Comments

Commented 20 years ago2004-05-28 10:53:36 UTC in vault item: Sabotage Comment #2102
How's progress BTW?
Commented 20 years ago2004-05-28 10:40:15 UTC in vault item: compact Comment #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: compact Comment #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 03:26:37 UTC in vault item: compact Comment #2099
Goodmap
Commented 20 years ago2004-05-28 01:09:26 UTC in vault item: compact Comment #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 20:15:15 UTC in vault item: crazymap Comment #2097
no
Commented 20 years ago2004-05-27 19:10:40 UTC in vault item: BlackOP Retreat Comment #2096
well so far it looks ok..
Commented 20 years ago2004-05-27 18:57:01 UTC in vault item: crazymap Comment #2095
Is this for HL?
Commented 20 years ago2004-05-27 17:31:36 UTC in vault item: CS-Practice-1 Comment #2094
put it in Unfinished sect.
Commented 20 years ago2004-05-27 17:27:07 UTC in vault item: fy_highway2 Comment #2093
ITS TEH TOOOH!
Rock on dude -|__|
Commented 20 years ago2004-05-27 15:37:18 UTC in vault item: crazymap Comment #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_highway2 Comment #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 11:28:19 UTC in vault item: Mechanical Stairs Comment #2090
Ah, well, anyway...

Have you been able to fix it yet?
Commented 20 years ago2004-05-27 10:06:14 UTC in vault item: cs_deadline Comment #2089
well, you cought your attention on wrong things - those are models.
waiting 4 your next work with original idea :)
Commented 20 years ago2004-05-27 09:12:31 UTC in vault item: fy_highway2 Comment #2088
i fixed few bugs...
Commented 20 years ago2004-05-27 08:49:17 UTC in vault item: midniteSTREETZ Comment #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_highway2 Comment #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 04:17:26 UTC in vault item: Mechanical Stairs Comment #2085
I didn;t design the steps... the step module incuding the button and such were designed by some guy on ejoop.com - it's on there as a "prefab"
Commented 20 years ago2004-05-27 04:15:48 UTC in vault item: fy_highway2 Comment #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 ago2004-05-27 01:51:55 UTC in vault item: Garden Comment #2083
ok
Commented 20 years ago2004-05-27 01:07:10 UTC in vault item: fy_highway2 Comment #2082
Let's test this map later today, k?
Commented 20 years ago2004-05-26 23:21:33 UTC in vault item: cs_deadline Comment #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 15:48:19 UTC in vault item: Mechanical Stairs Comment #2079
BTW, you're actually making good progress, Esmajor! Keep it up! :)
Commented 20 years ago2004-05-26 15:47:23 UTC in vault item: Mechanical Stairs Comment #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 13:04:54 UTC in vault item: crazymap Comment #2077
Nadie aqu? le entender?n si usted est? hablando espa?ol.
Commented 20 years ago2004-05-26 13:04:27 UTC in vault item: crazymap Comment #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 11:53:25 UTC in vault item: crazymap Comment #2075
A what?!? We speak english here, FRANKo...
Commented 20 years ago2004-05-26 11:18:40 UTC in vault item: Sabotage Comment #2074
moved to unfinished vault. partly because it seems unfinished after the reviews, partly to void serious spamming of the completed vault.
Commented 20 years ago2004-05-26 08:12:54 UTC in vault item: De_Hidden Comment #2073
It worked some time ago.. But not anymore
Commented 20 years ago2004-05-26 07:42:04 UTC in vault item: Mechanical Stairs Comment #2072
Oh Yeah, load up your .map or .rmf so we can take a look at it in Hammer
Commented 20 years ago2004-05-26 07:41:30 UTC in vault item: Mechanical Stairs Comment #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 ago2004-05-26 03:28:05 UTC in vault item: De_Hidden Comment #2070
Hang on, why is there lighting in the screenshot then? If HLVIS doesn't run then there shouldn't be any lighting right?
Commented 20 years ago2004-05-25 20:47:32 UTC in vault item: de_forsaken Comment #2069
i think there should be some stuff on the floor...just too empty
Commented 20 years ago2004-05-25 15:02:36 UTC in vault item: midniteSTREETZ Comment #2068
IT works!! I simply switched to software mode and it works just fine!
Thanks!!
Commented 20 years ago2004-05-25 09:09:23 UTC in vault item: SCIENCE DEMO Comment #2067
download the map WD, see if more people, um, eat stuff, like dust, (corny joke, ur supposed to laugh!)
Commented 20 years ago2004-05-25 09:04:51 UTC in vault item: De_Hidden Comment #2066
Someone wanna fix the leaks and post the file?
Commented 20 years ago2004-05-25 06:30:40 UTC in vault item: midniteSTREETZ Comment #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.

http://www.slackiller.com/tommy14/errors.htm
Commented 20 years ago2004-05-25 05:18:02 UTC in vault item: Elevator Comment #2064
:)
Commented 20 years ago2004-05-25 05:17:16 UTC in vault item: De_Hidden Comment #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 ago2004-05-25 01:12:03 UTC in vault item: cs_deadline Comment #2062
Heh, better screenshot now indeed!
Commented 20 years ago2004-05-25 00:03:57 UTC in vault item: midniteSTREETZ Comment #2061
need help plzzz :(
Commented 20 years ago2004-05-24 22:26:09 UTC in vault item: midniteSTREETZ Comment #2060
hmm
Commented 20 years ago2004-05-24 22:11:27 UTC in vault item: midniteSTREETZ Comment #2059
dam .... when ever i compile, it would load the game....but then it says AllocBlock:full
Commented 20 years ago2004-05-24 21:56:51 UTC in vault item: midniteSTREETZ Comment #2058
thanks alot bro :D
Commented 20 years ago2004-05-24 19:50:52 UTC in vault item: midniteSTREETZ Comment #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 15:55:04 UTC in vault item: cs_deadline Comment #2056
You show you learn from your mistakes. A good quality indeed.

BTW, the screenshot up here does the map no right, it looks so much better than that screenshot suggests...
Commented 20 years ago2004-05-24 15:25:45 UTC in vault item: cs_deadline Comment #2055
sorry fouth==fourth :)
Commented 20 years ago2004-05-24 15:23:30 UTC in vault item: cs_deadline Comment #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 :).
Commented 20 years ago2004-05-24 15:03:01 UTC in vault item: Monstermakers Comment #2053
yay im the first :P