Commented 20 years ago2004-02-17 17:31:22 UTC
in vault item: Camera PuzzleComment #1035
Good idea - poorly executed
The first one is too hard, i was just running around on em till I made noclip and flew over. The 2nd one was boring - Stacking crates? The 3rd one was lame - Walking through a maze of clips isnt really... Puzzling. The 4th one was probably the easiest, but kinda repetetive.
To round it all of, the texturing was boring, and the camera was HORRIBLE.
Commented 20 years ago2004-02-16 13:28:43 UTC
in vault item: rc_Roundabout (Ricochet)Comment #1025
This seems to be the public's favorite so far. When anyone asks about mapping I point them here. Actually, to save time I tell them to check the links of my page, less to type! Too bad there's no MOTD in Ricochet...
Commented 20 years ago2004-02-16 11:04:41 UTC
in vault item: CS: Pistols at StartComment #1023
What are you using The Half-Life Or Team Fortress? I've noticed you have a sniper rifel- I have been trying to get it but I only got an older version with the normal common weapons- such as weapon_crossbow-e.t.c. How did you get the rifle--Is it an upgrade- If so how can I get this upgrade? Thanks--I'm a new member.
Commented 20 years ago2004-02-16 09:30:39 UTC
in vault item: LeakComment #1022
There is no leak. You've used a water texture on your walls. Make them a concrete texture and the problem goes away. Also, you need to remove a problem... Here's how, open the map in hammer, press Alt+P to check for problems. See the 'func_pushable is empty' problem? Highlight that and press 'go to error'. Then close the 'check for problems' window. Move your cursor over any of the 2D windows and hit the delete key on your keyboard. That is the only way to fix that type of error.
Commented 20 years ago2004-02-16 08:25:04 UTC
in vault item: de_tubeComment #1021
Thanks for your kind comments. I still have a lot of work to do. I'm not happy with many of the textures and the lighting and RAD need work. As usual there are glitches to be found around the map. I'm not an experienced mapper but it seems no matter how much you work on a map there are always more.
Most importantly - as it is a Counter-Strike map - is the gameplay aspect of this. My sons and I have tried it out on a LAN but with only three of us it's difficult to assess the maps playability.
I'm still not sure about the distances between spawn points and bomb target, or whether there should be only one target etc. Hopefully, when I get it tidied up a bit more, I might persuade someone to host it. Unfortunately, my games server is an aging AMD K6/400 with 128Mb RAM. I'm not evil enough to subject 'public' players to that kind of performance. Especially, if I want them to be nice about my map.
Commented 20 years ago2004-02-15 10:57:59 UTC
in vault item: de_tubeComment #1016
Holy crap! This level rocks!!! Actually looks like a tube station as well! Here is the plus and negatives: +Nice design +Good texturing +Cool Idea +Nice Brushwork -It's a cs map, but at least it isn't a fy or aim map!
Overall, very good! 4 stars (would have got 5 if it was for HL and not CS!)
Commented 20 years ago2004-02-14 14:03:32 UTC
in vault item: boxgunsComment #1007
I'll try to read your mind on this one: You're trying to make a controllable turret and it isn't working. The funk_tankcontrols should be a trigger brush, not the control panel itself. I have no idea what a "motion_manager" is so I guess you're working on a mod. Here's how it would work in regular HL: http://cariad.netfirms.com/twhl/tutorial.php?id=16
Commented 20 years ago2004-02-14 11:51:56 UTC
in vault item: Discs of Tron (Ricochet)Comment #1006
That's because almost nobody has my maps yet! Last night I had a server up for about two hours, this map had up to 5 people and rc_roundabout had up to 6. A total of 16 players joined my server. I admit, my buddy and I are 2 of those players, but that's still 14 people that were interested enough to join in and auto-download a map.
If you don't see a server with "Craash" in the name try connecting to craash.no-ip.org -- I usually have a Ricochet or Sven server going. Even if there's no one playing, jump in and say "hi" or something. If I'm home I'll jump in and play or switch maps or whatever.
oh, and for texture lights, i think you run a lights.rad program, and then any textures of lights will emit lights. apperently it looks good but i haven't tried it yet
this error is caused when 4 or more dynamic lights hit the same face. if you make some of them not switchable, or not flickery then it should be fine. I've had this error before, and sometimes it makes no difference whatsoever. you could also try splitting up your wall, but the joints are where this lighting error are found, as one will be light and the other face will be dark.
hmm. you could try making a cage that just comes out of the floor? that can be timed with stuff or... you could make it PING through the floor really fast and make a dummy train (func_door) shoot out of the floor to replace it, but really quickly. not very professional solutions are they?
Commented 20 years ago2004-02-12 16:54:18 UTC
in vault item: BulybrawlComment #990
i think this is a good attempt for ur first map and makes a great warzone but im going to make a map(a bit like an aim map) but from METAL GEAR SOLID 2 on the last level ARSENAL gear.
Im not even gonna try. DO IT FOR US
The first one is too hard, i was just running around on em till I made noclip and flew over.
The 2nd one was boring - Stacking crates?
The 3rd one was lame - Walking through a maze of clips isnt really... Puzzling.
The 4th one was probably the easiest, but kinda repetetive.
To round it all of, the texturing was boring, and the camera was HORRIBLE.
Sorry. You can do better.
Mike-
aka Unbreakable
I still have a lot of work to do. I'm not happy with many of the textures and the lighting and RAD need work. As usual there are glitches to be found around the map. I'm not an experienced mapper but it seems no matter how much you work on a map there are always more.
Most importantly - as it is a Counter-Strike map - is the gameplay aspect of this. My sons and I have tried it out on a LAN but with only three of us it's difficult to assess the maps playability.
I'm still not sure about the distances between spawn points and bomb target, or whether there should be only one target etc. Hopefully, when I get it tidied up a bit more, I might persuade someone to host it. Unfortunately, my games server is an aging AMD K6/400 with 128Mb RAM. I'm not evil enough to subject 'public' players to that kind of performance. Especially, if I want them to be nice about my map.
Thanks again.
Mapping is not so easy it seems...
Quality, dude.
+Nice design
+Good texturing
+Cool Idea
+Nice Brushwork
-It's a cs map, but at least it isn't a fy or aim map!
Overall, very good! 4 stars (would have got 5 if it was for HL and not CS!)
http://www.planethalflife.com/ssh/
You're trying to make a controllable turret and it isn't working. The funk_tankcontrols should be a trigger brush, not the control panel itself. I have no idea what a "motion_manager" is so I guess you're working on a mod. Here's how it would work in regular HL:
http://cariad.netfirms.com/twhl/tutorial.php?id=16
If you don't see a server with "Craash" in the name try connecting to craash.no-ip.org -- I usually have a Ricochet or Sven server going. Even if there's no one playing, jump in and say "hi" or something. If I'm home I'll jump in and play or switch maps or whatever.
HL-map? or wadinclude?
lol
and use tex-lights instead of point (cant be triggered tho