Comments

Commented 20 years ago2004-06-09 07:21:07 UTC in vault item: Leak (fy_chute) Comment #2255
huh entitie brush? u mean the door??
Commented 20 years ago2004-06-09 07:19:40 UTC in vault item: murmuring_cathedral Comment #2254
A upgraded and motifyed version was finshed awhile ago, brighter, more areas, clipping over the two pits i noticed you coudl fall in and not get out, and a lever to get up insted of just down.
Commented 20 years ago2004-06-09 07:08:30 UTC in vault item: Leak (fy_chute) Comment #2253
You sealed the steep corridor with an entitie brush. Keep in mind that entities don't count when it comes to sealing the level. Also, the floor of this steep corridor didn't connect with the walls, there was a very long and thin leak there.

Also, I would advise you to use thicker walls for the outside. It's easier to work with. Oh, maybe you don't know that you can snap brushes to the grid (Shft + W), but it's a handy setting to avoid thin leaks because you just left 1 unit between two walls.
Commented 20 years ago2004-06-09 02:29:53 UTC in vault item: he_glasswyv Comment #2252
Great fun spraying the glass into shards with a .60 cal :) perhaps a few more things around, cover and stuff. Maybe have different layers?

I did something very similar near the end of my Trapped competition entry, a chessboard made of glass, above lava. Give it a try here: https://twhl.info/competition/brief/7

Go on, you know you'll like it :)

Anyway, your map: 4*.
Commented 20 years ago2004-06-09 02:25:30 UTC in vault item: wyv_rot(ation) Comment #2251
Really fun idea - but sort out the lighting somehow. I'd make it unlit.
Commented 20 years ago2004-06-08 19:02:20 UTC in vault item: wyv_rot(ation) Comment #2250
This whould be kinda fun for awhile on a server ^^, but it makes me dizzy.
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Commented 20 years ago2004-06-08 12:13:26 UTC in vault item: cs_aztec2 Comment #2246
Well, it's a good thing to experiment. You show a good attitude, I'm looking forward to your coming maps. :)

Water is best avoided as it gives a lot of faces that are visible very often, giving you high r_speeds. I use func_conveyors to create a nice water effect, gives much lower r_speeds and can be made very nice looking with the right textures.
The noise is no problem exept that it's too loud, wich makes it somewhat annoying. Subtle sounds often create a much better effect than loud things.
The waterfalls color differs from the water. Mhh, I know, there are no blue waterfall textures... Well, anyways, it doesn't fit so you'd better find a way around (custom textures?)
You'll get better with the architecture over time, it's just a thing you'll have to mind now and then. Gameplay is indeed more important, as that's what a map is intended for (well, in most cases... ;)), but great visuals are a nice extra.

Keep up the good work!
Commented 20 years ago2004-06-08 09:50:53 UTC in vault item: de_abydos Comment #2245
remindes me a bit of dust...
but other than that it looks nice
keep up the good work ;)
Commented 20 years ago2004-06-08 09:47:32 UTC in vault item: Unfinished Naval Boss Comment #2244
wow, keep up the good work m8
;)
Commented 20 years ago2004-06-08 09:44:44 UTC in vault item: fy_deepsnow Comment #2243
fy map with hostages and secret rooms. strange. is there any way to get there without reducing gravity? dust textures and snow doesnt fit togather... but you rihgt, those tall walls looks interesting, there could be wind sound too to make better atmosphere. afterall, architecture is quite simple (looks like iceworld with tall wals). 3,5 stars
Commented 20 years ago2004-06-08 09:07:09 UTC in vault item: wyv_rot(ation) Comment #2242
Try it, if there is anything you would like to change go ahed and comment it in this comment tingy...
Commented 20 years ago2004-06-08 04:40:24 UTC in vault item: BeamWall Comment #2241
I could swear I put a thin meaurement to them - will run the map again later to check it out.
Commented 20 years ago2004-06-08 04:36:46 UTC in vault item: BeamWall Comment #2240
Nicely done. Works well.

Although I think thinner, more subtle lasers look better. But that's up to you.
Commented 20 years ago2004-06-08 03:22:29 UTC in vault item: BeamWall Comment #2239
The env_beams can be placed anywhere as long as they're inside the map. Only the position of their start and end points decides where the beam shows up.
Commented 20 years ago2004-06-08 02:40:46 UTC in vault item: BeamWall Comment #2238
That doesn;t explain how to organize them so I caan continue working on my map. Can the be OUTSIDE the walls in the map? I can place them on the respective side that the cell is on.
Commented 20 years ago2004-06-08 02:29:25 UTC in vault item: BeamWall Comment #2237
Creating a texture that looks like a laser wall... :)

If you stick to beams, you have to create 24 env_beams. Believe me, 24 entities is few. In some occasions, I use well over a 100, sometimes nearly 200. And I know of people that like to use even more (for even more complex situations).
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Commented 20 years ago2004-06-07 18:39:34 UTC in vault item: cs_canyon_lab Comment #2235
Come on you're using an engine from 1999, don't expect too much power from it.
Commented 20 years ago2004-06-07 18:34:33 UTC in vault item: midniteSTREETZ Comment #2234
I think you have to stay 512 units away from the very edge of the grid. And their is a limit to how big rooms, hl hates large open spaces. By the way, the map isn't a model, its a bsp.
Commented 20 years ago2004-06-07 18:16:00 UTC in vault item: cs_aztec2 Comment #2233
I also was trying to experiment with env_fade to create some lightning strikes, but I wasnt able to do it. I need to go over to VERC and see if I can find a nice tutorial to explain it to me.
Commented 20 years ago2004-06-07 18:13:32 UTC in vault item: cs_aztec2 Comment #2232
Sorry bout that, wasnt aware that there was a cs_aztec already created. But cs_babylon would not be fitting as the real Babylonian empire was in the Middle East, not in a rain forest. So I'll have to think of a new name for it.

I was having some trouble with my water though Captain P, so I could not get it to actually become a real water entity to make it clear and match the waterfall. Whenever I tried to tie it to become an entity it would literally flood my entire map.

That noise you heard was supposed to be cicadas chirping but I never got around to taking them out.

The Simple Architecture was just my inexperience at mapping, and definitely could be fixed I know that. Once I actually become more experience in creating life-like architecture the maps should look more real.

But also the simple architecture goes well with the theme, as the name suggests, the people who created it were Aztec. They created real simple, blocky structures, so that could play into it.

Thanks for your comments guys
Commented 20 years ago2004-06-07 17:46:52 UTC in vault item: aim_best_hangar Comment #2231
true true. I think a map is good as long as its fun and doent hurt your eyes like a bright lit map. But its also important that it looks good too, as to imerse the player. I always beta test with frends, and they give me advice which makes my maps a whole lot better.
Commented 20 years ago2004-06-07 14:59:59 UTC in vault item: cs_canyon_lab Comment #2230
or get modelled rocks....
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Commented 20 years ago2004-06-07 00:27:47 UTC in vault item: murmuring_cathedral Comment #2228
I agree with Strider. Dark maps aren't much for Deathmatch. Doom3 will be using extremely dark maps for deathmatch, but thats just how Doom3 is, it relies on darkness. Not so for Half-Life, at least not completely. Dark places now and then are nice, but for an entire map, no-go.
Commented 20 years ago2004-06-06 18:18:04 UTC in vault item: motion_picture Comment #2227
That's original! I like that :)
Commented 20 years ago2004-06-06 18:09:02 UTC in vault item: de_sahara Comment #2226
WOW!that looks amazing!Nice Job. Send it off to the cs team, i think you'll have a chance
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Commented 20 years ago2004-06-06 15:31:59 UTC in vault item: cs_aztec2 Comment #2221
I didn't mention some flaws like the difference in color between the waterfall and the real water, and the sometimes too loud sounds that stop quite abrupt. Little things you have to mind when creating a map, things that rely more on common sense than technical knowledge.

I just thought that might be worth an extra comment... :)
Commented 20 years ago2004-06-06 15:28:24 UTC in vault item: cs_aztec2 Comment #2220
Mmh. Not that really good-looking. Too simple architecture, overall too much large surfaces without detail. The buildings seem to tall, some buildings have no side, only a front wich makes them look very fake. The stairs don't look that good (they're no stairs in fact) and they're too steep, I fell down on them instead of walking down. Lighting ain't special too. The red lights didn't fit in the environment. Oh, and those endless long crawlspaces... they're very slow to move trough, wich makes me really hate them...

The rumbling on the background was nice but since I saw no lighting it made it look a bit faked. The real aztec did better... :) However, I liked the torches, they fit within the theme very nicely.

Overall, the map looks too basic, it lacks finesse. But, it's your first map after all. Not a too bad attempt concidering that.
Commented 20 years ago2004-06-06 14:43:40 UTC in vault item: cs_aztec2 Comment #2219
300th map. congrats.
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Commented 20 years ago2004-06-06 04:37:13 UTC in vault item: The Lobby Comment #2217
i mirrord the whole level underneat hte floor, the floor is a func wall wiht glas render settings
Commented 20 years ago2004-06-06 04:22:57 UTC in vault item: cs_aztec2 Comment #2216
well, map is huge, and to complicated (for me).water looks really bad. there could be more sounds, like burning torches, runing water, etc. besides there is map called cs_aztec already, you should call it cs_babylon (reminds me more babylon than aztec :).in some places architecture is very simple, reapetitive textures, there are lot of similar places (i've got lost).besides i hated those long red small tunels :(...after all there are some nice places, next time make smaller map with more details, less cubic. ***
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Commented 20 years ago2004-06-05 22:16:33 UTC in vault item: crate_land Comment #2214
Needs more variety, jsut crates is just boring. Nice try tho
Commented 20 years ago2004-06-05 06:29:12 UTC in vault item: Bunkers Comment #2213
The rocks look fake indeed. There's no rock that extends beyond a certain distance, they look like a cardboard decor.
The bunkers looked a it capped of, the shape didn't really remind me of a bunker. Play around MOHAA and lool at their bunkers.

Oh, little thing: a player can get behind these ammo crates but he can't get back up. Maybe a clip-brush comes in handy there? :)
Commented 20 years ago2004-06-05 03:04:49 UTC in vault item: Bunkers Comment #2212
those rocks are hilarious. they look like cardboard cut outs:P

you will need ot go do some vertex manipulation to do rocks. there are serval ways you can do that.
Commented 20 years ago2004-06-04 16:49:23 UTC in vault item: crate_land Comment #2211
"This is my very first map... EVER!" Compared to what skill that I've gone down? This is my first map!
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Commented 20 years ago2004-06-04 12:54:16 UTC in vault item: motion_picture Comment #2209
im thinking about making a really nice one for my upcomming map... it will be alot more accurate in frame rate and the quality of the pics will be better
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Commented 20 years ago2004-06-04 02:13:10 UTC in vault item: motion_picture Comment #2206
that was coooooooooool.... good stuff - i think it wouldve looked a bit better if it the spun a bit faster. but still cool and mad animation :D :D :D