Commented 20 years ago2004-05-28 10:40:15 UTC
in vault item: compactComment #2101
Give the level a bit more sense of space too. I mean, let it represent an area with a purpose, not just a generic level. And it might be nice for the player to be able to achieve something, e.g. give him some challenge. Killing houdeye's might be fun but it's not challenging with the weaponry I had at my disposal. Gradually expose the player to more though enemy's and give him a reward when he's done a hard job, like letting the player find a new weapon or let him see a particular beautiful part of the level, just something that satisfies a player. Like he has earned it.
Commented 20 years ago2004-05-28 06:16:20 UTC
in vault item: compactComment #2100
Try pushing the button in the tunnel while someones obove ground(but push it again afterwards). And also I will try to fix all the cons about it and update this map.
Commented 20 years ago2004-05-28 01:09:26 UTC
in vault item: compactComment #2098
I found it less great than you thought it was. If it's for the flamethrower idea, I like it. The rest of the map wasn't that interesting.
Pros: 1. Flamethrower. 2. Rapid rocketlauncher (let the mayhem start!).
Cons: 1. Little mayhem to start. Fast paced? No. Only once in a while a houndeye popped up to die by the guns. 2. The map is kindof purposeless. I checked out the flamethrower and that's pretty much all reason I played this thing. 3. Too simple architecture, although some nice details now and then, overall it's way too simple. 4. Bad lighting. Looks ugly, in some places it's light but I can't see lamps or light sources (water area). 5. Bad water. Make it's max. wave height way lower, this looks very ugly.
A tip: don't enclose your map with a box. Only makes compile times longer because all the extra space and faces that have to be compiled.
Another tip: I'd suggest you should read some articles about design, what makes a map good. I wish you a lot of succes with further maps!
Commented 20 years ago2004-05-27 15:37:18 UTC
in vault item: crazymapComment #2092
This is a map from a mod in wich I was working with others mappers. Sadly, I never finished it. The light in the tunnel is not the final lighting. Please, post some comments
Commented 20 years ago2004-05-27 12:26:57 UTC
in vault item: fy_highway2Comment #2091
Pros: 1. Nice setting, a desert highway. 2. Nice rocks indeed. Now and then not so good aligned with each other resulting in some extra edges but besides that they look very nice.
Cons: 1. Too small indeed. 2. Bad lighting. Dark rocks but very bright sand? Very strange indeed... 3. Texture stretching made some things look pretty ugly, especially the bridge railing. Just stick to 1.0:1.0 as stretching isn't really necessary in this map. 4. CT's have a way too big advantage. They can drop on the T's from all sides but the T's have only one way up. Too unbalanced.
Commented 20 years ago2004-05-27 08:49:17 UTC
in vault item: midniteSTREETZComment #2087
I think your problem may be because your map is far too big. It seems to work in software but this is a temporary solution. Scale the map down otherwise Half-Life wont handle it.
Commented 20 years ago2004-05-27 06:43:01 UTC
in vault item: fy_highway2Comment #2086
its 8 vs 8. and CTs has two starting points. and Terrorsists has one starting point below the bridge, and its true that CTs has big advantage, but only skilled dudes plays with Terrorists
Commented 20 years ago2004-05-27 04:15:48 UTC
in vault item: fy_highway2Comment #2084
well, kind of interesting map, nice rock surface, but there are some mistakes with texture alignment, scaling. it is 4 vs 4 map? ct starts at the top, t below, so i think ct has big advantage.
Commented 20 years ago2004-05-26 23:21:33 UTC
in vault item: cs_deadlineComment #2081
i dont download many maps off this site but with these ratings i had to test it....very nice... what really caught my attention were the rats and that shoe in the garbage... very nice keep up the great mapping
This comment was made on an article that has been deleted.
Commented 20 years ago2004-05-26 15:47:23 UTC
in vault item: Mechanical StairsComment #2078
Actually a quite common problem with rotating entities, is that their clipping doesn't always is correct with their visual appearance. Modify the stairs somewhat, make them indeed a bit less steep and well, just try out a bit. You'll be able to get it to work right with a bit of tryal and error.
Commented 20 years ago2004-05-26 13:04:27 UTC
in vault item: crazymapComment #2076
Sorry FRANKo, learn some english before posting maps here. Oh shite, you wont understand this. Ill take it on spanish. FRANKo apesadumbrado, aprende un cierto ingl?s antes de fijar mapas aqu
Commented 20 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 20 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 20 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 20 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 20 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 :).
Pros:
1. Flamethrower.
2. Rapid rocketlauncher (let the mayhem start!).
Cons:
1. Little mayhem to start. Fast paced? No. Only once in a while a houndeye popped up to die by the guns.
2. The map is kindof purposeless. I checked out the flamethrower and that's pretty much all reason I played this thing.
3. Too simple architecture, although some nice details now and then, overall it's way too simple.
4. Bad lighting. Looks ugly, in some places it's light but I can't see lamps or light sources (water area).
5. Bad water. Make it's max. wave height way lower, this looks very ugly.
A tip: don't enclose your map with a box. Only makes compile times longer because all the extra space and faces that have to be compiled.
Another tip: I'd suggest you should read some articles about design, what makes a map good. I wish you a lot of succes with further maps!
Rock on dude -|__|
1. Nice setting, a desert highway.
2. Nice rocks indeed. Now and then not so good aligned with each other resulting in some extra edges but besides that they look very nice.
Cons:
1. Too small indeed.
2. Bad lighting. Dark rocks but very bright sand? Very strange indeed...
3. Texture stretching made some things look pretty ugly, especially the bridge railing. Just stick to 1.0:1.0 as stretching isn't really necessary in this map.
4. CT's have a way too big advantage. They can drop on the T's from all sides but the T's have only one way up. Too unbalanced.
Have you been able to fix it yet?
waiting 4 your next work with original idea
Oh shite, you wont understand this. Ill take it on spanish.
FRANKo apesadumbrado, aprende un cierto ingl?s antes de fijar mapas aqu
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...