Comments

Commented 6 years ago2018-04-26 12:49:08 UTC in vault item: tesis5x Comment #21331
http://twhl.info/tutorial.php?id=71

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.
Commented 6 years ago2018-04-16 10:04:04 UTC in journal: #8927 Comment #58584
Happy birthday!
Commented 6 years ago2018-03-17 17:25:35 UTC in vault item: portalis Comment #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: portalis Comment #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: portalis Comment #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: portalis Comment #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: portalis Comment #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: portalis Comment #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: portalis Comment #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.

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.
Commented 6 years ago2018-02-23 06:03:03 UTC in vault item: portalia Comment #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: portalia Comment #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 6 years ago2018-01-03 15:39:11 UTC in journal: #8897 Comment #66659
Happy birthday!
Commented 6 years ago2017-11-30 14:57:40 UTC in journal: #8891 Comment #53033
I'm for the second one.
Commented 7 years ago2017-11-13 23:31:10 UTC in journal: #8888 Comment #68494
^
Commented 7 years ago2017-11-02 21:50:35 UTC in journal: #8885 Comment #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 ago2017-10-26 04:34:38 UTC in journal: #8883 Comment #61304
Happy Birthday!
Commented 7 years ago2017-10-20 12:53:47 UTC in journal: #8879 Comment #67929
As far as I know SE2 is a modified version of idTech 4.
Commented 7 years ago2017-10-18 17:59:57 UTC in journal: #8878 Comment #44142
Happy Birthday!
Commented 7 years ago2017-10-04 11:57:33 UTC in journal: #8875 Comment #42473
Happy Birthday!
Commented 7 years ago2017-09-26 16:47:53 UTC in journal: #8870 Comment #49780
Happy Birthday!
Commented 7 years ago2017-09-22 03:58:47 UTC in journal: #8867 Comment #46243
Happy birthday
Commented 7 years ago2017-08-29 00:56:03 UTC in journal: #8857 Comment #61581
Happy Birthday!
Commented 7 years ago2017-08-28 09:23:48 UTC in journal: #8854 Comment #63388
They even included a .fgd file... Lol.
Commented 7 years ago2017-08-26 15:07:29 UTC in vault item: lulz Comment #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: lulz Comment #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
User posted image
with better ones
User posted image
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 ago2017-08-18 07:17:52 UTC in journal: #8786 Comment #66630
Interesting. Thanks.
Commented 7 years ago2017-08-04 10:30:44 UTC in journal: #8848 Comment #42442
Oh, what's SMJ? I mean I know what does SMJ stand for, but what this game is all about?
Commented 7 years ago2017-08-04 10:28:04 UTC in vault item: dm_deadlands Comment #21030
@Kachito

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.
This comment was made on an article that has been deleted.
Commented 7 years ago2017-07-30 21:04:06 UTC in journal: #8847 Comment #38828
Sorry to hear that...
Commented 7 years ago2017-07-27 21:41:51 UTC in journal: #8843 Comment #38815
Happy Birthday, brother!

Kane lives!
Commented 7 years ago2017-07-27 11:22:17 UTC in vault item: dm_deadlands Comment #21026
"Oh sorry my dear Russian! Welcome Twhl.info! I didn't insult you."

I know you didn't. It's ok.

"Did you search Google?"

Nope :)
Commented 7 years ago2017-07-26 22:53:50 UTC in vault item: dm_deadlands Comment #21024
@SourceSkyBoxer

"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.
Commented 7 years ago2017-07-26 19:38:09 UTC in vault item: dm_deadlands Comment #21021
@Trempler

But what's exactly wrong with the weapons placement? Tell me so I'll try to place weapons correctly in my future maps.
Commented 7 years ago2017-07-25 23:36:11 UTC in news: Compo 34 Results Comment #100312
NineTnine's map was SP as far as I know.
Commented 7 years ago2017-07-23 08:54:14 UTC in journal: #8838 Comment #51125
happy birthday!
Commented 7 years ago2017-07-22 13:06:21 UTC in journal: #8833 Comment #68581
Oh yes, they do. At least in Russia. Terrible, isn't it?
Commented 7 years ago2017-07-19 21:39:57 UTC in journal: #8833 Comment #68580
You mean even a dummy like myself can use it? Oh that's some good news.
Commented 7 years ago2017-07-19 17:03:39 UTC in journal: #8831 Comment #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?)"

Well, this gave me a hope.
Commented 7 years ago2017-07-19 11:27:25 UTC in journal: #8831 Comment #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 08:50:29 UTC in journal: #8831 Comment #61567
Your post was pretty helpful, I'll see what I can do. Thank you.

I need to get rid of all these map sources and leave only those I'm currently working with.
Commented 7 years ago2017-07-19 00:49:42 UTC in journal: #8831 Comment #61566
"I have the same issue, I think most people do. I typically just stop working on it and choose a different project to work on."

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?
Commented 7 years ago2017-07-19 00:40:46 UTC in journal: #8831 Comment #61565
I swear, if not this, I'd have already uploaded dm_deadlands a week/two weeks ago.

Well, I suspect it's my laziness, but I'm not sure.
Commented 7 years ago2017-07-19 00:18:45 UTC in journal: #8831 Comment #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 ago2017-07-18 22:13:07 UTC in journal: #8831 Comment #61563
Can't believe I've finally found a person that has the same problem I have.
Commented 7 years ago2017-07-17 15:27:04 UTC in news: Compo 34 Results Comment #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.
Commented 7 years ago2017-07-17 12:50:05 UTC in news: Compo 34 Results Comment #100304
Well, then don't expect me to participate. I'm not capable of making a good SP level.
Commented 7 years ago2017-07-16 18:16:01 UTC in news: Compo 34 Results Comment #100300
Well, it wasn't a multiplayer map compo. Reread the brief.
Commented 7 years ago2017-07-16 09:16:12 UTC in journal: #8830 Comment #52215
Well, I already figured that out thanks to Snehk.
Commented 7 years ago2017-07-16 05:22:27 UTC in news: Compo 34 Results Comment #100295
It's a pity that ideas have started coming to my mind only now.