Commented 20 years ago2004-10-03 08:21:07 UTC
in vault item: Nightmare: A horror mapComment #4228
texturing was... nice. loved that part where you gave an illusion of the hall getting longer as you waled down it. for the less knowlegable, you should write a tut onthat. 4 stars.
Commented 20 years ago2004-10-01 14:57:32 UTC
in vault item: GTI Blue-OX Energy DrinkComment #4187
that was a self rate wasnt it? rating the map high wont make people like it any more than they already do. the rating system is for YOU to see what people think of your map. if you have to rate your map yourself, then its probably too crap to get anything above 1. /ratingrant
Commented 20 years ago2004-09-24 11:11:31 UTC
in vault item: de_azyComment #4066
look what i found in the readme:
Warning: === LEAK in hull 0 === Entity infodecal @ ( 217, 512,-370) Error: A LEAK is a hole in the map, where the inside of it is exposed to the (unwanted) outside region. The entity listed in the error is just a helpful indication of where the beginning of the leak pointfile starts, so the beginning of the line can be quickly found and traced to until reaching the outside. Unless this entity is accidentally on the outside of the map, it probably should not be deleted. Some complex rotating objects entities need their origins outside the map. To deal with these, just enclose the origin brush with a solid world brush
Commented 20 years ago2004-09-16 15:15:46 UTC
in vault item: DSR_SKETCHINComment #3954
if your releasing a map pack, put all the maps in 1 zip. if you need more space get a free webhost to host it at. www.clickherefree.com should do. please, dont spam the MV with lots of maps.
Commented 20 years ago2004-08-28 08:41:05 UTC
in vault item: dm_terrainComment #3664
not skyboxed or fullbright. this was alot of fun to play hldm with. it had some terrible moments of clipping, and some areas which could be worked on, but weapon placement was nice, and putting aside the clipping the landscape was quite nice. i would recommend something between you and the sky brush though. i give it 3/5. go work on the terrain some more, and itll probably get up to a 4.
Commented 20 years ago2004-08-25 12:43:17 UTC
in vault item: Gravity TestComment #3581
theres a lot of confusion over trigger_gravities. glad someone straihtened it out. just make the brush like a trigger_once, when someone walks through it, the gravity changes, and stays changed till the play hits another.
Commented 20 years ago2004-08-11 17:12:48 UTC
in vault item: DM_XComment #3286
why should he aim higher? cs deathmatch is as low as it gets. it doesnt matter what sort of map it is, detail makes it look much better. half life was a fast paced fps, why did it need detail? because it wouldve looked stupid without it. same for cs, dod, sc, opfor, bshift and any other mod.
Commented 20 years ago2004-07-24 19:57:29 UTC
in vault item: StarshiptroopersComment #2848
if its a svencoop map please say in the description. from what i see it looks ok but could do with some work. as the sc map making guide says, "dont rely on a gimmick for your map. make sure players are constantly moving.". from what i see you have to sit there and shoot all the aliens coming towards you. btw, are those alien models yours? cos if not you should credit the person.
rating the map high wont make people like it any more than they already do. the rating system is for YOU to see what people think of your map. if you have to rate your map yourself, then its probably too crap to get anything above 1.
/ratingrant
pimp = advertise (bit like spam)
stupidstick to the face
Warning: === LEAK in hull 0 ===
Entity infodecal @ ( 217, 512,-370)
Error:
A LEAK is a hole in the map, where the inside of it is exposed to the
(unwanted) outside region. The entity listed in the error is just a helpful
indication of where the beginning of the leak pointfile starts, so the
beginning of the line can be quickly found and traced to until reaching the
outside. Unless this entity is accidentally on the outside of the map, it
probably should not be deleted. Some complex rotating objects entities need
their origins outside the map. To deal with these, just enclose the origin
brush with a solid world brush
www.clickherefree.com should do. please, dont spam the MV with lots of maps.