Comments

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
Commented 19 years ago2004-05-18 12:36:57 UTC in vault item: Missing faces in aim_best_temple Comment #1915
craash420, it's not the the map sides that you can't see, it's just some small sides of my boxes that aren't visible even when you are far away from it or close. (wad files are attached)
Commented 19 years ago2004-05-18 12:35:29 UTC in vault item: Missing faces in aim_best_temple Comment #1914
craash420, it's not the the map sides that you can't see, it's just some small sides of my boxes that aren't visible even when you are far away from it or close. (wad files are attached)
Commented 19 years ago2004-05-18 09:37:01 UTC in vault item: Sabotage Comment #1913
And the lighting too, seeing from the screenshot...
Commented 19 years ago2004-05-18 08:25:51 UTC in vault item: Missing faces in aim_best_temple Comment #1912
I don't play CS or have the custom wad, but it sounds like you've made too large of an open area. Do the walls slowly reappear if you walk toawrd them? If so you need to smallify your map.
Commented 19 years ago2004-05-18 06:47:08 UTC in vault item: Sabotage Comment #1911
texturing looks kinda cruddy
Commented 19 years ago2004-05-18 06:09:33 UTC in vault item: Sabotage Comment #1910
Or attach the wad file
Commented 19 years ago2004-05-18 06:07:13 UTC in vault item: Scripted sequence and gaps Comment #1909
Can monsters jump? I don't theres an animation for them to jump, therefore they can't jump. Sorry
Commented 19 years ago2004-05-18 03:24:06 UTC in vault item: Missing faces in aim_best_temple Comment #1908
Wadinclude de_smyrna into your map. It's not a standard .wad that came with CS, so not everyone has it.
Commented 19 years ago2004-05-18 03:20:19 UTC in vault item: Sabotage Comment #1907
You might want to wadinclude ship_tex.wad into the map...
Commented 19 years ago2004-05-18 03:16:17 UTC in vault item: fy_2stas Comment #1906
Looks nice, but well, layout is pretty simple... OK, it's a fy-map, but still...

Strange lighting bytheway. The overhead beams don't have parallel shadows, wich is impossible with only the sun as a light-source.
Commented 19 years ago2004-05-17 20:22:54 UTC in vault item: Bulybrawl Comment #1905
This map lacks something, maybe its the poor use of brushes and textures. Try to fix it up or redo it a bit, espiecially the un-aligned textures, I dont think your giving it your best efforts here. 2 stars.
Commented 19 years ago2004-05-17 15:17:18 UTC in vault item: fy_2stas Comment #1904
lets make it english people!
Commented 19 years ago2004-05-17 15:01:49 UTC in vault item: fy_2stas Comment #1903
kaip masinas daryt as ir nzn ir man masinos su cs nesiderina, nebent seip tik. o texturu as nekuriu :), as tik susikuriu savo wad, kuri paskui darau -wadinclude. i ta wad susikeliu texturas kuriu man reikia su wally programele. su ja galima siek tiek ir koreguoti textura, bei paimti is kt. wad'u (jai matei mano de_ramses ten texturos is neto)
Commented 19 years ago2004-05-17 14:15:47 UTC in vault item: fy_2stas Comment #1902
gal paaiskint sugebetum ? :)
Commented 19 years ago2004-05-17 14:13:32 UTC in vault item: fy_2stas Comment #1901
emm... :) viena toki zinau, bet jis dar visiskas naujokas... net duru nemoka idet :P (o as niekaip nesuvokiu kaip texturas sawo sukurt ir kaip masinas daryt)
Commented 19 years ago2004-05-17 13:25:51 UTC in vault item: fy_2stas Comment #1900
ghmmm... iceworldo kopija su dust texturomis...galetum ir labiau pasistengti :). o beje gal pazysti dar kokiu mapperiu is lietuvos? butu ydomu paziuret kitu darbus ar keliese daryt koki projekta
Commented 19 years ago2004-05-17 08:52:22 UTC in vault item: Elevator Problems Comment #1899
Download my elevator example map.
Commented 19 years ago2004-05-17 02:39:52 UTC in vault item: de_innercity Comment #1898
Sorry to all who posted their comments to this map, but Worldcraft Dude ruined this page by stretching it so it was unreadable. I had to delete it and create again. I would really appreciate if Worldcraft Dude would be so kind to not post any comments to my maps!!! 4EVER!!!!!
Commented 19 years ago2004-05-17 02:23:44 UTC in vault item: fy_jihad Comment #1897
I hate fy_ maps too, but I do what CS community likes :)
Commented 19 years ago2004-05-16 20:26:38 UTC in vault item: scripted_sequence problems Comment #1896
yes thats the problem. sometimes it works sometimes not, when you strafe left, youll notice that he wont approach the s_s. but when i tried to move forward it works. u think a glitch might be causing this?
Commented 19 years ago2004-05-16 17:58:52 UTC in vault item: knife_chess2 Comment #1895
how can i meak sky in my mape
Commented 19 years ago2004-05-15 08:05:42 UTC in vault item: Garth Manor Comment #1889
i give you 4 stars.
1: i dont know how much oyu did ot the map.
2: i found a bug in the map. wiht the gaus cannon i was able to jump over all the level.
but it was a good architecture. and i know those rocks take a hell lot of time to make. im talking form experience
Commented 19 years ago2004-05-14 17:27:41 UTC in vault item: Garth Manor Comment #1888
That's the best outside Half-Life map I have ever seen! The rock walls are simply stunning! 5 stars for sure!
This comment was made on an article that has been deleted.
Commented 19 years ago2004-05-14 11:08:49 UTC in vault item: Triggers Comment #1877
seventh, i have a problem with this one. the scientist wont do the animation. im using 1109 HL and the latest HL fgd (dated 3-31-2002).
Commented 19 years ago2004-05-14 10:24:53 UTC in vault item: fy_jihad Comment #1876
fy maps are popular among cs players, not mappers. and most guys from twhl hate cs and even more aim or fy maps, coz they are easy to create, are small, have no story and etc...
Commented 19 years ago2004-05-14 05:51:34 UTC in vault item: fy_jihad Comment #1875
lol
Commented 19 years ago2004-05-14 05:46:40 UTC in vault item: Garth Manor Comment #1874
looks nice, ill give it a go!
Commented 19 years ago2004-05-14 05:43:44 UTC in vault item: fy_jihad Comment #1873
OK man. I'm not gonna get mad at you considering that you're new. But if you ever rate your own maps again...lo and behold my wrath as well as most members here...
Commented 19 years ago2004-05-14 04:28:38 UTC in vault item: Detention Comment #1872
You shoul consider making a HL mod with that designing skill of yours.
Commented 19 years ago2004-05-14 03:42:16 UTC in vault item: de_frozen Comment #1871
Thank you Captain P, I'm trying.
Commented 19 years ago2004-05-13 20:35:13 UTC in vault item: scripted_sequence problems Comment #1870
I'm not sure what you mean... When I compiled this and ran it, the sequence worked perfectly. Your houndeye ran right to the scripted_sequence. But since you didn't put anything in the action animation property of the Scripted_sequence, the houndeye's AI takes over immediately after he reaches it. Everything is working properly in this map. Let me know what you were expecting to see and maybe I can help.
Commented 19 years ago2004-05-13 20:22:31 UTC in vault item: Electrified Water Comment #1869
c'mon people wheres your comments?
Commented 19 years ago2004-05-13 12:04:11 UTC in vault item: knife_chess2 Comment #1866
Idea's good, but too dark, there's a buyzone (knives only?) plus the pushables do kinda get annoying, throwing you off the board into blackness. Nicely done pieces.