i dont see what your talking about. r_speeds are surpising low (300-600)for such a large map. maybe you could lower the ceiling or scale everything down a bit. you could craft the sky around the tower and that might help a little.
Commented 20 years ago2004-06-20 03:46:28 UTC in vault item: aim_ak_colt-icey Comment #2416
My guess is the massive amount of visible space in the map is keeping your fps from becoming realistic.
Your players can see a lot of ground... actually from an engine point of view, the whole map is visible.
Commented 20 years ago2004-06-19 23:21:50 UTC in vault item: he_dagreatwall_beta4 Comment #2414
sorry about the double post
Commented 20 years ago2004-06-19 23:20:57 UTC in vault item: he_dagreatwall_beta4 Comment #2412
I updated the zip file with the rmf included this time