Commented 19 years ago2004-05-26 07:41:30 UTC
in vault item: Mechanical StairsComment #2071
Just played the map, pretty cool! My only suggestion would be to make the stairs smaller (less steep and don't make such a big height difference inbetween steps)
Commented 19 years ago2004-05-25 06:30:40 UTC
in vault item: midniteSTREETZComment #2065
A tough one to figure out, vague error that usually shows up when you start the game or during compile, or even when WC/Hammer starts up - you have gone over the memory limit somewhere for some reason. It can be too little RAM (128M is about minimum), a leaf saw into leaf error, too long pathnames, too many textures, too big a level, too big or too many model/sprites, too big a wav sound file - or it could be that old "too many wads" mistake, a huge "noob" brush around the map to prevent leaks, too many SKY faces on hidden brush faces in the level - or even something else. Example: In early versions of NS, the 3D area info location entities were a major cause. If it happens during compile, do not use WC/Hammer to "run" the map, but use a front end or batch file to compile with. You could also get more RAM.
(The following may still be handy, however be aware that Software mode allocates memory dynamicly, so it may automaticly seem to "fix" any error. Therefore the following info MAY lead you into a dead end: Some brush-based entities have rendering properties that, when they interact in OpenGL/D3D video cards, they crash. Switch Half-Life to Software mode first, then load the map. If it loads you now know it is something that is handle different in software, then for Opengl/d3d check water, glows, additive, sprites, transparencies (illusionaries, windows, ect.), env_beams and so on.)
If it happens in opening a level in WC, it may be you have an animating model showing in one view. You must switch to single view instead of multiple, and try different ones until you get past it.
Commented 19 years ago2004-05-25 05:17:16 UTC
in vault item: De_HiddenComment #2063
Nope. Leaks. Wich causes HLVIS not to run, so all faces in the players view cone are rendered, instead of only those that the player can see (well, normally a little bit more, it has to do with the way HL determines what's visible and what's not).
Commented 19 years ago2004-05-24 19:50:52 UTC
in vault item: midniteSTREETZComment #2057
ok i fixed it...u had part of the map hanging off the grid the map was way too big i scaled it down a little..compiling still takes a little bit longer and i got rid of all those compiling errors...im including all the files .rmf, .map, .bsp and all those other ones. So here u go
Commented 19 years ago2004-05-24 15:23:30 UTC
in vault item: cs_deadlineComment #2054
thx this is my fouth map. i've learn a lot of my errors whith my others maps.And for the doors it was just for the gameplay because hostages are very very not intelligent :).
Commented 19 years ago2004-05-24 12:25:11 UTC
in vault item: cs_deadlineComment #2052
Definitely your most impressive map so far! Really, really good!
Pros: 1. Great texture usage! 2. Good use of prop models (from Poke646... :)). 3. Very good atmosphere, it's really that abandoned appartment. A very strong sense of place, very well done. 4. Great architecture. I really liked the details and well, just all of it!
Cons: 1. I just can't think of one... well, the doors indeed, but further...
Commented 19 years ago2004-05-24 09:07:54 UTC
in vault item: de_forsakenComment #2043
Mmh, I'm in doubt about this map. Looks good and bad at the same times and gives me both a good feeling of atmosphere and the feeling some things just don't fit.
Pros: 1. Good texture usage, they really fit the theme. Especially those windows. 2. Strong sense of place, it's very obvious a castle. 3. Strong atmosphere. I like it how much attention you give those sounds, very good.
Cons: 1. Somewhat bad lighting. At some places just average, at some places really bad. Like the green light on the trim of the castle wall, where you come out of the water. The yellow light inside doesn't really seem to fit well with the textures too. 2. Kindof strange layout. Somewhat complex, some area's look very similar and some are really different. I liked the chapel and the bridge, but the rest is just... plain castle wall or corridor. It just doesn't fit together.
After all, you do show potential put it doesn't come out so strong in this map. The combination of good and bad points just made me feel strange about it. Not a map I would quickly like.
Commented 19 years ago2004-05-24 08:46:05 UTC
in vault item: de_bunkerComment #2039
Not one of the best maps you made but still, it ain't bad either.
Pros: 1. Good atmosphere upside! Really nice sound usage.
Cons: 1. Not really stunning lighting. 2. Little bit boring texture usage. 3. No real bunker atmosphere. Looks more like a few storage rooms. 4. The fan sounds were annoying. Too loud and well, didn't really fit actually.
Commented 19 years ago2004-05-24 08:35:36 UTC
in vault item: GardenComment #2038
Well, Tomato, I see some improvements.
1. Texture usage. 2. At least this has a little feeling of place. Not that much but well, more than your previous maps...
Still, I think it's unworthy a release. Very simple brushwork. The glass in the tower isn't breakable but still you've put sniper rifle's there, very strange. The roof of the tower seems to rest on the glass solely, some pillars should make it more believable. Also, check the tower, there are some holes were the glass touches the upper floor. Ugly.
Tomato, you still need to put more work in your maps. Hey, I released my first map after 2 years of mapping and a lot of people were stunned by it. Now, 6 months later, I'm about to release my next DM map, and also a small SP map (for the compo). Maybe I'm the other opposite but still, don't be so hasty with releases. Really, you can impress people much more with a good map when it's your one of the first you made than when it's your thousand-and-some'th release.
Commented 19 years ago2004-05-24 01:20:44 UTC
in vault item: ElevatorComment #2035
Tick the buttons flag 'Don't move'. When you trigger the doors (that are func_trains), don't suspect them to slide open as doors would. Instead, you trigger the trains to go to their next path_corner. So, place path_corners so that the trains (doors) slide open.
I'm not gonna do it for you now, exams are quite stressing, and I have a contest entry to finish too, so for now you'll have to do it your own. And I think you'll learn the most of that, so, succes!
Commented 19 years ago2004-05-23 16:23:49 UTC
in vault item: ElevatorComment #2032
I don't know but it seems to happen more on TWHL.
Doors need to slide open I heard you shout? Path_corners on the side should help. Oh, and the path_corners the doors initially move to shouldn't have their 'Wait for retrigger' flag set, so the doors will automatically continue to their open position.
Commented 19 years ago2004-05-23 15:30:39 UTC
in vault item: cs_deadlineComment #2031
oh, btw, i've found there really good models: adaver, envtrash2 and bigrat. do you made them yourself? they perfectly fits my resident evil map if you dont mind
Commented 19 years ago2004-05-23 15:26:39 UTC
in vault item: cs_deadlineComment #2030
i must say wow! amzing textures (reminds me max payne). all these sounds makes really good atmosphere. can't say anything about the gameplay, tested alone. very detailed map with very low r_speeds! GJ. keep makin maps that good
Commented 19 years ago2004-05-23 13:17:46 UTC
in vault item: ElevatorComment #2023
i could probably follow the tutorial here but they left out like half of it....tell u to put in 2 corners then he shows some pics and then.."u should have 7 path_corners now" so that was a lost cause...but ill try ur way
Commented 19 years ago2004-05-23 12:49:20 UTC
in vault item: ElevatorComment #2021
When you can get one elevator to work, you can get this one too. It does requires some logical entity-work wich can be very confusing at first. Draw it out, on paper. Make a schematic of what entity needs to be activated, and when, and what has to happen after that. It's very usefull.
I'd say, when you press the button, activate both doors, and let one of the path_corner's that they move to, fire a multimanager when the door is in place (e.g. closed). This multimanager should then target the doors and the elevator, so they move down all together.
I would advise you to break it up in simple chuncks. Maybe you're known to programming, it's like using functions for often used things.
Commented 19 years ago2004-05-23 12:40:44 UTC
in vault item: ElevatorComment #2020
ya i go the "simple" elevator to work on different maps its just this one and its numerous entities is driving me nutz...but i need the doors since ur going underground (and it looks better :))
Commented 19 years ago2004-05-23 12:34:04 UTC
in vault item: ElevatorComment #2019
Err... have you succeeded in getting a simple elevator (without all the extra stuff like moving doors and such) to get to work? I think you've taken a too difficult elevator setup to start with.
BTW, all you need is a func_train, that starts at a path_corner. Tick the 'Wait for retrigger' flag of that path_corner, of all path_corners you use as destination points, so you have to trigger the train first before it moves on.
Thanks!!
If it happens during compile, do not use WC/Hammer to "run" the map, but use a front end or batch file to compile with. You could also get more RAM.
(The following may still be handy, however be aware that Software mode allocates memory dynamicly, so it may automaticly seem to "fix" any error. Therefore the following info MAY lead you into a dead end:
Some brush-based entities have rendering properties that, when they interact in OpenGL/D3D video cards, they crash. Switch Half-Life to Software mode first, then load the map. If it loads you now know it is something that is handle different in software, then for Opengl/d3d check water, glows, additive, sprites, transparencies (illusionaries, windows, ect.), env_beams and so on.)
If it happens in opening a level in WC, it may be you have an animating model showing in one view. You must switch to single view instead of multiple, and try different ones until you get past it.
http://www.slackiller.com/tommy14/errors.htm
BTW, the screenshot up here does the map no right, it looks so much better than that screenshot suggests...
Pros:
1. Great texture usage!
2. Good use of prop models (from Poke646... :)).
3. Very good atmosphere, it's really that abandoned appartment. A very strong sense of place, very well done.
4. Great architecture. I really liked the details and well, just all of it!
Cons:
1. I just can't think of one... well, the doors indeed, but further...
Still, it doesn't look convincing. In real world, glass would definitely break when you tear a bullet trough it.
Then again, your next release really should look a lot better. I'm not going to be so easy next time.
Pros:
1. Good texture usage, they really fit the theme. Especially those windows.
2. Strong sense of place, it's very obvious a castle.
3. Strong atmosphere. I like it how much attention you give those sounds, very good.
Cons:
1. Somewhat bad lighting. At some places just average, at some places really bad. Like the green light on the trim of the castle wall, where you come out of the water. The yellow light inside doesn't really seem to fit well with the textures too.
2. Kindof strange layout. Somewhat complex, some area's look very similar and some are really different. I liked the chapel and the bridge, but the rest is just... plain castle wall or corridor. It just doesn't fit together.
After all, you do show potential put it doesn't come out so strong in this map. The combination of good and bad points just made me feel strange about it. Not a map I would quickly like.
Pros:
1. Good atmosphere upside! Really nice sound usage.
Cons:
1. Not really stunning lighting.
2. Little bit boring texture usage.
3. No real bunker atmosphere. Looks more like a few storage rooms.
4. The fan sounds were annoying. Too loud and well, didn't really fit actually.
1. Texture usage.
2. At least this has a little feeling of place. Not that much but well, more than your previous maps...
Still, I think it's unworthy a release. Very simple brushwork. The glass in the tower isn't breakable but still you've put sniper rifle's there, very strange. The roof of the tower seems to rest on the glass solely, some pillars should make it more believable. Also, check the tower, there are some holes were the glass touches the upper floor. Ugly.
Tomato, you still need to put more work in your maps. Hey, I released my first map after 2 years of mapping and a lot of people were stunned by it. Now, 6 months later, I'm about to release my next DM map, and also a small SP map (for the compo). Maybe I'm the other opposite but still, don't be so hasty with releases. Really, you can impress people much more with a good map when it's your one of the first you made than when it's your thousand-and-some'th release.
Thank you for your comment and your advice, I will surely read that tutorial.
To: Worldcraft dude
I forgive you
I'm not gonna do it for you now, exams are quite stressing, and I have a contest entry to finish too, so for now you'll have to do it your own. And I think you'll learn the most of that, so, succes!
Doors need to slide open I heard you shout? Path_corners on the side should help. Oh, and the path_corners the doors initially move to shouldn't have their 'Wait for retrigger' flag set, so the doors will automatically continue to their open position.
I'd say, when you press the button, activate both doors, and let one of the path_corner's that they move to, fire a multimanager when the door is in place (e.g. closed). This multimanager should then target the doors and the elevator, so they move down all together.
I would advise you to break it up in simple chuncks. Maybe you're known to programming, it's like using functions for often used things.
BTW, all you need is a func_train, that starts at a path_corner. Tick the 'Wait for retrigger' flag of that path_corner, of all path_corners you use as destination points, so you have to trigger the train first before it moves on.