Commented 12 years ago2012-06-01 12:22:20 UTC
in journal: #7820Comment #53676
Really?
If this is for goldsource, try making a new install of hammer 3.x to a seperate directory or even a usb drive, as it should run fine portable, and see if it opens that way.
If this is for source, the only thing i know to try is to verify the integrity of the tool cache, and also from the sdk maneu, try reseting game configurations.
sorry for your trouble hope you get it sorted quicksmart!
Commented 12 years ago2012-05-30 22:39:39 UTC
in vault item: dm_ob_combat_house_hd_rc1Comment #19996
Ha cool!
Some nice changes from the previous version!
the trees look great, as well with the bright lighting, env_sun and fog added for haze, really reminds me of a nice summer's day =)
Other than that, i don't see much of improvement, except the crazy factor, and man this map is like i was on 200 acid trips the way it's textured and detailed! =)
Looks like this would be A LOT of fun to play, and when i compare your nightmare church map(which was absolutely amazing) to this one, it seems you are not really focusing on realism in any way for this, just fun gameplay and a very eye-popping, audacious map.
Nice work, and looking forward to seeing more of your maps
Commented 12 years ago2012-05-20 22:32:07 UTC
in journal: #7802Comment #62381
backup now! =P
any noise from an hdd scares me. i normally don't hear mine but my 175gb is starting to make some "odd" noises recently, so i backed that shit up quicksmart.
And like Stojke said, if you start hearing any "bad" noises that probably means death is imminetnt and immediate action is required if you need any of that data.
applicable cliche -Better safe than sorry -hope for the best but prepare for the worst.
Commented 12 years ago2012-05-14 01:19:18 UTC
in journal: #7795Comment #60935
<runs to read original thread again for more info>
also, I feel the thread bump thingie should be less agressive than it is, or at least the bump request button should be working (I don't think it works for me)
Commented 12 years ago2012-05-09 20:31:53 UTC
in vault item: ridge_highComment #19966
Agrees with stokje i LOVE the inspiration that went into this map and almost everybody maps their high school early on in their mapping career.
Lots of neat things about this map but there are also lots of fundamental problems.
Not problems really, but just a phase that every mapper goes through in the beginning. I'll try to give some tips, not going into too much detail because many of the things i'm gonna say, probably won't really make sense until you have had more experience with hammer.
-scale. your scale is way too big in most of the map. if you need to, use some cyclers of a scientist or some other model, to use as a general reference for the proper height/witdth/breadth of things.
-textures. your texture choices are pretty generic. try to stay away from the default half-life ones because they are mostly pretty bad. Also, pay attnetion that your texture scaling is not too big as to look cartoonish(like the brick texture that dominates most of the school).
-detail. for a map this big you will require A LOT of detail to finish it off. Examples would be more furniture and accoutrements in the classrooms, hallways, to make the spaces more believable or "lived in".
-layout. i love that you included working doors to all the rooms but keep in mind from a gameplay perspective it might not be the smartest thing. and you might want to block off some areas so the layout is less repetative or copypasta. (if you DO decide to keep all the rooms accessible, try to vary them with distinct details to be less boring, and to act as landmarks so they are easily distingushable from one room to the next.
-lighting. like everything else, try to keep it more varied with different brightnesses for differnt areas of the map. Explore texture lights as soon as you can if you plan on being a goldsource mapper
Sorry for the TL:DR, and good luck with your mapping! =P
Commented 12 years ago2012-05-07 12:29:11 UTC
in journal: #7775Comment #43521
you should obviously be sleeping more, but the question is why are you sleeping so scarcely in the first place? insomnia? dicking about online? work?
If it's insomnia, i would definitley recommend adding some exercise in your routine somewhere, just 30 minutes of some good cardio at least and some simple low-impact muscle training (i personally like pushups/situps and simple yoga.
i find if i do this once or twice a day everyday, i feel, work, and SLEEP much better.
Striker: never knew that about flax seeds holy crap!
Commented 12 years ago2012-05-03 05:48:11 UTC
in journal: #7768Comment #57998
That's a beautiful poem striker, and i think the translation is just fine
I used to be really bored by the moon, until i watched a bbc special and learned all the amazing things the moon has done and continues to do for the earth... Such as, life may have never moved from water to the land without tidal areas, which are caused by the moons gravity "stretching" the earth.
Commented 12 years ago2012-04-23 01:34:46 UTC
in vault item: Venko's cool prefabs 2Comment #19930
Ok i admit it:
i DID NOT read the readme.
yes, i am a lazy person.
Sorry i reviewed your map without permission
Really bro i was just trying to help, and i never intended to act condecending nor dickish, though i know i come off that way, 'specially to people who don't know me for a long time.
Commented 12 years ago2012-04-21 23:55:14 UTC
in vault item: npc_warComment #19926
One thing i've noticed is that your brushwork is VERY messy. Make sure you are using the right tools for the right thing:
Select Tool(Ctrl+s) Select single objects and groups. While using this tool you can also resisze SINGLE retangular objects or groups that are the same size in at least one dimensions(trying to scale brush sides of different sizes this way will cause your objects to go off-grid and scale unevenly, causing leaks and other problems).
Vertex Manipulation Tool(Ctrl+v) (a.k.a. VM) Use VM to "move" brushes to different angles--like the big ramp in your map--,and to evenly scale/resisze objects of different sizes, by ONLY SELECTING the applicable vertices.
Basically, i would recommend you rebuild the main 12-16 brushes that make up the bulk of your world walls, and try to make them look something more like the objects visgrouped in green and yellow below:
Each vertex from one brush should line up perfectly with the brush it's next to. This way is MUCH CLEANER to look at, will help prevent leaks, plus your brushes that seal your world from the void should not overlap. (it is impossible for hammer to properly render 2 faces occupying the same space, so overlap is easy to spot in the 3d window)
Also when building the main walls of your map, try a grid size of 16 or 32, and you will notices you 2d views look much cleaner, and easier to edit/debug
Hope this helps some! feel free to pm me if you need more help
Commented 12 years ago2012-04-21 20:02:03 UTC
in vault item: Venko's cool prefabs 2Comment #19922
4. The total number of Venko's prefabs used in a level by the "mappers in need": 0 persons. 5. Calling someone "lazy" who actually takes time to download/comment on your work is idk, just really stupid =/
Commented 12 years ago2012-04-21 03:37:15 UTC
in vault item: Venko's cool prefabs 2Comment #19859
you put the prefabs all in indivdual rmfs, when they would all fit nicely in one. I'm probably NOT going to load up each rmf just to look at an uncompiled prefab, which leads to #2:
compile a quick bsp so we can quickly look a the prefabs in-game. This is a simple thing you could do to make it easier for people to see if they would want to use them.
why you'd post someone else's prefabs i have no idea, and furthermore, i wouldn't recommend uploading anything with "bugs" since there is absolutely no good reason for to do this i can think of.
Commented 12 years ago2012-04-17 14:05:02 UTC
in journal: #7748Comment #43448
OMG stojke good to know!
I would also recommend staying hydrated and forcing your self to get up every hour or so and stretch your legs doing some other busy work or make coffee, anything; just to get out of the chair and lessen the eye and back strain
Are you saying to change the max node size to 8000 or that the node size is irrelevant to hinting?
Apologize in advance for my peripheral knowledge of the vis process, tho i must say I are fascinated by test projects such as these
If this is for goldsource, try making a new install of hammer 3.x to a seperate directory or even a usb drive, as it should run fine portable, and see if it opens that way.
If this is for source, the only thing i know to try is to verify the integrity of the tool cache, and also from the sdk maneu, try reseting game configurations.
sorry for your trouble hope you get it sorted quicksmart!
Some nice changes from the previous version!
the trees look great, as well with the bright lighting, env_sun and fog added for haze, really reminds me of a nice summer's day =)
Other than that, i don't see much of improvement, except the crazy factor, and man this map is like i was on 200 acid trips the way it's textured and detailed! =)
Looks like this would be A LOT of fun to play, and when i compare your nightmare church map(which was absolutely amazing) to this one, it seems you are not really focusing on realism in any way for this, just fun gameplay and a very eye-popping, audacious map.
Nice work, and looking forward to seeing more of your maps
QFT.
too bad you can't work from home for like half the week or somehthing, so as to take the edge off the commute..
any noise from an hdd scares me. i normally don't hear mine but my 175gb is starting to make some "odd" noises recently, so i backed that shit up quicksmart.
And like Stojke said, if you start hearing any "bad" noises that probably means death is imminetnt and immediate action is required if you need any of that data.
applicable cliche
-Better safe than sorry
-hope for the best but prepare for the worst.
They sure are sexy tho, it's really such a good idea
also, I feel the thread bump thingie should be less agressive than it is, or at least the bump request button should be working (I don't think it works for me)
Do you have a webpage with more media on it? also i would think you'd have a link to that or your moddb page ore something in your profile?
I really dig the lighting in the second sequence.. looks too good to be gs
Lots of neat things about this map but there are also lots of fundamental problems.
Not problems really, but just a phase that every mapper goes through in the beginning. I'll try to give some tips, not going into too much detail because many of the things i'm gonna say, probably won't really make sense until you have had more experience with hammer.
-scale. your scale is way too big in most of the map. if you need to, use some cyclers of a scientist or some other model, to use as a general reference for the proper height/witdth/breadth of things.
-textures. your texture choices are pretty generic. try to stay away from the default half-life ones because they are mostly pretty bad. Also, pay attnetion that your texture scaling is not too big as to look cartoonish(like the brick texture that dominates most of the school).
-detail. for a map this big you will require A LOT of detail to finish it off. Examples would be more furniture and accoutrements in the classrooms, hallways, to make the spaces more believable or "lived in".
-layout. i love that you included working doors to all the rooms but keep in mind from a gameplay perspective it might not be the smartest thing. and you might want to block off some areas so the layout is less repetative or copypasta. (if you DO decide to keep all the rooms accessible, try to vary them with distinct details to be less boring, and to act as landmarks so they are easily distingushable from one room to the next.
-lighting. like everything else, try to keep it more varied with different brightnesses for differnt areas of the map. Explore texture lights as soon as you can if you plan on being a goldsource mapper
Sorry for the TL:DR, and good luck with your mapping! =P
If it's insomnia, i would definitley recommend adding some exercise in your routine somewhere, just 30 minutes of some good cardio at least and some simple low-impact muscle training (i personally like pushups/situps and simple yoga.
i find if i do this once or twice a day everyday, i feel, work, and SLEEP much better.
Striker: never knew that about flax seeds holy crap!
Great work people! =)
I used to be really bored by the moon, until i watched a bbc special and learned all the amazing things the moon has done and continues to do for the earth... Such as, life may have never moved from water to the land without tidal areas, which are caused by the moons gravity "stretching" the earth.
- i DID NOT read the readme.
- yes, i am a lazy person.
- Sorry i reviewed your map without permission
Really bro i was just trying to help, and i never intended to act condecending nor dickish, though i know i come off that way, 'specially to people who don't know me for a long time.Apologies Sir! ='(
+materials seem perfect as well the texture's sounds
+looks just like minecraft
+/-lighting is a bit bland
+/-sky seemed a bit bland and i didn't see any cloud blocks up there but maybe because i ran through so fast.
-sounds?
-layout could be more interesting(a bit too flat imo) but i am no guru of cs gameplay, so..
-3dskybox?
Are you adding the day/night cycle and the music? you could possibly add some monsters fairly easily, yet i don't know how'd that jive with gameplay.
Nice work! 3.5 rounds up to 4. a really good themed map, but room for improvement imho.
Select Tool(Ctrl+s)
Select single objects and groups. While using this tool you can also resisze SINGLE retangular objects or groups that are the same size in at least one dimensions(trying to scale brush sides of different sizes this way will cause your objects to go off-grid and scale unevenly, causing leaks and other problems).
Vertex Manipulation Tool(Ctrl+v) (a.k.a. VM)
Use VM to "move" brushes to different angles--like the big ramp in your map--,and to evenly scale/resisze objects of different sizes, by ONLY SELECTING the applicable vertices.
Basically, i would recommend you rebuild the main 12-16 brushes that make up the bulk of your world walls, and try to make them look something more like the objects visgrouped in green and yellow below:
Each vertex from one brush should line up perfectly with the brush it's next to. This way is MUCH CLEANER to look at, will help prevent leaks, plus your brushes that seal your world from the void should not overlap. (it is impossible for hammer to properly render 2 faces occupying the same space, so overlap is easy to spot in the 3d window)
Also when building the main walls of your map, try a grid size of 16 or 32, and you will notices you 2d views look much cleaner, and easier to edit/debug
Hope this helps some! feel free to pm me if you need more help
5. Calling someone "lazy" who actually takes time to download/comment on your work is idk, just really stupid =/
- you put the prefabs all in indivdual rmfs, when they would all fit nicely in one. I'm probably NOT going to load up each rmf just to look at an uncompiled prefab, which leads to #2:
- compile a quick bsp so we can quickly look a the prefabs in-game. This is a simple thing you could do to make it easier for people to see if they would want to use them.
- why you'd post someone else's prefabs i have no idea, and furthermore, i wouldn't recommend uploading anything with "bugs" since there is absolutely no good reason for to do this i can think of.
[/end rant]I would also recommend staying hydrated and forcing your self to get up every hour or so and stretch your legs doing some other busy work or make coffee, anything; just to get out of the chair and lessen the eye and back strain