Commented 20 years ago2004-06-13 19:08:35 UTC
in vault item: Kill the shakeComment #2304
yeah its in the unfinished, also, youre right, the tank and such arent entities, i realized that this ISNT the right one, although i did fix it and finish it..i have much thanks to you and all who helped
Commented 20 years ago2004-06-13 16:35:13 UTC
in vault item: Kill the shakeComment #2300
The cars and the tank are still no entities, so you're still gonna have a lot of face-splitting. Also, you still have a skybox, you should only cover the ceiling with a skybrush so that the map is sealed off, that's enough. Using a skybox causes the outside of your level to get compiled too, and that's a waste of compiling time.
Commented 20 years ago2004-06-13 15:19:45 UTC
in vault item: de_road_nightComment #2299
zeeba-G, I just took a look at some HL maps and haven't seen them using skyboxes. Skyboxes aren't the sky you see (since that's a box) but boxes covered with the sky texture, in the editor. This causes a lot of outside faces of the map to get compiled, wich is the case in this map.
-]GPAS[-, you can take away the lowest brush of this skybox without any problem. This makes the compilers to not creating the faces underneath (the useless faces) anymore, thus a faster compile.
Commented 20 years ago2004-06-13 14:59:02 UTC
in vault item: as_evilComment #2297
Wow ... RE idea is original... Maybe i should try to create something erm.... ORIGINAL... btw, from screenshot map looks great ... that's all... i didn't try to playing this map, so i can't rate it that's all
Commented 20 years ago2004-06-13 11:52:27 UTC
in vault item: de_road_nightComment #2291
hey captain p. on a lot if not all of the half life multi player maps they use skyboxes. I dont but is there some reason they do because the maps play fine unless they were just gettin tired after making an entire game hehe. Lol i mean they even just cut out parts of half life and saved em as multiplatey fun ones thow.
Commented 20 years ago2004-06-13 09:16:57 UTC
in vault item: de_road_nightComment #2290
The screenshot looked impressive, the map did less.
First some notes: don't put the files in a map called de_road_night. I extracted the zip into the cstrike folder and started the map only to find out I had to replace the files to the correct paths manually. Also, you used the skybox method. Don't do that. The faces of the underside of the terrain were all compiled, unnecessary waste of compile-time. Oh, and also set the max viewable distance a bit higher as parts of the terrain started to disappear when they were far away.
The map looks decent but not so special after all. I feel it's unfinished... the road just stops in nowhere and there's actually no real layout, no routes to take and such... Texturing has some little flaws but is decent overall. Lighting suits the theme well but could've been done a bit more dramatic. The terrain is quite well done but could've been a bit more 'flowing', e.g. less harsh angles now and then. As for the building, the hills just continued inside... that's not very realistic isn't it?
All in all, looks promising but I wouldn't consider this as a finished map.
Commented 20 years ago2004-06-12 17:02:04 UTC
in vault item: as_evilComment #2288
oh, yes, i've forgot to make "clip" brushes on places like that,and i've used NULL texture, so you could see through..., i'll fix that. thanx for reply
Commented 20 years ago2004-06-12 16:20:43 UTC
in vault item: as_evilComment #2287
cool map... u did a good job...
only thing i found wrong was: i jumped onto these boxes and looked over the edge of a building... it was that blurry stuff so i changed gravity and jumped over it and fell to bottom of the map and could see every thing... i dont no if u think this is a serious problem but if u want i can show u where the problem is
Commented 20 years ago2004-06-12 05:16:49 UTC
in vault item: Ominous Reality Part1Comment #2283
Not really miss, more like overkill, add-in some misc shooting of things and it'll polly add up nicly, but thank you for elaborating on how much ammo thier was...
Commented 20 years ago2004-06-11 20:45:20 UTC
in vault item: Ominous Reality Part1Comment #2278
How can you run out of ammo? you get a 50 round 9mm clip and have to fight 3 headcrabs and 2 slaves after you pick it up. 2 shots to kill each head crab. 6 ammo gone 3 shots to kill a slave 12 ammon gone plus handgun come with 17 rounds, so...you have to miss 55 times...wow.
Commented 20 years ago2004-06-11 09:39:59 UTC
in vault item: Timeless JourneyComment #2275
Alt+P brings up the 'Check for problems' dialog box. You have an incalid solid structure. Go to it and fix it, as this brush has several faces that aren't flat, wich causes a problem.
I've also noted you're gonna have severe face-splitting. Those cilinders touch the floor and will split up the surface, when you run the map type 'gl_wireframe 1' in the console and see for yourself. Make these cilinders entities to avoid this splitting.
Also, a lot of small brushes and detailed things are just world brushes. Besides that they split up other faces, they also give VIS a harder time than necessary. You'd better make entities from such detail brushes.
This comment was made on an article that has been deleted.
Commented 20 years ago2004-06-11 04:35:55 UTC
in vault item: TerrorStormComment #2272
hahah, naab man, this looks like an fps nightmare. it's just a huge cube. with loads of objects. do you understand teh limitations of the hl engine? or were you hoping they would just go away?
Alt+P brings up the 'Check for problems' dialog. You have several invalid brushes, they're the missile brushes. Probably their faces aren't exactly flat.
Some notes though: very nice cars and such but you really should make them entities as such complex geometry causes nightmares for VIS and also does a lot of face-splitting. Oh, and get rid of the skybox. Only cover the top of the map with a skybrush, that's enough. Skyboxes cause the compilers to compile more of the map than is necessary. Some more drawbacks too...
Commented 20 years ago2004-06-09 12:27:30 UTC
in vault item: he_glasswyvComment #2260
I tryed out the map whit just using grenades... but i found out that it's a hell alot more funn using guns... i didnt bother to change the name (he_glasswyv) sry...
Commented 20 years ago2004-06-09 07:48:08 UTC
in vault item: Ominous Reality Part1Comment #2257
Done very nicely, it shows you've thought it out very good. Plays well, balanced. Enemy placement was good, although I felt there were a bit too much different enemy's in such a short map. But since you haven't intended it as a story-driven map, it's not a real problem here.
You show potential, it's a great leap forward since your previous maps. You should really put some story in, your mapping deserves it.
Just a little thing, a bit more diversion in the lighting could make it more interesting. It's lit very well but some area's could have benefited from less lighting, to create a more tense mood. But still, very well done!
Commented 20 years ago2004-06-09 07:34:28 UTC
in vault item: Leak (fy_chute)Comment #2256
Yes, the door. That's an entitie and therefore doesn't count for sealing of the level. VIS only looks to world brushes.
The steep corridor behind the door should be closed of with a brush at the end, and you should look at the floor of that corridor and align it up with the walls correctly.
-]GPAS[-, you can take away the lowest brush of this skybox without any problem. This makes the compilers to not creating the faces underneath (the useless faces) anymore, thus a faster compile.
i hope you make more
First some notes: don't put the files in a map called de_road_night. I extracted the zip into the cstrike folder and started the map only to find out I had to replace the files to the correct paths manually.
Also, you used the skybox method. Don't do that. The faces of the underside of the terrain were all compiled, unnecessary waste of compile-time. Oh, and also set the max viewable distance a bit higher as parts of the terrain started to disappear when they were far away.
The map looks decent but not so special after all. I feel it's unfinished... the road just stops in nowhere and there's actually no real layout, no routes to take and such... Texturing has some little flaws but is decent overall. Lighting suits the theme well but could've been done a bit more dramatic. The terrain is quite well done but could've been a bit more 'flowing', e.g. less harsh angles now and then. As for the building, the hills just continued inside... that's not very realistic isn't it?
All in all, looks promising but I wouldn't consider this as a finished map.
I like the door itself too
only thing i found wrong was:
i jumped onto these boxes and looked over the edge of a building... it was that blurry stuff so i changed gravity and jumped over it and fell to bottom of the map and could see every thing... i dont no if u think this is a serious problem but if u want i can show u where the problem is
Size: 655.23 KB
Included: BSP MAP RMF
Rating: ***(2)
Comments: 0
Views: 4
Downloads: 0
Uploaded: 12 Jun 04 23:28
Updated: Never
DON'T RATE UR OWN MAPS PLEASE!
all my freinds like it
over all great job
6 ammo gone
3 shots to kill a slave
12 ammon gone
plus handgun come with 17 rounds, so...you have to miss 55 times...wow.
curse you high definition pack
I've also noted you're gonna have severe face-splitting. Those cilinders touch the floor and will split up the surface, when you run the map type 'gl_wireframe 1' in the console and see for yourself. Make these cilinders entities to avoid this splitting.
Also, a lot of small brushes and detailed things are just world brushes. Besides that they split up other faces, they also give VIS a harder time than necessary. You'd better make entities from such detail brushes.
man, this looks like an fps nightmare. it's just a huge cube. with loads of objects. do you understand teh limitations of the hl engine? or were you hoping they would just go away?
Some notes though: very nice cars and such but you really should make them entities as such complex geometry causes nightmares for VIS and also does a lot of face-splitting. Oh, and get rid of the skybox. Only cover the top of the map with a skybrush, that's enough. Skyboxes cause the compilers to compile more of the map than is necessary. Some more drawbacks too...
And this map,too!
Few more weapons too.
+-Cons-+
- Few weapons and enemies
-+Pros+-
+ Really nice architecture
+ ... and texturing
+ ... and enemy placement
+ ... and layout
_ Summary _
A really wellmade map with some axxion innit.
Waiting eagerly for Part2
4star.
i didnt bother to change the name (he_glasswyv)
sry...
its still in a early stage tho...
You show potential, it's a great leap forward since your previous maps. You should really put some story in, your mapping deserves it.
Just a little thing, a bit more diversion in the lighting could make it more interesting. It's lit very well but some area's could have benefited from less lighting, to create a more tense mood. But still, very well done!
The steep corridor behind the door should be closed of with a brush at the end, and you should look at the floor of that corridor and align it up with the walls correctly.