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 20 years ago2004-05-15 08:05:42 UTC
in vault item: Garth ManorComment #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 20 years ago2004-05-14 10:24:53 UTC
in vault item: fy_jihadComment #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 20 years ago2004-05-14 05:43:44 UTC
in vault item: fy_jihadComment #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...
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 20 years ago2004-05-13 12:04:11 UTC
in vault item: knife_chess2Comment #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.
Commented 20 years ago2004-05-13 10:03:55 UTC
in vault item: de_frozenComment #1865
Your first map and it shows. You didn't know about the Max Viewable Distance, so some rocks dissapear in the distance. Quite bad VIS-blocking troughout the level, wich results in way too high r_speeds in most of the map. The textures are quite boring, and become repetetive after a while.
But I've seen your second level and that's a lot more promising. You have progress, and you have good progress. Keep it up!
Commented 20 years ago2004-05-13 09:29:18 UTC
in vault item: knife_chess2Comment #1864
I think it would have been much better when you had positioned the pieces across the board as if it had been played for a while. And that pushability has some really bad effects coming with it, I was sliding on top speed all over the chessboard. I think it's better to leave them non-pushable (and non-breakable) so they provide some interesting cover/hideplaces.
Bytheway, your r_speeds are really way too high, you should cut that down first. Peaks at 1600 wpoly's...
But the overall idea is nice, although it needs a better workout in my opinion.
Commented 20 years ago2004-05-13 03:17:06 UTC
in vault item: Elevator ProblemsComment #1859
Blue, track_corner doesn't exist. You mean the path_track. But that one isn't necessary here. A path_corner is OK.
@ adsims2001: The elevator starts at the right position, p1 is the name of the highest path_corner, and that's where you've set the 'first stop target' of the train to.
Commented 20 years ago2004-05-12 17:34:10 UTC
in vault item: CastleComment #1857
there should be more rooms and buildings. You have alot of room outside but then the large area is good for fire fights. You should add a stable and a little bit more cover. Try adding towers too. add more detail its a lil blocky. map looks promising. i abandoned my castle map, i mite get back to it.
Commented 20 years ago2004-05-12 02:00:33 UTC
in vault item: knife_chessComment #1852
well.... a few things in reply supermario. chess boards dont get any bigger (its the same amount of squares as a chess board) so i couldnt really make it any bigger. about the improving - this is one of my old maps so i have improved a lot since then. and you (the players) are meant to be the pawns. and great idea about the pushables. might make knife_chess2 :P. thanks for the idea mate oh yeh thanks for the 4 stars as well (highest rating yet :D:D:D:D!!!!)
Commented 20 years ago2004-05-11 17:46:24 UTC
in vault item: Full_cityComment #1847
Thanks. Oh, I HIGHLY SUGGEST PLAYING THIS MAP WITH MANY PEOPLE OR BOTS ITS WAY TOO BIG TO BE PLAYED WTH JUST A FEW PEOPLE. Players recommened.... I'd say around at least 6-8
Commented 20 years ago2004-05-11 14:15:27 UTC
in vault item: Tau_MapComment #1845
map is realy 4fun i enjoyed it ... i'm biiiggg half-life and its modes fan, so this map is that, what i need cool jumps... but maybe too hard 4 new players
Commented 20 years ago2004-05-10 19:35:42 UTC
in vault item: halfway (WIP de_skyhigh)Comment #1841
anyone who likes this map and wishes me to continue it to completion, please rate and post, and give me feedback, i would greatly apreciate it. I am hoping to get some help on this, especially with my r_rates, so if you want, message me at greenkronic420@hotmail.com
Commented 20 years ago2004-05-10 09:45:23 UTC
in vault item: de_cretewarzComment #1835
I noticed most of your maps (if not all) are just a cubic room filled with crates, walls, cans, whatever. No real CS-styled maps. Maybe it's fun to play but the design is thin.
Commented 20 years ago2004-05-10 01:56:50 UTC
in vault item: Full_cityComment #1831
Personally I'd like it if you included all your textures used. I'm not so eager to copy and copy and copy and copy wad files again into my valve folder. Put all used textures in a custom wad and wadinclude it. That's more userfriendly.
This comment was made on an article that has been deleted.
Commented 20 years ago2004-05-09 15:44:15 UTC
in vault item: Full_cityComment #1829
But notice from the screenchot that the map has gray light, not white light. Thats whaqt iw as talking about, so I am warning you now, this map is kinda dark. SO DONT COMPLAIN LATER.
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
But I've seen your second level and that's a lot more promising. You have progress, and you have good progress. Keep it up!
Bytheway, your r_speeds are really way too high, you should cut that down first. Peaks at 1600 wpoly's...
But the overall idea is nice, although it needs a better workout in my opinion.
-Original idea.
-A knife map...
Baddies:
-...where you can buy weapons.
-Too dark.
-Boring as.. chess :D.
Score: 2 of 5
-Trapt
@ adsims2001: The elevator starts at the right position, p1 is the name of the highest path_corner, and that's where you've set the 'first stop target' of the train to.
-Trapt
>> GOOD <<
- idea in general
- way u made the pieces look
- its knifing
>> If your going to improve <<- make it a lot bigger
- i personally think nades ruin a knifing map... 1 or 2 is enough
- where are the pawns? dunno if i spelt right
- make the pieces pushable not breakable so u can play with them
I think the map is great it just can be added on alot to make it a lot more fun..I'll try it with jaardsi latorz.
Thanks for the comments and running sround the map.
Give's a horrible first apperance.
How annoying. No cover, rumble ( = bad aiming), THE SOUND!
Nice textures thought (self-made?).