Interestingly the map works when I select all textures and change scale to 1x1. Iv tried to find the problem area using cordon and delete but iv failed. Its a ns map so im not sure if u can run it with hammer configured for hl. I would be extremely grateful for any help. Any general comments are also welcome but bear in mind its an unfinished fragment of an unfinished map. Thanks alot!
Commented 21 years ago2003-09-02 14:47:33 UTC
in vault item: ENIGMA 7Comment #147
Nice custom texures! Marvellous brushwork, lots of work and it shows. You'll prolly want to make the pipe-pit deeper as I could easily see the bottom The brushwork is an example for us all Lighting's slightly bland. Five stars, though.
This comment was made on an article that has been deleted.
Commented 21 years ago2003-08-31 03:57:08 UTC
in vault item: de_escher19Comment #145
oh and i dont know why but i can see your AAATrigger brush on the piano, which activates the piano playing. Either you cant place entity's inside models or something weird is going on.
Commented 21 years ago2003-08-31 03:52:37 UTC
in vault item: de_escher19Comment #144
If this map was incorparated into a halflife or even future HL2 single player mod, i believe would work well. The level design is very good. I like the models, the tree sprites need to be fixed up, they dont look too convincing with the way you have the sprites overlapping.
Commented 21 years ago2003-08-24 06:19:57 UTC
in vault item: cs_greeceComment #131
ok, i took a look at your map, first the good points : the layout of your map is good, and the way everything is placed i like it, also plenty of room to move around. I like the outside building textures, and ground textures, they go together well. Nice how you scattered some pictures around, not to many crates is good too see.
The bad points : for the bad news the r_speeds are too high, for a counterstrike map this would not work to well online. It could work for The Spedcialists but still your r_speeds need to be reduced. r speeds of 1500 was the most i have seen in one part and around 1000 in a another part, they need to be reduced. Also i noticed you carved your archways and i can see the brush split up all across your wall, not good, i suggest you read the tutorial on vertex manipulation, that should fix that problem. The textures you have placed indoors, the one i think really looks out of place is the ceiling texture, the wood one, either the texture size is too big or you scaled it too high, thinner planks of wood would look more nice. Also there a a few other problem brushes i noticed, the round pergola thingy with the plants hangin down and water at the bottom, that plant brush needs to be shortend by a unit or two at the bottom of it to get rid of that texture line. Also the doors are a little too big, they dont look right, way out of scale compared to the rest of your map.
Overall i think your map has good potential, fix up the r speeds and the carved arches and you have a map that i would play on CS.
Commented 21 years ago2003-08-20 16:33:52 UTC
in vault item: de_prioryComment #130
............aaaaaaa..... ............mmmmmmmm........... that was me looking at the screenshots.
i like the map. very nice textures you made them well i cant make my textures that good.
did you made the map whole by yourself?? unbeliveble. really it should come in the next cs. i dint play it but it looks good and i cant say anything about the gameplay cause i didnt played it.
it still impress me your arereally good
now the monastary loosk very nice i liek all the detail you added.
maby that room i saw on the screenshot is a bit empty and ther might be some crates in from the excavting site cause i dont think anything from the tables ore something that there stood would be left.
Commented 21 years ago2003-08-11 11:40:18 UTC
in vault item: de_molagComment #123
It's a sexy looking map, but it would benefit from a change of scenery in it. Maybe you could turn one of the passages into a stream, or even make some of it inside a cave.
You have a great style. I expect more maps of this standard :D.
Commented 21 years ago2003-08-11 04:42:40 UTC
in vault item: de_molagComment #122
well i didnt get a chance to download your map, but i did look at the screenshots, i must say that it would suit a half life map, say if you were to make a single player level for it, it would be cool.
Good effort on your first map, by the way where did you get those tree,and plant textures from? are they your own work or downloaded. Im in desperate need of flora textures, i havent got the proper tools to make them myself.
Commented 21 years ago2003-08-07 21:40:25 UTC
in vault item: de_vineComment #116
....wow.... there is so much detail in this map, its unbeleivable. well it is cuz its in front of my eyes, but still, wow. this guy went so far as to making a pop can in the trash. and the newspaper (as mentioned) and little ieces of trash from the dump. i allmost smelled the trench from that dumpster hahahaha. anyway GOOD JOB. accept the one critic is, too complicated, as in, too many ways around. but some ppl like that. so gj man. keep up the gud work.
Commented 21 years ago2003-08-05 20:33:07 UTC
in vault item: OuthouseComment #111
Yes, it's my first ever map for a FPS game. I've made Ultima Online maps, but that's a completely different concept. Granted, I restarted from scratch about 5 times until I got something decent, but the map reflects the basic drawing I started with about a month ago.
Commented 21 years ago2003-07-31 10:42:53 UTC
in vault item: level3_2Comment #104
Fixed, not really professionally but fixed all the same. have a look at the brush work. See how there are no entity brushes in the void anymore, or even close. Be careful when you clip brushes.. Try using Vertex Manipulation on them after clipping to fit them to grid. Oh, I included a screen shot. Compile time about 30 Mins... so I included the .bsp and the .rmf Hope that helps.
Commented 21 years ago2003-07-31 09:25:37 UTC
in vault item: level3_2Comment #102
LEAK, eh? I'll try fixing it myself, but if you have time to patch it up professionally (becuase I'm fairly certain I'll fail) I'd appreciate it. Thanks in advance.
Commented 21 years ago2003-07-31 09:01:45 UTC
in vault item: level3_2Comment #100
Ok, it just crashed my machine... Ha:-) So far there is a few things that need doing. You have entities that extend into the Void (area out side the map. These need fixing, and that might fix the Major problem which is the LEAK. If you give me an hour or so I will work on it for you. I will upload something then. Also, change the AAATrIGGER texture for something else.. Not sure but that might be causing problems. But it looks good so don't loose heart.
Commented 21 years ago2003-07-31 08:52:27 UTC
in vault item: level3_2Comment #99
I shouldve put a screenshot in there. Just a sec, lemme try getting one... ...here we go. When I move the flashlight around on the changed areas, The red blinky lights show up, like the flashlight is reflecting off of them.
Thanks alot!
The brushwork is an example for us all
Lighting's slightly bland. Five stars, though.
As a counter strike map, it doesnt fit the theme.
Found the "Exit"?
The bad points : for the bad news the r_speeds are too high, for a counterstrike map this would not work to well online. It could work for The Spedcialists but still your r_speeds need to be reduced. r speeds of 1500 was the most i have seen in one part and around 1000 in a another part, they need to be reduced. Also i noticed you carved your archways and i can see the brush split up all across your wall, not good, i suggest you read the tutorial on vertex manipulation, that should fix that problem. The textures you have placed indoors, the one i think really looks out of place is the ceiling texture, the wood one, either the texture size is too big or you scaled it too high, thinner planks of wood would look more nice. Also there a a few other problem brushes i noticed, the round pergola thingy with the plants hangin down and water at the bottom, that plant brush needs to be shortend by a unit or two at the bottom of it to get rid of that texture line. Also the doors are a little too big, they dont look right, way out of scale compared to the rest of your map.
Overall i think your map has good potential, fix up the r speeds and the carved arches and you have a map that i would play on CS.
............mmmmmmmm........... that was me looking at the screenshots.
i like the map. very nice textures you made them well i cant make my textures that good.
did you made the map whole by yourself?? unbeliveble. really it should come in the next cs. i dint play it but it looks good and i cant say anything about the gameplay cause i didnt played it.
it still impress me your arereally good
now the monastary loosk very nice i liek all the detail you added.
maby that room i saw on the screenshot is a bit empty and ther might be some crates in from the excavting site cause i dont think anything from the tables ore something that there stood would be left.
http://www.slackiller.com/tommy14/errors.htm
You have a great style. I expect more maps of this standard :D.
Good effort on your first map, by the way where did you get those tree,and plant textures from? are they your own work or downloaded. Im in desperate need of flora textures, i havent got the proper tools to make them myself.
Its my first MAP!
YES!
I must say it's interesting. I like it.
Thanks!
Hope that helps.
I'll try fixing it myself, but if you have time to patch it up professionally (becuase I'm fairly certain I'll fail) I'd appreciate it.
Thanks in advance.
So far there is a few things that need doing.
You have entities that extend into the Void (area out side the map. These need fixing, and that might fix the Major problem which is the LEAK. If you give me an hour or so I will work on it for you. I will upload something then.
Also, change the AAATrIGGER texture for something else.. Not sure but that might be causing problems. But it looks good so don't loose heart.
...here we go. When I move the flashlight around on the changed areas, The red blinky lights show up, like the flashlight is reflecting off of them.