Commented 19 years ago2005-09-17 20:43:01 UTC
in vault item: DetentionComment #9052
K. Tried it out and I must say it's quite impressive imo.
+Love the intricate and not to mention huge layout. Well thought-out, fluid, looks nice, especially up top imo. +r_speeds are almost nonexistent for a map of this size...great performance +Stairs look great and are elegantly designed imo, albeit a little steep. +I'm a noob at lighting, but it looked fine afaik. -The Architecture and Texturing are fine, if not a little boring. If you broke it up more with stuff like the holes in the wall, or some grafitti, blood splatters, etc. -maybe a little more detail in other places like Antenna array on roof, toilets and sinks and food cup in the accessible cells, etc.
To sum up, a nicely done map in all respects, except it could do with some more fine detail items, and stuff to break up some areas, so you can tell exactly where you are at any time.
"Oh there is the human remains, and vomit stain...I must be on the right side of level 2..."--which would all be appropriate for a prison, mind you
K. Round 1 is finished. I deleted all your doors and made 4 new ones--one in each direction. They all worked fine without the 'use only' flag checked, but behaved the way you described with.
Next I'll mess with some or func_buttons or such, combined with the doors, to simulate the 'use' effect, and see what works best.
I've tried a bunch of things, even making new maps with only a func_door, and they all behave in the same way you've described.
It's a weird bug that I can't believe I never heard about 'till now... I thought it was just my map or system config that was the culprit!
I will take a look at your map and try for the next simplest way, to get your doors to open consistently in all directions, with the 'use only' flag on.
Commented 19 years ago2005-07-23 14:08:54 UTC
in vault item: rotating_door01Comment #8232
It's certainly been done in one form, or another, but your example is very clean and nicely done.
My only possible suggestions would be to add a frame to the bottom part of the glass, and to make the center part of the door's diameter a little bigger, and opaque--so you don't get the kaleidoscope effect at the center of the door.
Commented 19 years ago2005-06-15 17:02:56 UTC
in vault item: Scripted conversationsComment #7771
I've done almost nothing with scripting, so it's all very interesting to me. Did you see 'the party' by Crazed1 btw? Pretty cool scripting stuff in there, too.
Commented 19 years ago2005-06-02 17:35:16 UTC
in vault item: Fake Lighting Half-LifeComment #7556
Um, how 'bout on a brush-based entity, that comes up fullbright? Or does ZHLT light flags do that already--I'm pretty new at lighting, 'cause usually 'am too impatient to run HLrad. :0
This comment was made on an article that has been deleted.
This comment was made on an article that has been deleted.
Please update this and include the hottie next time!
http://ipa.buffalostate.edu/~rowleybob/pink 006.zip
+Love the intricate and not to mention huge layout. Well thought-out, fluid, looks nice, especially up top imo.
+r_speeds are almost nonexistent for a map of this size...great performance
+Stairs look great and are elegantly designed imo, albeit a little steep.
+I'm a noob at lighting, but it looked fine afaik.
-The Architecture and Texturing are fine, if not a little boring. If you broke it up more with stuff like the holes in the wall, or some grafitti, blood splatters, etc.
-maybe a little more detail in other places like Antenna array on roof, toilets and sinks and food cup in the accessible cells, etc.
To sum up, a nicely done map in all respects, except it could do with some more fine detail items, and stuff to break up some areas, so you can tell exactly where you are at any time.
"Oh there is the human remains, and vomit stain...I must be on the right side of level 2..."--which would all be appropriate for a prison, mind you
I think I never dled it before, because I used to be 'afraid' of downloading from 'remote sources.'
With an animated texture and playing with the fx settings, you might be able to make it look like flowing water as well.
Reall neat places to walk--rafters, stairs, etc.
One of the most detailed, cleanly textured maps I've ever seen for 1.6.
Simply Amazing: 5/5
You have a talent for making props, I can definitely see that. You might consider joining our Modeling soiree!
Would you consider releasing laser defense system as well?
Thank You for the comment!
Next I'll mess with some or func_buttons or such, combined with the doors, to simulate the 'use' effect, and see what works best.
It's a weird bug that I can't believe I never heard about 'till now... I thought it was just my map or system config that was the culprit!
I will take a look at your map and try for the next simplest way, to get your doors to open consistently in all directions, with the 'use only' flag on.
My only possible suggestions would be to add a frame to the bottom part of the glass, and to make the center part of the door's diameter a little bigger, and opaque--so you don't get the kaleidoscope effect at the center of the door.
2 suggestions:
-try using a light emmiting texture for the trains, to see if you can't eliminate the weird shadows your getting.
-turn down the train sound, or only have it turned on like every 5th train--the loudness of them all neary cracked me eardrums!
Unfortunately, I couldn't figure what to do after opening the screen.
Downloaded the latest compile tools--3.2.1--and the ZHLT light flags work fine now.
Not so useful after-all...:(
So I guess this might be useful to make something 'look' opaque, after-all.
So I guess this might be useful to make something 'look' opaque, after-all.