Comments

Commented 20 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 20 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 20 years ago2004-05-19 23:15:20 UTC in vault item: Scripted sequence and gaps Comment #1945
Oh yeah! LOL Silly me
Commented 20 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 20 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 20 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 20 years ago2004-05-19 11:12:52 UTC in vault item: Sabotage Comment #1941
and its not space, its xen.
Commented 20 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 20 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 20 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 20 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 20 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 20 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 20 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 20 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 20 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 20 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 20 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 20 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 20 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 20 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 20 years ago2004-05-18 16:12:56 UTC in vault item: Full_city Comment #1923
Someone needs to rate this
Commented 20 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 20 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 20 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 20 years ago2004-05-18 12:44:21 UTC in vault item: Missing faces in aim_best_temple Comment #1919
3 files left
Commented 20 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 20 years ago2004-05-18 12:38:47 UTC in vault item: Missing faces in aim_best_temple Comment #1917
2nd attempt
Commented 20 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 20 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 20 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 20 years ago2004-05-18 09:37:01 UTC in vault item: Sabotage Comment #1913
And the lighting too, seeing from the screenshot...
Commented 20 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 20 years ago2004-05-18 06:47:08 UTC in vault item: Sabotage Comment #1911
texturing looks kinda cruddy
Commented 20 years ago2004-05-18 06:09:33 UTC in vault item: Sabotage Comment #1910
Or attach the wad file
Commented 20 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 20 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 20 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 20 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 20 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 20 years ago2004-05-17 15:17:18 UTC in vault item: fy_2stas Comment #1904
lets make it english people!
Commented 20 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 20 years ago2004-05-17 14:15:47 UTC in vault item: fy_2stas Comment #1902
gal paaiskint sugebetum ? :)
Commented 20 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 20 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 20 years ago2004-05-17 08:52:22 UTC in vault item: Elevator Problems Comment #1899
Download my elevator example map.
Commented 20 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 20 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 :)