Commented 20 years ago2003-12-12 06:54:00 UTC
in vault item: HLywoodComment #552
It was pretty cool but I left my barney a little behind so he wouldn't get hurt by the action ahead.....when I then came back I found monsters spawned right nxt to my barney without warning and kept killing him....it was pretty annoying...anyhow I sorted it a while later by using myself as a shield for barney with a crowbar....oh yeah and nice lip sync stuff.....how u do that lol...it was done pretty well
Commented 20 years ago2003-12-11 22:39:18 UTC
in vault item: MinimicusComment #551
It works fine. Over 1300 downloads (from several sites) so far! Send me an e-mail at slayera@cox.net and I'll see if I can help to get it working for you.
Commented 20 years ago2003-12-10 17:44:43 UTC
in vault item: a01&a02Comment #544
Well, if you want the player go through the next level, make sure that the player IS inside the trigger_changelevel. If the player is not inside, it won't work. Also important, the info_landmark has to be on the same spot in both maps. How to fix: cover the whole map with the trigger_changelevel entity so that player is always inside it. But don't cause any leaks.
And one other thing, you have a major skybox, so i guess r_speeds are pretty high. Especcialy with all those leaves.
Commented 20 years ago2003-12-10 08:58:04 UTC
in vault item: cs_campanarComment #543
Ahh, I forgot, I have a problem with those windows you can see in the right wall of the screenshot. As I do not know why the decals use of Valve Hammer Editor does not work for me (once upon a time HalfLife said that it did not find the decal textures) they are built with a one unit box over the wall. Of course they are func_wall entities that do not brake the wall in little pieces. But anyhow, if I could remove those four 1 unit width faces without using a NULL texture...
Commented 20 years ago2003-12-10 08:54:51 UTC
in vault item: cs_campanarComment #542
(The complete history) As my first map I want everything to work OK. So I'll see if anybode helps me reducing r_speeds (maybe aplying some NULL textures...). As a map, it is a Counter Strike Hostage Rescue map. It works with CS 1.5, haven't tested with CS 1.6 because of the fact that Steam does not install behind my university proxy. The map is based on my friends house in the suburb called Campanar, in Valencia, Spain, but the surroundings are changed so that the map gets playable and somewhat fun. As something I was experimenting there can be found some explosives so that the CTs can get in by force. There are lots of selfmade photos and posters in the wad file! Note that the problem relating not-so-neat textures will be addressed in a future. The BSP is not the last BSP I compiled because in the last compilations I did not use RAD. So BSP is only for let you get an idea of how it is rendered, but the MAP and RMF are the ones you need to see. Beware that RAD is now very slow! (as it has to render lots of opaque entities, because I think that only structural important brushes should be with entity 0, aka world brushes, but I do not want that most of the details have no opaque faces). It can take about one hour compile, being everything but 10 minutes RAD. In the future there should be a readme... If you want to view an modifications history in spanish, you can read http://www.rommelwood.de/~fersanmz
Commented 20 years ago2003-12-09 13:03:47 UTC
in vault item: big_cityComment #537
a really cool map with relatively low r_speeds, could be cool with lots of plrs on internet. Ill take teh positvie first: +good open-stle +lots of weapons +rooftops!
and the inevitable: -Ugly texturing -not-see-throughable ladders or fences. -too many weapons :/
Commented 20 years ago2003-12-08 12:48:24 UTC
in vault item: Operation MarlboroComment #535
Hmmmm... It seems that you only have Counter Strike installed... The maps runs from Half Life only, I mean, it?s made for Half Life Single Player... Try to install the Mod in the Half Life folder, that is, copy the Zip to the Half Life folder and just unzip it :)... Of course, I assume you executed the Install.bat file provided with the mod. That batch will get the needed Hl dlls copied so try also that, it?s in the Danimod folder. Tell me if you can run it and, of course, if you liked it. By the way, sorry if lightining is too dark sometimes, it?s been worked on currently, I?ll look better when all is fully iplemented. I hope you like it :).
Commented 20 years ago2003-12-08 12:48:19 UTC
in vault item: Operation MarlboroComment #534
Hmmmm... It seems that you only have Counter Strike installed... The maps runs from Half Life only, I mean, it?s made for Half Life Single Player... Try to install the Mod in the Half Life folder, that is, copy the Zip to the Half Life folder and just unzip it :)... Of course, I assume you executed the Install.bat file provided with the mod. That batch will get the needed Hl dlls copied so try also that, it?s in the Danimod folder. Tell me if you can run it and, of course, if you liked it. By the way, sorry if lightining is too dark sometimes, it?s been worked on currently, I?ll look better when all is fully iplemented. I hope you like it :).
Commented 20 years ago2003-12-06 20:18:07 UTC
in vault item: Crash and stuckComment #533
I got the player to start in the cockpit. But I had to delete your func_breakable cockpit glass, it kept crushing the player. Is your map for spirit by any chance? Anyway, I had to add an origin brush to the func_train, and I deleted your camera. For the screenshot, i went walking on the wing while the plane was flying. Wheeeeeee!
Commented 20 years ago2003-12-02 19:57:17 UTC
in vault item: Operation MarlboroComment #516
I thank you as much as I thank everyone who plays and gives his opinion :). It means much to me that people give value to my work. Some work wnet into this, my first attempt to do something and, well, still is unfinished and there is some more work to do (more maps and so...). And well, I?m gonna answer to your ideas :): -Everyone seems to miss the ligthning. It looks fine on my computer, there are dark areas and light areas but, hmm, if everyone misses it there must be something wrong with me!. Have you tried the gamma correction and so?. I?m asking for help at this ?cos I can?t test my map in other computers. -Yes, it?s true... But i did it in purpose hehe. It has some story and, well, if you?re dropped you may suffer. There is a medikit in a crate that can recover you, but just a little, it?s intended to be hard but not impossible. -Yes, it happens, the stair in the floor must be placed below the hole in the roof so you can jump into it and then into the stair. I?m gonna put a walktrough with the final version for things like this :). -Oh :D!!!. A chopper dropped you, but it?s still not implemented. There are sentences and things that are still coming in these maps. In fact, there may be an introductory period where you jump off that chopper. -Hehe... I thought about that, but was a little difficult to me (I?m not good at this) and I liked those paintings on the wall showing you how deep into the ground you are. Great you liked the puzzles :). Thank you very much JB.
Commented 20 years ago2003-12-01 11:47:09 UTC
in vault item: Operation MarlboroComment #512
PHEW< Just finished it in hard mode? No cheats? Took me over an hour! (-and about 10-15 saves)
Excellent brush AND texture work! Detail like that goes a long way. Puzzles were fun, although I spent a good half-minute whacking the side of the box the HEV suit comes in? (Am I thick or is it just the box?:P) Camera work worked:D Great challenge, very fun to play, looks great, imaginative puzzles, soooo? five pretty twinkley thingeys!
A few minor ideas/things for you to look at? -There's lightening??? Hmmm I missed that : -I fell out of the sky to start. It hurt. That was health I scarce could afford to loose! -whenever I tried to grab the ladder in the bookroom, I would grab the bottom of the func_ladder, not the side! It took several tries to finally get on the side. -Did I fall out of outer-space or did a chopper (hint hint) just drop me off? -I think you should have two separate func_trains to act as doors on the lift -but you decide
Commented 20 years ago2003-11-29 00:22:30 UTC
in vault item: Operation MarlboroComment #505
Oh!!!, Thank you very much Jester!!!!. I?m so happy with all the good feedback I?m getting from you. I?m a little worried about the lightning thing. I see it nice but maybe in other computers needs some gamma boost from the video options. Well, thank you!, more is coming soon!.
Also important, the info_landmark has to be on the same spot in both maps. How to fix: cover the whole map with the trigger_changelevel entity so that player is always inside it. But don't cause any leaks.
And one other thing, you have a major skybox, so i guess r_speeds are pretty high. Especcialy with all those leaves.
As my first map I want everything to work OK. So I'll see if anybode helps me reducing r_speeds (maybe aplying some NULL textures...).
As a map, it is a Counter Strike Hostage Rescue map. It works with CS 1.5, haven't tested with CS 1.6 because of the fact that Steam does not install behind my university proxy. The map is based on my friends house in the suburb called Campanar, in Valencia, Spain, but the surroundings are changed so that the map gets playable and somewhat fun. As something I was experimenting there can be found some explosives so that the CTs can get in by force. There are lots of selfmade photos and posters in the wad file!
Note that the problem relating not-so-neat textures will be addressed in a future. The BSP is not the last BSP I compiled because in the last compilations I did not use RAD. So BSP is only for let you get an idea of how it is rendered, but the MAP and RMF are the ones you need to see. Beware that RAD is now very slow! (as it has to render lots of opaque entities, because I think that only structural important brushes should be with entity 0, aka world brushes, but I do not want that most of the details have no opaque faces). It can take about one hour compile, being everything but 10 minutes RAD.
In the future there should be a readme... If you want to view an modifications history in spanish, you can read http://www.rommelwood.de/~fersanmz
Ai-yi-yi! No es bueno!
It looks neat, but the light come from nowhere. Give them a source. Even little tiny runway bulbs
Ill take teh positvie first:
+good open-stle
+lots of weapons
+rooftops!
and the inevitable:
-Ugly texturing
-not-see-throughable ladders or fences.
-too many weapons :/
Keep teh good work up!
Tell me if you can run it and, of course, if you liked it. By the way, sorry if lightining is too dark sometimes, it?s been worked on currently, I?ll look better when all is fully iplemented.
I hope you like it :).
Tell me if you can run it and, of course, if you liked it. By the way, sorry if lightining is too dark sometimes, it?s been worked on currently, I?ll look better when all is fully iplemented.
I hope you like it :).
BTW you cant fit a info_player_start in those small cockpits in the planes...
you got any discription of this
map??
try making it smaller, and make the planes less detailed...
Some work wnet into this, my first attempt to do something and, well, still is unfinished and there is some more work to do (more maps and so...).
And well, I?m gonna answer to your ideas :):
-Everyone seems to miss the ligthning. It looks fine on my computer, there are dark areas and light areas but, hmm, if everyone misses it there must be something wrong with me!. Have you tried the gamma correction and so?. I?m asking for help at this ?cos I can?t test my map in other computers.
-Yes, it?s true... But i did it in purpose hehe. It has some story and, well, if you?re dropped you may suffer. There is a medikit in a crate that can recover you, but just a little, it?s intended to be hard but not impossible.
-Yes, it happens, the stair in the floor must be placed below the hole in the roof so you can jump into it and then into the stair. I?m gonna put a walktrough with the final version for things like this :).
-Oh :D!!!. A chopper dropped you, but it?s still not implemented. There are sentences and things that are still coming in these maps. In fact, there may be an introductory period where you jump off that chopper.
-Hehe... I thought about that, but was a little difficult to me (I?m not good at this) and I liked those paintings on the wall showing you how deep into the ground you are.
Great you liked the puzzles :). Thank you very much JB.
Puzzles were fun, although I spent a good half-minute whacking the side of the box the HEV suit comes in? (Am I thick or is it just the box?:P)
Camera work worked:D
Great challenge, very fun to play, looks great, imaginative puzzles, soooo?
five pretty twinkley thingeys!
A few minor ideas/things for you to look at?
-There's lightening??? Hmmm I missed that :
-I fell out of the sky to start. It hurt. That was health I scarce could afford to loose!
-whenever I tried to grab the ladder in the bookroom, I would grab the bottom of the func_ladder, not the side! It took several tries to finally get on the side.
-Did I fall out of outer-space or did a chopper (hint hint) just drop me off?
-I think you should have two separate func_trains to act as doors on the lift -but you decide