Commented 19 years ago2005-10-25 15:43:44 UTC
in vault item: Multiple issuesComment #9588
So the selution to the problem is- write the speed of the acc/dcc and then after the '/' write the time it will take it to acc/dcc.(it must be higher then 2)
Commented 19 years ago2005-10-25 02:23:27 UTC
in vault item: Multiple issuesComment #9544
I can make the fight better but I can hardly understand what you did. If I'll fix it I'll have to rebuild it(there are also lots of cases when people don't understand what I did) Are you sure you want me to fix the script?
Commented 19 years ago2005-10-25 02:08:12 UTC
in vault item: Multiple issuesComment #9543
Aghhhh....never ever use 1 sized grid! Use 8/16 much easier to use and grid size 1 is seldomly used and mostly for detail. Also use wide walls for the other sides that you don't see and head to the void wont be rendered anyway so wide wall will only make it easier for you.
Commented 19 years ago2005-10-25 02:03:45 UTC
in vault item: Multiple issuesComment #9542
I don't now what I did but it works now. The camera works perfectly and I only changed the acceleration and deacceleration to 100/5 instead of 500. Now I'll make the fight scripted!
Commented 19 years ago2005-10-17 10:37:12 UTC
in vault item: Half-Life: DestinyComment #9458
Timecops(or something like that) ripoff! And the scanner is ripped of timefall!
Xenish part is ugly! Bad texuring and artitecture in it. Why was there a rail system near the crystal. Not much thought on that part... Got stuck in the train when the level changed. The part after the crystal was horrible and block. You probebly had no time for that. First room is full bright. Good artitecture and detail over all! I like the way the train was created but since I'm not sure that wasn't done in timecops so I wont rate it... You could have made the bomb visable!(Func_wall_toggle)
Good map it has some texturing problems thou. And it's hardly connected to xen!!
Commented 19 years ago2005-10-09 17:49:29 UTC
in vault item: de_viceComment #9391
He uses quake's compiling tools thats why rad ran and generated lights! And did the compiling log report a allocblock:full or it just whitened out? If it whitened out that means it's working very hard so leave the computer alone and let it run! If it writes an allocblock:full error that mean the computer doesn't have enough virtual memory to run the compiling prosses. First let the computer compile without doing anything,NOT EVEN MOVING THE MOUSE! If it doesn't work use batch compiler(another kind of compiler that compiles with no connection to hammer). If this doesn't work then you need to clean your computer and check for viruses. If it still doesn't work then update your computer.
Commented 19 years ago2005-10-08 13:56:06 UTC
in vault item: Pre-disaster labsComment #9364
Well through the screeni it looks boxy.(needs more artitecture) That wall with the diffrent texture doesn't fit in there, no detail, you used texture lights and a bit of texture aglinment!
Commented 19 years ago2005-09-30 13:45:18 UTC
in vault item: Half-Life: DestinyComment #9284
Yeah now that I think of it, it quallifes and I really like this map. It's great and I liked the way the vehicle is created. The first room is fullbright!
Commented 19 years ago2005-09-30 12:30:05 UTC
in vault item: Half-Life: DestinyComment #9278
Ok I listened to the scientist! You teleport back in time to stop the experiment, EXACTLY like tlax's timefall mod! It's in xen and now I'm really confused...is it connected to the theme, "XEN'S TRANSPORTATION SYSTEM"?
Commented 19 years ago2005-09-29 15:24:25 UTC
in vault item: CataXenComment #9252
Cata?? Did you ever play gunman for they have a kataspace in there! Or do you meen catapult? These ideas are starting to annoy me. Catapults/cannons shooting you.
Commented 19 years ago2005-09-12 12:43:01 UTC
in vault item: Dead labsComment #8970
Nice improvment!
-You used thin walls(only 4 units or something like that) I noticed it in the corridor before the room with the enemies. Try using 8 size grid(and walls) then you will probebly avoid most leaks And it doesn't metter how thick the wall is ingame for the parts that are open to the void or will be covered by another world brush wont be rendered anyway. -All the bodies head torword one direction.(0) In the pitch yaw roll value you'll see three zeros. Insted of the second one write the desiered angle or if you're using hammer 3.5 move the upper dail in the direction you want the body to head to. -Really short. But it's okey for it's only your second map and it's unfinished. -You haven't applied any textures. Learn how to use the texture application tool.(tutorial called "texture application") This is seen when you look at the lamps, they are textured with a lamp texture on all their sides and the botom texture doesn't fit.
-/+This map had the exect mesuare of bulltes. I missed those annoying baby headcrabs many times! -/+You didn't used carving/hollowing which is seen on the walls that doesn't always look like one pice and little bumps. The stuff that proved it are bad and should be removed. You can avoid those stuff if you'll use thicker walls! -/+The gameplay and layout are much better. No more senceless fighting aginst thousand of grunts crammed in a small room.
+You used texture lights!!(the bevrige mechine) But for the lamps you used light entities. +Lightning is much better. A little flickering lights and the light from the bevrige mechine makes that room look nice! +You edited the prefabs!! Some are rotated and some are broken.
Xenish part is ugly! Bad texuring and artitecture in it.
Why was there a rail system near the crystal. Not much thought on that part...
Got stuck in the train when the level changed.
The part after the crystal was horrible and block. You probebly had no time for that.
First room is full bright.
Good artitecture and detail over all!
I like the way the train was created but since I'm not sure that wasn't done in timecops so I wont rate it...
You could have made the bomb visable!(Func_wall_toggle)
Good map it has some texturing problems thou. And it's hardly connected to xen!!
Conclusion- If you want people to download you're map make it crappy!
I'll try to test it in Hl1.
One thing fullbright -> BAD.
-You used thin walls(only 4 units or something like that) I noticed it in the corridor before the room with the enemies. Try using 8 size grid(and walls) then you will probebly avoid most leaks And it doesn't metter how thick the wall is ingame for the parts that are open to the void or will be covered by another world brush wont be rendered anyway.
-All the bodies head torword one direction.(0) In the pitch yaw roll value you'll see three zeros. Insted of the second one write the desiered angle or if you're using hammer 3.5 move the upper dail in the direction you want the body to head to.
-Really short. But it's okey for it's only your second map and it's unfinished.
-You haven't applied any textures. Learn how to use the texture application tool.(tutorial called "texture application") This is seen when you look at the lamps, they are textured with a lamp texture on all their sides and the botom texture doesn't fit.
-/+This map had the exect mesuare of bulltes. I missed those annoying baby headcrabs many times!
-/+You didn't used carving/hollowing which is seen on the walls that doesn't always look like one pice and little bumps. The stuff that proved it are bad and should be removed. You can avoid those stuff if you'll use thicker walls!
-/+The gameplay and layout are much better. No more senceless fighting aginst thousand of grunts crammed in a small room.
+You used texture lights!!(the bevrige mechine) But for the lamps you used light entities.
+Lightning is much better. A little flickering lights and the light from the bevrige mechine makes that room look nice!
+You edited the prefabs!! Some are rotated and some are broken.