Commented 20 years ago2004-06-19 16:49:18 UTC
in vault item: Alternate Hazard CourseComment #2410
+ Nice barney weapon dispensing. Liked that! + Fairly decent trees - Stretched signs - Plain walls - Bad lighting - You compiled with a non-standard WAD, "zeditor.wad". Either include the WAD or recompile without it!
Commented 20 years ago2004-06-19 16:35:50 UTC
in vault item: cs_canyon_labComment #2409
The wise word of the day from noob mapper lassse:only use sky boxes before the map is ready(check my office i will certianly remove that skybox)and then REMOVE it!!!!
Commented 20 years ago2004-06-19 13:44:21 UTC
in vault item: OfficeComment #2406
Thx for the help but i managed to fix it anyway, it was a name problem as you said but i just named the lights 2345 and the multi_manager 1,: And yes i know the button is set to toggle i want the player to be able to get the power off-line again if he wants(a bit wierd if he couldn't maybe?)
Commented 20 years ago2004-06-19 11:09:28 UTC
in vault item: de_clifferyComment #2405
I had to give it a 2/5 because the texturing over all isn't that good, a very small map especially for a de_map, and the architecture... you can see lines where you have clipped stuff and haven't alligned it correctly. I do however like your spinning thing... but if you jump into it it will spin you are for a little while... and i do like your laser work, even though the circle around it you can see linees in... keep mapping...
Commented 20 years ago2004-06-19 08:51:38 UTC
in vault item: Trigger_Push FunctionComment #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 20 years ago2004-06-19 08:45:47 UTC
in vault item: Trigger_Push FunctionComment #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 20 years ago2004-06-19 08:04:47 UTC
in vault item: Trigger_Push FunctionComment #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 20 years ago2004-06-18 22:04:27 UTC
in vault item: OfficeComment #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 20 years ago2004-06-18 17:50:59 UTC
in vault item: Trigger_Push FunctionComment #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 20 years ago2004-06-18 08:54:07 UTC
in vault item: towerComment #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 20 years ago2004-06-18 03:41:09 UTC
in vault item: Temperate BetaComment #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.
Commented 20 years ago2004-06-18 02:50:41 UTC
in vault item: Temperate BetaComment #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 20 years ago2004-06-17 20:22:10 UTC
in vault item: towerComment #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 20 years ago2004-06-17 17:13:58 UTC
in vault item: Temperate BetaComment #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 20 years ago2004-06-17 15:33:54 UTC
in vault item: Temperate BetaComment #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.
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 20 years ago2004-06-17 13:01:57 UTC
in vault item: OfficeComment #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:)
+ Fairly decent trees
- Stretched signs
- Plain walls
- Bad lighting
- You compiled with a non-standard WAD, "zeditor.wad". Either include the WAD or recompile without it!
3/5
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.
jordan
Ask it on the forum, then I'll answer, this ain't the place for things like that.
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...
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.
It's a good map overall and i give it 4stars.
well i guess i better download the map to then:P
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.
realism <> fun. don't forget this!
well, I haven't played it yet.
gonna download it and make my own opinion.
Maybe a little larger map:)