Commented 20 years ago2004-10-14 08:59:50 UTC
in vault item: aim_va_deagle_uspComment #4500
it shows you how to make a crappy map. also i put it here for someone who was asking about my maps on mIRC, so I put the only rmf/bsp combo i could find up here, it's got some cool effects, nothign spectacular mind you, but give it a try anyway.
This comment was made on an article that has been deleted.
Commented 20 years ago2004-10-12 07:27:55 UTC
in vault item: Jungle?Comment #4427
making sky goes liek this: build walls of sky that surround and connect exactly to teh edges of your map. get them all teh same level high, then put a roof over it, and yeahm i fell off into teh void too =)
just keep playing, what sort of things do you think you need comments on? so far, i;d suggest trying to make cliffs in taht rmf i showed you, and to have a go at 'copying' some of teh mapping from cs maps like airstrip. To see how tehy faked a jungle.
Commented 20 years ago2004-10-12 05:22:37 UTC
in vault item: hi_tribes_testComment #4417
thnx
-poorly alligned textures on the vents, the "squarish" pipes, pillars and elsewhere. hmm, i see where you're coming from, maybe I'll have to take another look at how I get that texture to curve around the bend, not that people look that closely, but i'll give it a try. pipes have 6 sides, didn't want too many more faces, as you get about 500 w_poly, and I intend to add more things. the pillars, well, i see where you're coming from with that, but i used a texture taht repeated quite obviously, so i needed to break it up, the result is a texture taht doesn't tile obviously, but is somewhat misaligned, teh plain concrete disguises it to a degree, maybe i'll change the texture on that whole part, but i doubt it.
-the vents are too small I'd disagree, have you seen actual vents that you can crawl in, apart from the movies?
-the garage door is out of proportion. the garage door was put there by me to block off teh entrance into teh next area, it's no longer tehre, bnor was it intended to be, like i said to sum1 else, i shld have used a more obviously 'under-construction' texture.
-the "trim" that goes along the stairs ends abruptly. the map is in 'unfinished', that "trim" is a recessed power line, that will make it's way up to the extractor fan, and join into the mains line.
-the graffiti on the door by the spawn looks out of place. again, this is an adjoining door, leading outside, shlda used a more obvious 'under construction' texture.
-the lights at the spawn look like a 5yr old made them. without resorting to personal insults huh? well, i made them, and it was the first time i'd compiled them, and i thought they were nicely scaled, they broke when shot, and teh actual 'lights' were a nice effect, i need to add something to give it 'pzazz', any thoughts? or are you negative only?
-the air conditioning unit inside the building with no vents attatched looks rediculous. no vents? how do you mean? it's 'vents' are recessed into teh wall, and teh only thing i didn't liek about that unit, was the lack of support from teh under-side, i want to build a little frame around it, to make it seem more 'real'
-face splitting caused by the lower stairs. didn't see that, are you reffering to teh very lower set of stairs, could well be the light reflecting from the wall light in there. But i'm pretty sure it;s impossible to make a map without causing soome face splitting, you're just being picky now.
-blocky architecture throughout. I suppose it is, but it also has a number of varying angles within the 'block'and as it's aan indoor adjoinign corridor, i figured it'd be silly to have amazing architecture in a place that so wouldn't have it.
-very little detail (especially around doors and openings). what does that mean? you want to see little card swipes? signs? in noticable areas i have door frames, for doors taht you can't enter or use, tehre is no doorframe, it;s a little mapping trick called 'consistent, unquestionable, obvious'; meaning the player can't go wrong when finding his way, as all un-usable routes are obviously marked. as soon as i finished this, i added a door, i would show you a screenshot of it, but i don't think there's much point.
not sure if by pipes you meant the electricity lines and power board thing taht lnks to the lights.
thanks for your comments, btu maybe instead of just saying what's wrong, you could endeavour to add some suggestions too.
Thing is, I can take criticism, and I don't need anyone to stand up for me. Better luck next time.
Commented 20 years ago2004-10-08 06:34:03 UTC
in vault item: NexusComment #4349
We didn't give otehrs a break when teh poly's hit levels like that, so we can't be hypocrites, anyway, a little tweaking will fix it. the corridors need to be shortened, and you need to clip those ledges a littl ebetter, so u can jump up easily, tho thats teh least of ur worries, i reckon most half decent pc's could handle it, but with more than 10 people it'd be bad.
Commented 20 years ago2004-10-07 10:04:08 UTC
in vault item: NexusComment #4300
w_poly of 4300 or even 3000 on a hldm map is pretty crippling... I will download and test it to see if it's as jaw-droppingly beautiful as you guys seem to think (standard halflife textures =/ ) I (and otehrs) gave coolfat stick because his map had horrendous r_speeds, I can't be a hypocrite and say that I find those kind of poly's acceptable, as they are very very bad for any kind of halflife map, most multiplayer mods these days, even with minimal HUD's and actual action such as rocket explosions lighting etc, have r_speeds limits of no more than 1500 to 2000 if you're really lucky; I know HL is old and teh w models are crap, but seriously, 3000 w_poly is some incredibly high shit.
Commented 20 years ago2004-10-04 08:37:34 UTC
in vault item: aim_mw_pistolsComment #4246
looks liek you need a new sky, and to run very far away from dust textures and copying aim maps, for pistols just add some ammo into the game equip, either make everyone get like 5 guns (in the amount, where it says 1, give them more), this will sort out teh ammo. the stairs are wierd hehe, but yes, funky stuff lol.
map seems very random, probably a fun deathmatch, looks almost quake-like in those screens, i'll d/l when i get home. GJ on your first map (released i imagine), and try and get some crazystuff in tehre if you wanna make fy_ style maps, make them more nuts than just all pistols.
i'm not having a go, i'm just giving my humble opinion as a legend =P
if you need any help with teh craziness of pistolas/ammo/nuttiness gimme a shout.
Commented 20 years ago2004-09-30 11:19:47 UTC
in vault item: aim_aztec_bunkersComment #4171
I'll dwnload it later, at least you didn't pimp it, I would advise against that, do yourself and us a favour and only pimp fully fledged maps, thanks pink, I know you got sense.
Commented 20 years ago2004-09-28 06:08:37 UTC
in vault item: Breakable Glass on DoorComment #4129
well, interesting to see you try, it is a bit useful if you're making an sp map, but no good for what most ppl will want it for, which is CS or DM maps.
Commented 20 years ago2004-09-27 09:37:32 UTC
in vault item: SpheresComment #4114
null won't do a thing, all the faces (as long as they are on teh inside of teh sphere and not connected to teh world via a leak or sloppy brushwork (sorry, haven't d/l teh map) will be removed in teh compile.
Commented 20 years ago2004-09-23 11:59:03 UTC
in vault item: ka_glassmazeComment #4041
right. to strip the guys:
KA Style Maps
This is even easier than a single gun style map, as you only need to do half the work =P Firstly, insert the usual [i]multi_manager / player_weaponstrip / game_playerequip[i] entities. Name them the same as mentioned before (game_playerequip named 'equip'; player_weaponstrip named 'strip', and set the multi_manager [with Smart Edit Off] to trigger them like so: key: strip value: 0.1
key: equip value: 0.2
Now in the game_playerequip's properties set:
Give Knife: Yes
[Optional]
Give Kevlar: Yes
Remember to name the multi_manager game_playerspawn for it to be triggered when the player enters the game
edit: sorry, this is an extract of a tutorial I am writing, so it may not make total sense.
the glass walls are fine, as long as you have them as:
func_wall
render mode: texture render fx: (anywhere between)60 (and) 150 (for a good glass look)
use 32 spawn points, as you never know, and make sure teh spawns (you are using the correct info_playerstart/deathmatch right?) are at least 16 units apart.
This comment was made on an article that has been deleted.
Commented 20 years ago2004-09-21 06:40:49 UTC
in vault item: DSR_SKETCHINComment #4009
you should also consider calling your maps actual cs names, such as cs and de etc, dsr isn't descriptive, it just sounds pretentious. as for teh maps, they look.. k, but i guess you just need practice and stuff, nice tex's tho, maybe you should try using photoshop?
Commented 20 years ago2004-08-30 09:11:11 UTC
in vault item: awp_kevlarComment #3701
looks like you just learnt how to use the arch tool, the sky is terrible, doesn't match the light level of the map (Map Properties/cl_skyname [check 69th vlatitude for a good list of skys]) the textures are pretty random, nothing seems to match, and what are the r_speeds like, with all those arches.
another awp map, but this one looks slightly more thought provoking than cs_juj_assault so i'd give it a 3/5 (compared to awp maps), try getting some custom tex's, using more architecture techinques, and new skies, maybe some sounds too.
awp maps don't have to llok iek shit, no map shld look like shit. so good luck with ur next map.
Commented 20 years ago2004-08-15 13:02:49 UTC
in vault item: cs_jungle_assaultComment #3343
i will do, just need to find the best place to take one from. there's no overview atm, sry. it's on it's ay. also uhm.. yeah that's it, thnx for downloading it, hope you guys enjoy the map.
rofl. take a look at the brushwork, if you think the boxes are funny hahah =P i spent a little over 15 minutes putting this together, it was focused on the entity set ups (not that they were particularly complicated lol), so please don't hurt my feelings by poking fun at my boxes.. i'm gonna cry :*(
Thing is, I can take criticism, and I don't need anyone to stand up for me.
Better luck next time"
also i put it here for someone who was asking about my maps on mIRC, so I put the only rmf/bsp combo i could find up here, it's got some cool effects, nothign spectacular mind you, but give it a try anyway.
just keep playing, what sort of things do you think you need comments on? so far, i;d suggest trying to make cliffs in taht rmf i showed you, and to have a go at 'copying' some of teh mapping from cs maps like airstrip. To see how tehy faked a jungle.
-poorly alligned textures on the vents, the "squarish" pipes, pillars and elsewhere.
hmm, i see where you're coming from, maybe I'll have to take another look at how I get that texture to curve around the bend, not that people look that closely, but i'll give it a try.
pipes have 6 sides, didn't want too many more faces, as you get about 500 w_poly, and I intend to add more things.
the pillars, well, i see where you're coming from with that, but i used a texture taht repeated quite obviously, so i needed to break it up, the result is a texture taht doesn't tile obviously, but is somewhat misaligned, teh plain concrete disguises it to a degree, maybe i'll change the texture on that whole part, but i doubt it.
-the vents are too small
I'd disagree, have you seen actual vents that you can crawl in, apart from the movies?
-the garage door is out of proportion.
the garage door was put there by me to block off teh entrance into teh next area, it's no longer tehre, bnor was it intended to be, like i said to sum1 else, i shld have used a more obviously 'under-construction' texture.
-the "trim" that goes along the stairs ends abruptly.
the map is in 'unfinished', that "trim" is a recessed power line, that will make it's way up to the extractor fan, and join into the mains line.
-the graffiti on the door by the spawn looks out of place.
again, this is an adjoining door, leading outside, shlda used a more obvious 'under construction' texture.
-the lights at the spawn look like a 5yr old made them.
without resorting to personal insults huh? well, i made them, and it was the first time i'd compiled them, and i thought they were nicely scaled, they broke when shot, and teh actual 'lights' were a nice effect, i need to add something to give it 'pzazz', any thoughts? or are you negative only?
-the air conditioning unit inside the building with no vents attatched looks rediculous.
no vents? how do you mean? it's 'vents' are recessed into teh wall, and teh only thing i didn't liek about that unit, was the lack of support from teh under-side, i want to build a little frame around it, to make it seem more 'real'
-face splitting caused by the lower stairs.
didn't see that, are you reffering to teh very lower set of stairs, could well be the light reflecting from the wall light in there. But i'm pretty sure it;s impossible to make a map without causing soome face splitting, you're just being picky now.
-blocky architecture throughout.
I suppose it is, but it also has a number of varying angles within the 'block'and as it's aan indoor adjoinign corridor, i figured it'd be silly to have amazing architecture in a place that so wouldn't have it.
-very little detail (especially around doors and openings).
what does that mean? you want to see little card swipes? signs? in noticable areas i have door frames, for doors taht you can't enter or use, tehre is no doorframe, it;s a little mapping trick called 'consistent, unquestionable, obvious'; meaning the player can't go wrong when finding his way, as all un-usable routes are obviously marked. as soon as i finished this, i added a door, i would show you a screenshot of it, but i don't think there's much point.
not sure if by pipes you meant the electricity lines and power board thing taht lnks to the lights.
thanks for your comments, btu maybe instead of just saying what's wrong, you could endeavour to add some suggestions too.
Thing is, I can take criticism, and I don't need anyone to stand up for me.
Better luck next time.
hmm, detail..
it's actually a combination of a Blazeer tex set and wastefacility by doenerking
the corridors need to be shortened, and you need to clip those ledges a littl ebetter, so u can jump up easily, tho thats teh least of ur worries, i reckon most half decent pc's could handle it, but with more than 10 people it'd be bad.
save it for HL2, it needs more detail anyway..
I will download and test it to see if it's as jaw-droppingly beautiful as you guys seem to think (standard halflife textures =/ )
I (and otehrs) gave coolfat stick because his map had horrendous r_speeds, I can't be a hypocrite and say that I find those kind of poly's acceptable, as they are very very bad for any kind of halflife map, most multiplayer mods these days, even with minimal HUD's and actual action such as rocket explosions lighting etc, have r_speeds limits of no more than 1500 to 2000 if you're really lucky; I know HL is old and teh w models are crap, but seriously, 3000 w_poly is some incredibly high shit.
I'm interested to see why it's so high...
the stairs are wierd hehe, but yes, funky stuff lol.
map seems very random, probably a fun deathmatch, looks almost quake-like in those screens, i'll d/l when i get home. GJ on your first map (released i imagine), and try and get some crazystuff in tehre if you wanna make fy_ style maps, make them more nuts than just all pistols.
i'm not having a go, i'm just giving my humble opinion as a legend =P
if you need any help with teh craziness of pistolas/ammo/nuttiness gimme a shout.
good work though. interesting idea.
KA Style Maps
This is even easier than a single gun style map, as you only need to do half the work =P
Firstly, insert the usual [i]multi_manager / player_weaponstrip / game_playerequip[i] entities. Name them the same as mentioned before (game_playerequip named 'equip'; player_weaponstrip named 'strip', and set the multi_manager [with Smart Edit Off] to trigger them like so:
key: strip
value: 0.1
key: equip
value: 0.2
Now in the game_playerequip's properties set:
Give Knife: Yes
[Optional]
Give Kevlar: Yes
Remember to name the multi_manager game_playerspawn for it to be triggered when the player enters the game
edit: sorry, this is an extract of a tutorial I am writing, so it may not make total sense.
the glass walls are fine, as long as you have them as:
func_wall
render mode: texture
render fx: (anywhere between)60 (and) 150 (for a good glass look)
use 32 spawn points, as you never know, and make sure teh spawns (you are using the correct info_playerstart/deathmatch right?) are at least 16 units apart.
how do teh sounds work though?
as for teh maps, they look.. k, but i guess you just need practice and stuff, nice tex's tho, maybe you should try using photoshop?
the textures are pretty random, nothing seems to match, and what are the r_speeds like, with all those arches.
another awp map, but this one looks slightly more thought provoking than cs_juj_assault so i'd give it a 3/5 (compared to awp maps), try getting some custom tex's, using more architecture techinques, and new skies, maybe some sounds too.
awp maps don't have to llok iek shit, no map shld look like shit. so good luck with ur next map.
i spent a little over 15 minutes putting this together, it was focused on the entity set ups (not that they were particularly complicated lol), so please don't hurt my feelings by poking fun at my boxes.. i'm gonna cry :*(
lol =)