Commented 6 years ago2018-03-17 17:25:35 UTC
in vault item: portalisComment #21314
I don't think players would like to hear random sounds while playing so if I were you I'd remove the sounds completely or try to find another solution. You can try adding a little delay the sound is triggered and see if that works.
Commented 6 years ago2018-03-17 10:00:23 UTC
in vault item: portalisComment #21311
You don't need to check all of the radius flags. You just need to pick one.
EDIT: I remember I had a problem like that in one of my maps and, well, the only solution I can think of is either checking the "Play Everywhere" flag or stripping the portals of sounds effects completely. But you still can try to find a better way to fix this issue.
Commented 6 years ago2018-03-16 21:23:07 UTC
in vault item: portalisComment #21309
Env_fade has a flag that makes it appear only for the activator. As for the sound effect, you probably have the "Play Everywhere" flag checked. Uncheck it and set the radius by picking one of 3 other flags.
As said, probably it's just the connection that caused the issue. Also, I assume that if portals emit a sound before teleporting a player then there's probably a trigger_multiple that first activates the sound and then a multisource to enable the trigger_teleport. The problem is, multisource is a bit buggy when it comes to multiplayer maps. I'll check if the issue is still there when I get a chance.
Commented 6 years ago2018-03-15 13:22:09 UTC
in vault item: portalisComment #21307
I was alone on the server when I found the bug. I'm not sure if it's present in the version that is currently on the site because I suppose that the version used by the server has been altered in some way. It also may be that the portals won't work only in multiplayer which sounds weird, but I recall having a similar problem on another map with a trigger_push which couldn't be disabled by another trigger no matter what you do, while in singleplayer the setup worked just fine. Although I doubt it, my connection could be the problem as well.
Commented 6 years ago2018-03-14 22:43:44 UTC
in vault item: portalisComment #21305
Have recently played this map on Bruce's server and I noticed that the portals are unuseable. Yeah, the fade effect appears when you try to enter one of them, but neither one of the portals works. It would be nice if you look into this issue.
Commented 6 years ago2018-03-01 14:44:34 UTC
in vault item: portalisComment #21289
ZHLT is obsolete and has been replaced by VHLT. I recommend to switch to the newest compilers as soon as possible. VHLT provides its own fgd file which can be used along with your primary one.
Func_detail, as well as many other useful entities, is only available if you're using VHLT and its fgd file. All brushes that are not supposed to affect visibility significantly should be tied to this entity. It also applies to complex geometry.
The more you practise the better you understand the vertex manipulation tool. After some time invalid solids will no longer be a problem to you.
Commented 6 years ago2018-02-28 16:18:44 UTC
in vault item: portalisComment #21287
Alright, this map is better than I expected. The problem is, the map is blocky, really, it looks like it was made back in 1998-2000 and therefore it could benefit from additional detailing. Though, gameplay-wise it should be good, I like how it's laid out. Nice start overall.
Not really a bad thing but, are you sure the table and the lamp are func_detailed? Judging by the chopeed brush under the lamp, it's either because both the lamp and the table are world brushes or they both are a single func_detail/multiple func_details with same detail levels. It's easily fixable though. All you have to do is tie the table to func_detail, then tie the lamp to func_detail as well and set the latter one's detail level to 2.
The map has flaws, yes, but it's just the beginning for you. Map more and you'll learn more. It would be nice to see more from you in the future.
P.S. The screenshots seem to appear oversized. Use the links manually instead.
Commented 6 years ago2018-02-23 06:03:03 UTC
in vault item: portaliaComment #21281
You may update the current post, unless the new map is a completely new one. If it's just an updated version of this one then there's no need to delete the page. Though, if the new version drastically differs from this one then you might want to delete this page and upload the new version as a new map to attract more attention to it.
Commented 6 years ago2018-02-19 20:44:54 UTC
in vault item: portaliaComment #21275
uh five stars? really? I mean, I have nothing against the map or the author, but hfc nicely explained why this map deserves no more than 2-3 stars. have you even played the map?
Commented 7 years ago2017-11-02 21:50:35 UTC
in journal: #8885Comment #67933
I apologise for being completely useless and unhelpful. I was unable to make myself start working on anything serious, probably because of my laziness and lack of motivation.
Really man, I'm sorry I couldn't help. I wish you good luck with your project.
Commented 7 years ago2017-08-26 15:07:29 UTC
in vault item: lulzComment #21033
Texlights are lights emitted by textures.
If you want to know more about what texlights are and how to use them, read about the info_texlights and light_surface entities. There are enough tutorials about how to set up texture lighting in your map.
Commented 7 years ago2017-08-26 12:47:03 UTC
in vault item: lulzComment #21028
1. You made a huge skybox around your map. Of course VIS would take hours to finish.
2. Use func_detail for complex brushwork. Seriously, I didn't manage to find even a single func_detail in your map.
3. Lots of intersecting brushes. I'm not sure if it's ok to embed detail brushes into other brushes, but I can assure you that two intersecting world brushes will increase your map's filesize and will badly affect the performance.
4. I suggest you to replace all such patches
with better ones
Always tie such brushword to func_detail.
5. You have some invalid solids in your map. It's surprising that your map even compiled.
6. You should use texture lighting (texlights) instead of usual lights.
Despite all these problems, the map looks pretty interesting. Would be nice to see a polished and optimised final version.
Commented 7 years ago2017-07-19 17:03:39 UTC
in journal: #8831Comment #61569
"In the end when you do finish however the sense of achievement should persist into other projects and will make it easier (forming a habit i suppose?)"
Commented 7 years ago2017-07-19 11:27:25 UTC
in journal: #8831Comment #61568
@Admer456 @Loulimi
The problem is that I'm not going to work on these any longer.
I can upload all my unfinished map sources (except for the ones I'm "working" on) to the map vault for modders and mappers to use these in their own mods or mappacks (without crediting me of course), or just to learn something new about HL/CS level design.
"Just look at this dirt"
That's not dirt. I store my HL and CS map sources on separate HDDs. This is the dirt.
Commented 7 years ago2017-07-19 00:18:45 UTC
in journal: #8831Comment #61564
The problem is that it's pretty hard to make yourself actually continue working on a project.
Every time I boot up the editor, I either immediately close it or open a map and then close the editor. Can't say it's laziness, because I can simple start a new map for no reason, work on it some time, save it and then never open it again.
It's hard to explain, especially with my shitty language knowledge. But I hope you get the idea.
Commented 7 years ago2017-07-17 15:27:04 UTC
in news: Compo 34 ResultsComment #100306
While making a multiplayer map you focus mainly on the architecture and/or the layout. But to make a good singleplayer map you need to know how to entertain the player. I'm not talented enough for that.
Just play my "Smog" map and you'll see how bad I am at creating SP maps.
Some basics regarding what hint brushes are.
As for the placement, you should try following this guide instead: https://gamebanana.com/articles/59
It's for Source but there shouldn't be any significant difference.
EDIT: I remember I had a problem like that in one of my maps and, well, the only solution I can think of is either checking the "Play Everywhere" flag or stripping the portals of sounds effects completely. But you still can try to find a better way to fix this issue.
As for the sound effect, you probably have the "Play Everywhere" flag checked. Uncheck it and set the radius by picking one of 3 other flags.
As said, probably it's just the connection that caused the issue. Also, I assume that if portals emit a sound before teleporting a player then there's probably a trigger_multiple that first activates the sound and then a multisource to enable the trigger_teleport. The problem is, multisource is a bit buggy when it comes to multiplayer maps.
I'll check if the issue is still there when I get a chance.
It also may be that the portals won't work only in multiplayer which sounds weird, but I recall having a similar problem on another map with a trigger_push which couldn't be disabled by another trigger no matter what you do, while in singleplayer the setup worked just fine.
Although I doubt it, my connection could be the problem as well.
Func_detail, as well as many other useful entities, is only available if you're using VHLT and its fgd file. All brushes that are not supposed to affect visibility significantly should be tied to this entity. It also applies to complex geometry.
The more you practise the better you understand the vertex manipulation tool. After some time invalid solids will no longer be a problem to you.
Some flaws, however, could be removed:
https://i.imgur.com/SLqhNI0.jpg
There's an invisible wall over that railing. Not a good thing to have in a deathmatch map.
https://i.imgur.com/Eg0wKax.jpg
The transitions between the cliffs could be more soft.
https://i.imgur.com/TcQ8RnM.jpg
I had to press E a few times to figure out that button is not useable. You could make it more obvious by adding sparks or a red glow over it.
https://i.imgur.com/gVdV1c7.jpg
Not really a bad thing but, are you sure the table and the lamp are func_detailed? Judging by the chopeed brush under the lamp, it's either because both the lamp and the table are world brushes or they both are a single func_detail/multiple func_details with same detail levels.
It's easily fixable though. All you have to do is tie the table to func_detail, then tie the lamp to func_detail as well and set the latter one's detail level to 2.
The map has flaws, yes, but it's just the beginning for you. Map more and you'll learn more. It would be nice to see more from you in the future.
P.S. The screenshots seem to appear oversized. Use the links manually instead.
Though, if the new version drastically differs from this one then you might want to delete this page and upload the new version as a new map to attract more attention to it.
five stars?
really?
I mean, I have nothing against the map or the author, but hfc nicely explained why this map deserves no more than 2-3 stars.
have you even played the map?
Really man, I'm sorry I couldn't help.
I wish you good luck with your project.
If you want to know more about what texlights are and how to use them, read about the info_texlights and light_surface entities. There are enough tutorials about how to set up texture lighting in your map.
2. Use func_detail for complex brushwork. Seriously, I didn't manage to find even a single func_detail in your map.
3. Lots of intersecting brushes. I'm not sure if it's ok to embed detail brushes into other brushes, but I can assure you that two intersecting world brushes will increase your map's filesize and will badly affect the performance.
4. I suggest you to replace all such patches
5. You have some invalid solids in your map. It's surprising that your map even compiled.
6. You should use texture lighting (texlights) instead of usual lights.
Despite all these problems, the map looks pretty interesting. Would be nice to see a polished and optimised final version.
Yeah, those cliffs aren't the best. I'll see how I can improve my skill.
"I think it would look better with a bit more color"
Then it would lose all its atmosphere, if there's one.
Kane lives!
I know you didn't. It's ok.
"Did you search Google?"
Nope
"broken church at vulcano Mayon"
Never heard of it. I'm really bad at geography.
"Are you good drawer?"
Sadly I'm not.
"I think you're Filipino or Italian?"
I'm (Bela)Russian.
But what's exactly wrong with the weapons placement? Tell me so I'll try to place weapons correctly in my future maps.
Well, this gave me a hope.
@Loulimi
The problem is that I'm not going to work on these any longer.
I can upload all my unfinished map sources (except for the ones I'm "working" on) to the map vault for modders and mappers to use these in their own mods or mappacks (without crediting me of course), or just to learn something new about HL/CS level design.
"Just look at this dirt"
That's not dirt. I store my HL and CS map sources on separate HDDs. This is the dirt.
I need to get rid of all these map sources and leave only those I'm currently working with.
That's what it does lead to. Most of these map sources will probably never get finished.
Hmm, maybe I should upload all this to the "Unfinished stuff" category?
Well, I suspect it's my laziness, but I'm not sure.
Every time I boot up the editor, I either immediately close it or open a map and then close the editor. Can't say it's laziness, because I can simple start a new map for no reason, work on it some time, save it and then never open it again.
It's hard to explain, especially with my shitty language knowledge. But I hope you get the idea.
Just play my "Smog" map and you'll see how bad I am at creating SP maps.