It's what's created in your half-life\valve\maps directory. For your map it would be called !!!.bsp. Include this with your map distribution, that way, we don't have to compile it to check it out.
This comment was made on an article that has been deleted.
Commented 19 years ago2005-04-23 16:04:49 UTC
in vault item: 3D Toolbar / newmapComment #6969
8 wedges turned ate different angles/orientations 4 spikes 1 useles tetraragon in the middle turned Z 45?
The outer 4 wedges + the spikes together form a simple some or anything with a rounded edge you'd like to make. I've used it on door handles, simple domes, hatches, etc.
Commented 19 years ago2005-04-22 02:09:58 UTC
in vault item: firing_rangeComment #6945
Just a question: How many wadfiles do you have loaded in hammer? If your taking textures from a ton of different wads, I would suggest copying those textures only into ONE custom wadfile, and including it with your map distribution.
Commented 19 years ago2005-04-21 18:06:57 UTC
in vault item: ANTI-SkyboxComment #6937
Cool example. I'm definitely guilty of skyboxing, 'cause I routinely make big maps that necessitate it.
Although I must admit I've tested Skyboxing vs. not a little, and I haven't seen much or in some cases any, in the way of performance increases--at least with my maps.
It might be helpful to include a text file listing the reasons why skyboxing is bad, besides just the blanket statement that I hear all the time, that; 'The engine was not made for it.'
Commented 19 years ago2005-04-19 18:19:35 UTC
in vault item: func_door funComment #6872
Wow your right! Also after your comment, I found if your touching his feet when he's transforming from robot to vehicle, It interupts the sequence and only half of him is transformed--vehicle mode with hands and head sticking out!
Commented 19 years ago2005-04-19 18:12:01 UTC
in vault item: Windows... with blinds!Comment #6870
Truly a beautiful job. Nice touch with nulling all but the face to achieve the proper thinness. Also nice touch with the func_rotating wand to control the blinds. Simply perfect job!
Commented 19 years ago2005-04-19 13:26:39 UTC
in vault item: Rimrook ResortComment #6862
+VM and layout are boss +Waterfalls look beautiful -When you exit the waterfall area by the window-like 45? angles, there should be some clipping, unless there is a reason to be down there in no-mans land i'm not aware of. -A little too dark IMO. -There is no whiskey or wine anywhere at this resort. -There are no front desk squires or resort toadies anywhere on this map who I can bitch to about the bad customer service...<sorry, my caffiene buzz is peaking>
Commented 19 years ago2005-04-19 13:11:21 UTC
in vault item: Rimrook ResortComment #6861
You can also make the whole thing a func_wall, just for the purpose of a quick compile. Because of the way my compo 13 submission worked, I had to make the enitre background a func_wall. It was fairly huge, and complex, but only took about 9 seconds to compile!
Commented 19 years ago2005-04-19 13:06:02 UTC
in vault item: Windows... with blinds!Comment #6860
At my school, in all the administrateive buildings have really big windows with really long vertical blinds. I was actually going to make an example for it, but you beat me to it!!
Commented 19 years ago2005-04-19 12:59:10 UTC
in vault item: Tribute to TWHLComment #6858
Thought of some suggestions in case your interested in expanding on this already sweet map:
-Use env_renders in the map vault to cycle between differnt map vault categories. -Under formus, have some kinda tribute to the moderators, with theire names and maybe avatars displayed. -Atom's name should be displayed in her someplace
After playing some more, some more misc. comments: Againe, really sweet map. It sort of reminds me of the jedi archives from Star Wars: Episode II. Also transitions into other areas of the map are very fluid and harmoic. Your style of mapping is clean, visually captivating, and distinctive. Bravo!
Commented 19 years ago2005-04-18 17:42:23 UTC
in vault item: cs_castleComment #6833
Nice map, but it's missing somethings imo: -barely no props --you could have suits of armor, crests, dungeon stuff, torches, just to name a few -texturing is great in some places and dodgy in others. +Interesting and unique layout.
Keep woriking on this one! It's nice, but could be very much better!
Commented 19 years ago2005-04-18 17:10:57 UTC
in vault item: ka_battlefield2Comment #6829
A great start. I would recommend widening, or closing the gap between the bunker and the rockface, 'cause you can get stuck there. Landines a neat touch.
Map is missing somethin that I can't quite put my finger on. Nice work though!
Commented 19 years ago2005-04-18 02:23:57 UTC
in vault item: Timefall (SP Mod)Comment #6818
Simply Amazing. This is as good as it gets in the HL universe IMO. I thought this mod was more fun than HL1, hands down.
+Beautiflly textured/amazing architecture +astounding props and machines--holy crap!! +Challenging/fun puzzles -some areas too small and pretty easy to get stuck.
This is one of the most amazing maps I've seen on this site. You are definitely one of our premeire members. Great Job, as always Tlax!
Commented 19 years ago2005-04-18 01:30:36 UTC
in vault item: Space-shipComment #6817
Fricking amazing Mr. Bigglesworth! This map totally blew me away...I couldn't breath for like thirty seconds after walking through the corridors...simple and beautiful, and all HL sounds and textures? Rarely do I encounter maps of this level of quality and seamlessness.
Please share further, for all us learning texturing.
+Nice use of fire sprite
+Nice job on the fan-lift!
+Nice Hidden teleport.
I don't really know what else to say about this map, except that I thought it looked good, and it's missing a couple things I can't put my finger on.
Nice job!
+great layout
+falling off the side spawns you back to middle
Great Job! +1000 pts
+exploding truck
+elevator
-face splitting in the narrow hallways
+nice lighting
4 spikes
1 useles tetraragon in the middle turned Z 45?
The outer 4 wedges + the spikes together form a simple some or anything with a rounded edge you'd like to make. I've used it on door handles, simple domes, hatches, etc.
halflife.wad
cstrike.wad
decals.wad
zhlt.wad
liquids.wad
Needs to be removed from your texture list, or included with your map distribution.
Although I must admit I've tested Skyboxing vs. not a little, and I haven't seen much or in some cases any, in the way of performance increases--at least with my maps.
It might be helpful to include a text file listing the reasons why skyboxing is bad, besides just the blanket statement that I hear all the time, that; 'The engine was not made for it.'
Thanks for comments!
+10000000 Pts
Mod_LoadBrushModel:maps/mapname.bsp has wrong version number [571084155 should be 30]"
+Waterfalls look beautiful
-When you exit the waterfall area by the window-like 45? angles, there should be some clipping, unless there is a reason to be down there in no-mans land i'm not aware of.
-A little too dark IMO.
-There is no whiskey or wine anywhere at this resort.
-There are no front desk squires or resort toadies anywhere on this map who I can bitch to about the bad customer service...<sorry, my caffiene buzz is peaking>
Nice job overall!
+1000pts
There IS some thing to this whole collective consiousness thingy after all!
-Use env_renders in the map vault to cycle between differnt map vault categories.
-Under formus, have some kinda tribute to the moderators, with theire names and maybe avatars displayed.
-Atom's name should be displayed in her someplace
After playing some more, some more misc. comments:
Againe, really sweet map. It sort of reminds me of the jedi archives from Star Wars: Episode II. Also transitions into other areas of the map are very fluid and harmoic. Your style of mapping is clean, visually captivating, and distinctive. Bravo!
I like how you did teh weaponstrip from the colt to Ak...neat.
+Arch/texturing looks great
-Like glass entry, visually stunning, but too short imo.
Your sequence has inspired me to do something of my own like this. Great job, but I would recommend expanding upon it.
+1000 pts
+nice texturing.
-barely no props --you could have suits of armor, crests, dungeon stuff, torches, just to name a few
-texturing is great in some places and dodgy in others.
+Interesting and unique layout.
Keep woriking on this one! It's nice, but could be very much better!
IMO:
+Nice Architecture
+Texturing
+Lighting
-no sounds besides the torches, maybe some sand blowing in the wind?
Nice Job!
+Nice texturing
-What's with the floating knife?
Nice Job!
+Neat effect with teleport, but i would make the tunnel longer.
+Looks nice.
Map is missing somethin that I can't quite put my finger on. Nice work though!
+Beautiflly textured/amazing architecture
+astounding props and machines--holy crap!!
+Challenging/fun puzzles
-some areas too small and pretty easy to get stuck.
This is one of the most amazing maps I've seen on this site. You are definitely one of our premeire members. Great Job, as always Tlax!
+1000pts
Can I be your understudy?
+2000pts
-Too small IMO
-a couple misaligned brushes, otherwise very clean
-Besides the towers, map is kinda plain IMO
Nice Job
+625pts