Comments

Commented 19 years ago2004-05-21 13:13:13 UTC in vault item: de_dustynight Comment #1966
Because it was loaded into Hammer at the time of compiling?
Commented 19 years ago2004-05-21 12:55:19 UTC in vault item: ka_bounce Comment #1965
Haha! bitfreak is ook Nederlander! Hey, kom dan eens lang op mn site, www.cpcp.tk, en kijk eens op het forum... We zijn met ongeveer 10 Nederlandse mappers daar, je zult daar vast veel kunnen leren.

Sorry for the others, this was just promotion of my Dutch community... :)
Commented 19 years ago2004-05-21 12:53:55 UTC in vault item: ka_bounce Comment #1964
I played it and I must say, it's not a map I should concider ready for release. I've seen some nice things in this map but also some ugly things. It's quite obvious your first map, for example, the fade texture on that light is bad positioned. The glass isn't transparant. At the other side I see you use some tricks (jump pad, the fact that you made a light fade effect) I wouldn't suspect in a first map that has such beginner 'faults'.

I'd advise you to map some more, I think you're able to create much better maps when you put some more effort in it. Keep it up!

Oh, and you didn't rate your own map, did you? It's a bad habit...
Commented 19 years ago2004-05-21 12:51:12 UTC in vault item: ka_bounce Comment #1963
ok zal ik doen
Commented 19 years ago2004-05-21 12:28:34 UTC in vault item: ka_bounce Comment #1962
Use the trigger_gravity in your map, so we automatically have lower gravity.
Commented 19 years ago2004-05-21 08:44:08 UTC in vault item: de_dustynight Comment #1961
Yeah i've just posted a message in the forum, it asks for mattc.wad, but i didn't use it, any ideas why it is asking for this wad?
Commented 19 years ago2004-05-21 07:59:36 UTC in vault item: de_dustynight Comment #1960
I can't give any comments on this map simply because you didn't include the .wad files with the map...
Commented 19 years ago2004-05-21 07:52:35 UTC in vault item: Missing faces in aim_best_temple Comment #1959
thx alot Captain P, you realy helped me on this one.
Commented 19 years ago2004-05-21 03:57:31 UTC in vault item: Sabotage Comment #1958
Hmmm... Where's my post gone? I put it here yesterday! Never mind.

There's is one: good concept! Keep it up!

I read for the textures, but I don't really get it. Do you want me to do a scrolling sky texture? It's normally impossible and a normal texture so stretched will be ugly or will produce high r_speeds. Custom textures for each ship sounds accomplishable and I'll make you some sprites that will make your level look good.

I see that people don't like your space... do you need a good example of space map? Or at least good form for the ships?
Commented 19 years ago2004-05-21 01:55:03 UTC in vault item: Sabotage Comment #1957
Ah, I see... the cannons go kaboom... well, at least that's funny. Strange though that I can't destroy them myself, except for the last one.

Look, funny idea, but who knows they're destructible? It's not obvious. At least give us a hint. In HL, you always knew what you had to do. Here, I don't had a single clue...

Oh, and I still didn't find that little button... very annoying. Being stuck in an area really hinders the gameplay.
Commented 19 years ago2004-05-20 20:49:18 UTC in vault item: Full_city Comment #1956
Read my earlier post. cs_bdog.wad is 5 megabytes. Even with a .zip it wont fit in the vault, and I dont want to waste webspace to link it.
Commented 19 years ago2004-05-20 19:46:46 UTC in vault item: Sabotage Comment #1955
Captain P:
There's some little button somewhere to open that door - cant remember where.
And, on the end space ship (teh heavy one) shoot the last/first of the cannons - they will kapboom.
Commented 19 years ago2004-05-20 17:09:29 UTC in vault item: Sabotage Comment #1954
No good comments? What do you consider a good comment then?

Well, I didn't really like it. Visually of low quality, and there wasn't really a clue in it altogether. When you pressed that button, a spaceship came near so you could jump on the heavy spaceship, right? And then? Is that the end? Pretty lame. Let us at least know when it ends. Even better, give it a satisfying end, like you actually acomplished something. For example, make the player escape on the small spaceship.

BTW, how did that little door to the 'control room' open? I had to noclip trough it...
Commented 19 years ago2004-05-20 16:50:20 UTC in vault item: cs_canyon_lab Comment #1953
there are serval ways for making low-poly rocks.
il write a tutrla baout it of all the basic techniques
Commented 19 years ago2004-05-20 16:43:09 UTC in vault item: Full_city Comment #1952
Have you -wadincluded the textures yet? I'm lazy nowadays... Oh, no, wait, it's just my exams next monday...

Remember, if you want to 'sell' your maps, make it easy for the public. Don't suspect them to do more than unzip the .zip file into the appropriate folder. Some will, most won't.
Commented 19 years ago2004-05-20 12:09:40 UTC in vault item: Sabotage Comment #1951
btw, i appreciate the help but no one has actually given any good comments. did anyone even remotely like this?
Commented 19 years ago2004-05-20 11:46:57 UTC in vault item: Sabotage Comment #1950
the wind is to indicate its high up. as for movement i was thinking of a scrolling texture. any ideas? the texture, ill have to ask pts for some more texture work. im getting to work on making the shpis look more realistic now.
Commented 19 years ago2004-05-20 10:17:59 UTC in vault item: ns_hydrosity (for Natural Selection) Comment #1949
Beutifful map!!! really...
Commented 19 years ago2004-05-20 06:51:18 UTC in vault item: Missing faces in aim_best_temple Comment #1948
Ah, the Hall Of Mirrors effect! :)

Check if all the vertexes of these blocks are on the grid. I'd also advise you to make entities of these yellow-black things, so they don't split up the ground faces and cause that HOM-effect there.
Commented 19 years ago2004-05-20 06:48:03 UTC in vault item: Garth Manor Comment #1947
Too bad I didn't look at this map before. It's a real sweet-looking map man! Quite small but it shows the effort and time you've put in it. Visually very appealing, it's a shame it's so small! I did miss some ambience sound, though. But that doesn't break the map, it's just awesome!
Commented 19 years ago2004-05-19 23:17:57 UTC in vault item: de_innercity Comment #1946
Possibly he just deleted the map from the vault and submitted again.
Commented 19 years ago2004-05-19 23:15:20 UTC in vault item: Scripted sequence and gaps Comment #1945
Oh yeah! LOL Silly me
Commented 19 years ago2004-05-19 15:55:46 UTC in vault item: Missing faces in aim_best_temple Comment #1944
I can't get this thing to work so what if I just make some screenshots of the problem?
Commented 19 years ago2004-05-19 15:27:58 UTC in vault item: Missing faces in aim_best_temple Comment #1943
Invalid zip file.

What I meant, was, give us the wad files we don't have, or retexture the map with textures we do have (just so we can check the map for problems).
Commented 19 years ago2004-05-19 13:06:17 UTC in vault item: Sabotage Comment #1942
The texture itself isn't so bad-looking. More the fact that you used only one texture for all the spaceships. A little bit of variation would be welcome.

It's Xen? As I said before, it doesn't convince me. It has a very weak atmosphere. If a player can't see it's Xen after 10 minutes, the level has a bad sense of place.

Oh, and the wind sound was very, very annoying... :(
Commented 19 years ago2004-05-19 11:12:52 UTC in vault item: Sabotage Comment #1941
and its not space, its xen.
Commented 19 years ago2004-05-19 11:12:30 UTC in vault item: Sabotage Comment #1940
i really shouldve put this in the unfinished maps, since it needed a lot of updating. all feedback taken into account. about the texture: it was originally a metal texture from the hl wad, but i had pts make me a new one. a little more info on how to improve the texture would b welcoming.
Commented 19 years ago2004-05-19 10:31:40 UTC in vault item: cs_canyon_lab Comment #1939
oh well thx for ur help captain....did it atleast look good :)
Commented 19 years ago2004-05-19 10:27:19 UTC in vault item: cs_canyon_lab Comment #1938
A terrain generator might do a better job, but it will be still very complex. I think this canyon is still out of reach with your level of technical knowledge. It's possible but requires a high level of experience to do it right. Half-Life isn't very good in outdoor area's so you have to know what you can and what you can't do.

Creating blocky rocks might be easier to start with. So, just like walls, instead of very steep triangles. Still, I recommend you to find out how VIS works. When you know what specifications and limitations the compile programs have, it's easier to adjust your maps and avoid errors.
Commented 19 years ago2004-05-19 10:03:58 UTC in vault item: cs_canyon_lab Comment #1937
do u think if i tryed using one of those terrain generators it would turn out better and if i scaled it down alot? or is making something like a canyon a lost cause.
Commented 19 years ago2004-05-19 09:54:23 UTC in vault item: Scripted sequence and gaps Comment #1936
What about the trigger_monsterjump? That should do the trick.
Commented 19 years ago2004-05-19 08:00:18 UTC in vault item: Missing faces in aim_best_temple Comment #1934
Here is the map .rmf + as_tundra.wad I gave it another name to just in case that it isn't that bad :)
Commented 19 years ago2004-05-19 07:53:43 UTC in vault item: Missing faces in aim_best_temple Comment #1933
Because putting up a mapversion with textures you all have isn't possible (because I don't have them for some reason), I put the map completly with as_tundra.wad I think allmost everyone has that one no?
Commented 19 years ago2004-05-19 07:34:31 UTC in vault item: Sabotage Comment #1932
My opinion:

Bad designed spaceships. Bad texture usage. R_speeds are way too high for such an undetailed environment, so I'd say it's overall bad designed. No challenge in the fights too (Gauss versus grunts...).

The whole map didn't convince me. The only way I saw it was in space was the sky, and somewhat the shape of the spaceships. It's a nice idea IMO, but worked out very meagre.
Commented 19 years ago2004-05-19 07:06:00 UTC in vault item: cs_canyon_lab Comment #1931
I fully agree, not much more I can say :)
Commented 19 years ago2004-05-19 06:56:13 UTC in vault item: Missing faces in aim_best_temple Comment #1930
You want us to help you so it's up to you to make it easy for us. Either make another version of the map with textures we all have (just for the sake of this problem map of-course) or wadinclude the used textures in your map.
Commented 19 years ago2004-05-19 06:51:58 UTC in vault item: cs_canyon_lab Comment #1929
I STRONGLY advise you to stop any work on this map and totally redesign it.

HLVIS has a really bad time on your map. Learn how VIS works before attempting such outdoor or natural area's. The way you made your terrain is really troublesome for HLVIS. It can be done in this way but with caution and a full understanding of what you're actually doing.

Besides, you use the skybox method. Bad. Never do that. Don't put a skybox around your level, only put a skybush there where you want the sky to be visible. So, only leave the top brush of your skybox, delete the other sides of the skybox. It causes major area's around your map to also be compiled. A waste of resources (compile time here).

You also used vertex manipulation, right? Although all vertexes seem to be on grid points, it complicates the map even more. Making it even harder for HLVIS.

R_speeds. There are about 5000 faces in the map, and seen from the top-view, there's very little VIS-blocking. The map will probably have skyhigh wpoly-amounts. The level is bad designed.

Leaks? Very, very hard to find in such a complex environment. You'd better redesign the map and start from scratch again. Search for tutorials on making rocks, and find out how VIS works (it divides the space in your map into 'leafs', triangular blocks. The player always is in such a leaf. HL then determines wich other leafs can be seen by that leaf. The faces in those visible leafs are then drawn. This method causes more faces to be rendered than the player can actually see, faces just around corners for example are often rendered while the player can't see them. But it's still quite a good method. Anyway, complex maps like yours, featuring a lot of angled faces, make HLVIS work very hard, resulting in a lot of leafs, and sometimes also problems like 'leaf saw into leaf.)
Commented 19 years ago2004-05-19 01:52:33 UTC in vault item: Sabotage Comment #1928
What is that thing in the screen shot? That better not be the ship. Ill download it tonight and give it a run and rate it tomorrow.
This comment was made on an article that has been deleted.
This comment was made on an article that has been deleted.
Commented 19 years ago2004-05-18 21:01:26 UTC in vault item: Sabotage Comment #1925
Oh and if you have no lights outside the ships, put little lights ON the main hull so the player can see.
Commented 19 years ago2004-05-18 21:00:18 UTC in vault item: Sabotage Comment #1924
Well this map could be great if you changed some things.
1. Space has no light. It should be pitch black outside the ships.
2. How is gordon breathing outside the ships?
3. The ships textures are really bad. Add some diversity or change them altogether.
4. The ships are too unrealistic. Add some engine exaust pipes or something. Make it look like the thing could actually fly.
Then you've got a good little mod.
Commented 19 years ago2004-05-18 16:12:56 UTC in vault item: Full_city Comment #1923
Someone needs to rate this
Commented 19 years ago2004-05-18 16:12:16 UTC in vault item: de_innercity Comment #1922
How did you delete a comment? Your not a forum moderator. But anyway, yeah, sorry about the long mmmm or whatever it was. I thought it would be separated instead of to keep going.
Commented 19 years ago2004-05-18 16:00:41 UTC in vault item: CS crashes when C4 detonates Comment #1921
Try taking the "target when bomb explodes" things off.
Commented 19 years ago2004-05-18 12:46:59 UTC in vault item: Missing faces in aim_best_temple Comment #1920
I'm just gonna tell the other wad files because I simply can't get them to upload :( cs_bikinigirl.wad, sputnik.wad and tdk_wad_part2.wad Just google them or something
Commented 19 years ago2004-05-18 12:44:21 UTC in vault item: Missing faces in aim_best_temple Comment #1919
3 files left
Commented 19 years ago2004-05-18 12:43:08 UTC in vault item: Missing faces in aim_best_temple Comment #1918
4 files to go. Can't this go on an easier way?
Commented 19 years ago2004-05-18 12:38:47 UTC in vault item: Missing faces in aim_best_temple Comment #1917
2nd attempt
Commented 19 years ago2004-05-18 12:37:09 UTC in vault item: Missing faces in aim_best_temple Comment #1916
ok, so they aren't :s