Commented 13 years ago2011-05-25 19:11:37 UTC
in vault item: Doors + trigger_relaysComment #19162
downloading 4.5 now.. you didn't include the portal random tech and button sounds btw. =) sorry for mucking up your comments next time i'll pm.
edit: even with the new sven, i can't pick up the blocks for some reason, so it's hard to test the map...
It's a pretty tricky thing to get right using HL1 entites, but here is one way you could cheese it.
1. Button_down/open door)have one trigger over the pad in the approximate size of the cube, and call it trigger1. have that target:
mm_button_down -mm_button_dn_sound: (triggers button_dn_sound at 0.01, and then off at 0.75) -button001:(the red func_door plunger, set to toggle. try a delay reset of 0 and -1 to see what works) -door001: (targets the door open) enable_trigger2: (change_target enity. initally, give trigger2 an erroneous target, and this trigger will change trigger2's target to mm_button_down)
2. Now, build a trigger multiple "wall" called trigger2 around the area the cube will take up when it's on the pad. give it a nonexistent target name like listed above, say "mm_button_downxxx". hollow out a small section in the middle, so it clears the a cube when it's on the pad. give a little wiggle room between the depressed cube area and the trigger, if that makes sense.
mm_button_up -mm_button_up_sound: (targets a button_up_sound twice like above, one turning it on and one turning it off) -button001: (sending the button back up. if the plunger doesn't work properly, you could get crazy and use 2 func doors with env_renders and some other bullshit, but hopefully you won't have to) -door001: (closes the door) -disable_trigger2: (an additional trigger_changetarget that re-disables mm_button_up by changing the target to something nonexistent)
Hope this helps, or at the very least gives you some new ideas on how to fix the problem! let me know if you get it working! there is without a doubt a better way to do this, i just can't think of it right now..
Cheers!
edit X2:
got SC4.5 correctly installed, but i find it almost impossible to get the cubes on the plate. Maybe cover the cubes in a clip brush to make them simpler?
i'll take another look at your version of the map tomorrow and play around with it.. i think you're pretty close to getting it to work.
Commented 13 years ago2011-05-25 00:03:29 UTC
in vault item: Doors + trigger_relaysComment #19158
oh hey also, i just thought of something: maybe try using a momentary_door? This will probably only work if the momentary_rot_button is triggerable means other than the "use" key.
Good luck! I'll try to look at it again tonight if i have time. =)
Commented 13 years ago2011-05-24 23:36:37 UTC
in vault item: Doors + trigger_relaysComment #19152
nice i can play the map now, but how do you get the cubes on the pad? is there a portal gun hiding in there? When i try jumping on the pad nothing happens.. should it?
Commented 13 years ago2011-05-19 23:39:39 UTC
in vault item: Abandoned PoolComment #19129
Very nice destroyed/abandoned pool! I like all the little details and props you added! (including the trigger_hurt thank you very little) =)
The only real let down is that horrible half-life desert sky, that doesn't match your map(or any map for that matter) well. Also as dexter said, it would have been nice to see some height and a border around the pool, giving it the illusion of more depth.
Still anyway, very nicely-constructed pool!
This comment was made on an article that has been deleted.
Commented 13 years ago2011-05-15 07:10:27 UTC
in vault item: Surprise!Comment #19080
unb, you have it its in your minimod folder... that's why it's so strange ur getting that error... maybe try recopying the mod to your half-life folder?
Commented 13 years ago2011-05-14 20:01:08 UTC
in vault item: cs_sarajevo testingComment #19077
Looks amazing!! =)
First i should mention i had to shorten your filenames in order for the maps to work in wonHL, just to let you know.
sarajevo-big-no-rad and MDL-test These maps look utterly amazing. I can literally think of nothing to make it look better after running through it quick, except that the skybox is a distraction, because the corners aren't properly blended, so they are visible. Also perhaps, if you played with the water, you could make it a little more realistic, but that's not a huge deal at all. I've seen [url=]Soup Miner[/url] pull off some really amazing water in GoldSrc (maybe pm him for some ideas if you're interested).
sarajevo-posta-baza Looks as realistic and as good as you can get in goldsrc, and better than many source maps i've seen for that matter... Truely impressive stuff!
sarajevo-hint-exp As with the rest of the maps, truly amazing stuff. The only thing i can think to improve is replace the decal parking stripes with brushwork stripes. they don't look quite as fresh as the decals, but they won't give you that unnatural blur effect as you walk toward them. (pm me if you want some tips on the parking stripes)
Commented 13 years ago2011-05-14 19:42:20 UTC
in vault item: czm_pit_complexComment #19076
K. it won't work as a func_train, which is intended for stuff that rides on a flat plane.
Like i said, change it to a func_tracktrain, and change all the path_corners back to path_tracks. There are some other settings that are different, like setting the wheel distance and height from the track, and including an origin brush as part of the train, so make sure you read through the entity guide entry on track_train.
There are some good examples in the Map Vault for tracktrain as well.
Commented 13 years ago2011-05-14 19:04:14 UTC
in vault item: de_castle_bridgeComment #19073
Sorry it took so long for me to see your updated version!
+/-nice new textures, tho some are rotated 90 degrees in the wrong direction(main rock wall texture). -don't understand the random models -make the castle walls a little thicker, since they are made out of stone, it's ok for them to be a bit blocky
Commented 13 years ago2011-05-14 06:50:32 UTC
in vault item: Surprise!Comment #19067
hmph strange. since it's in minimod format i would think you'd have no problem with that type of error, especially since that spirte IS in your UNBsprites folder....
Commented 13 years ago2011-05-14 04:17:59 UTC
in vault item: Surprise!Comment #19065
endless hallway: just the big table with full of guns, which reminded me of the "endless" shelves of guns that fly by trinity and neo at the end of The Matrix. =)
When i said "test chamber" i really should have said teleportation chamber.
Commented 13 years ago2011-05-14 01:08:12 UTC
in vault item: Surprise!Comment #19063
+Superb splash and intro effects! +/-first room is as spectacular a space i've ever seen in half-life, but a downer that there are intersecting brushes on an entire stretch of molding.. +nice detail throughout +great interactive destructive effects ++AMAZING cutscenes! +good use of game_text (LOL at the prompt to level change -model-in-floor errors as zeeba mentioned(which actually works if you have a night map with a call for fireflies! =) +nice scripting and special effects! +great trigger camera work (how did you get that thin laser in the chamber, is that an env_beam? ++beautiful visuals in the test chamber +beautiful uplighting in the last chamber/hallway ++awesome/funny "endless hallway" of weapons ala matrix! =) ++fun ending!
Superb stuff, especially considering how old this is. overlooking all the gordon-in-floor errors, no real problems besides that.
Commented 13 years ago2011-05-12 06:23:31 UTC
in journal: #7213Comment #62213
lol idk, just be upfront/honest should be ok.. but yeah it could be pretty bad if she overreacted like that, which i suppose is possible however unlikely.
Commented 13 years ago2011-05-05 10:24:11 UTC
in vault item: hq_firstbloodComment #19052
Wow pretty neat map! i previewed the valve version quickly, but it was in a sun-bleached room, so it was pretty hard for me to see the main area cuz it's so dark. Should tell you that i never played the original quake, so i can't make comparisons to the original game.. SORRY! =)
-the doors for the main hall overlap with the wall, making an ugly view when it opens and the wall/door try to occupy the same space =( -door parts can fall out of sequence if the player touches them or jumps on top of them. -double doors will open only one at a time sometimes, depending on position of the player. fix by having a trigger_once in front/back of the doors targeting them, so they always open together.
I couldn't really check out the two "back rooms", because of my lighting situation making it impossible to see anything in the dark parts of the map.
Commented 13 years ago2011-04-29 06:55:53 UTC
in journal: #7187Comment #55794
Sounds good X-LAyer2. BTW, what gameplay mode do you think would be the best personally? (As of right now, I have it setup as a AIM map with buyzones, just for testing purposes)
Commented 13 years ago2011-04-28 17:08:56 UTC
in journal: #7187Comment #55792
Would like to start beta testing right away. Looking for 2-3 people who own and play BLOPs to help me get gameplay elements and "feel" right. (again, i DO NOT own BLOPs, and just built from screenies and watching my friends)
The most importan question i have to answer first before testing, is what would be the best game type to port this too. (i'm kinda leaning toward FY for starters, but i'm open to anything)
HL2:DM? CSS:DM:? DE CS (you could rescue the maniquens! =)) FY KA GG ? ?
After i can get nailed down what would be the best port, i can think more seriously how i can handle care packages and other gameplay elements, mwhahaha.
Commented 13 years ago2011-04-25 17:03:33 UTC
in vault item: de_abandonedComment #19040
A VERY good, thoughtfully-constructed bomb defuse map! Looks like it would be a fun layout to play.
Just a couple things i noticed right away after quickly running through:
-There are some spaces--at least one place by a group of those plastic crates--where it looks like you can squeeze through, but you can't. If this intentional, disregard.
-Vary the height of the walls and buildings around the outer bounds of the map to make it look not like a box and more natural. For that matter, i would alter the perimeter of the map to make it NOT a square.
-obviously all the stock cs/hl are shite, i would port one from source or make a new one
-ambience? Even if you can't think of good sounds to add, almost ANYTHING is better than pure silence.
-texturing on the whole is not bad at all, but i would try to avoid using the more recognizable/bad original HL textures, like that wood plank. (i wish i would follow this advice on my own maps!) =)
All told, a very solid map that is easily improvable to make it a first-rate map. 3.5 rounds up to a 4. please pm me if you add anything and i'll re-rate.
Commented 13 years ago2011-04-25 13:29:17 UTC
in vault item: de_spaceComment #19028
This is seriously pwn for one of your bronze-age maps!
I can't be too rough on the bad parts(which there are not many), considering the age of this map, so i'll focus on what really impressed me:
++the curved/beveled corridors at all different angles are VERY impressive, and NOT an easy feat for a new mapper! +Layout is pretty sweet if a bit small. +Detail in different rooms is great, if not feeling a bit unrefined.
With some small changes, like adding some more beveled brushes to some of the blocky bits like the windows, some nice texlighting with different colors, and a little more orgainization in the detail areas, this map would be 5 all the way!
I want to rate it 5 now just for how much it impressed me for such an old map, but i don't want the overrating police on my ass yet again.. Actually, you know what, screw it; i'm rating this 5 for an exemplary and inspiring beginner map. This map has more heart in it than most of the "expert" maps i see, and for that, i'm giving it 5 stars.
Great work! Please subscribe me for updates and changes to this1
edit: even with the new sven, i can't pick up the blocks for some reason, so it's hard to test the map...
It's a pretty tricky thing to get right using HL1 entites, but here is one way you could cheese it.
1. Button_down/open door)have one trigger over the pad in the approximate size of the cube, and call it trigger1. have that target:
mm_button_down
-mm_button_dn_sound: (triggers button_dn_sound at 0.01, and then off at 0.75)
-button001:(the red func_door plunger, set to toggle. try a delay reset of 0 and -1 to see what works)
-door001: (targets the door open)
enable_trigger2: (change_target enity. initally, give trigger2 an erroneous target, and this trigger will change trigger2's target to mm_button_down)
2. Now, build a trigger multiple "wall" called trigger2 around the area the cube will take up when it's on the pad. give it a nonexistent target name like listed above, say "mm_button_downxxx". hollow out a small section in the middle, so it clears the a cube when it's on the pad. give a little wiggle room between the depressed cube area and the trigger, if that makes sense.
mm_button_up
-mm_button_up_sound: (targets a button_up_sound twice like above, one turning it on and one turning it off)
-button001: (sending the button back up. if the plunger doesn't work properly, you could get crazy and use 2 func doors with env_renders and some other bullshit, but hopefully you won't have to)
-door001: (closes the door)
-disable_trigger2: (an additional trigger_changetarget that re-disables mm_button_up by changing the target to something nonexistent)
Hope this helps, or at the very least gives you some new ideas on how to fix the problem! let me know if you get it working! there is without a doubt a better way to do this, i just can't think of it right now..
Cheers!
edit X2:
got SC4.5 correctly installed, but i find it almost impossible to get the cubes on the plate. Maybe cover the cubes in a clip brush to make them simpler?
i'll take another look at your version of the map tomorrow and play around with it.. i think you're pretty close to getting it to work.
Good luck! I'll try to look at it again tonight if i have time. =)
I'm outta time for the day, but i'll try messin with it tomorrow. neat map anyway!
=)
if the player jumps on pad should anything hapen?
Here's the rest of the ResGen file for BONUS:
// .res entries:
untitled1.wad
portal2.wad
halflife.wad
liquids.wad
custombuttons.wad
decals.wad
sound/buttons/bell1.wav
sound/sc_hypercourse/door_open.wav
sound/sc_hypercourse/door_close.wav
Rim: Is that you making the city17 alert sound from the crowd?! =P
hiieee dexter =)
=)
The only real let down is that horrible half-life desert sky, that doesn't match your map(or any map for that matter) well. Also as dexter said, it would have been nice to see some height and a border around the pool, giving it the illusion of more depth.
Still anyway, very nicely-constructed pool!
First i should mention i had to shorten your filenames in order for the maps to work in wonHL, just to let you know.
sarajevo-big-no-rad and MDL-test
These maps look utterly amazing. I can literally think of nothing to make it look better after running through it quick, except that the skybox is a distraction, because the corners aren't properly blended, so they are visible. Also perhaps, if you played with the water, you could make it a little more realistic, but that's not a huge deal at all. I've seen [url=]Soup Miner[/url] pull off some really amazing water in GoldSrc (maybe pm him for some ideas if you're interested).
sarajevo-posta-baza
Looks as realistic and as good as you can get in goldsrc, and better than many source maps i've seen for that matter... Truely impressive stuff!
sarajevo-hint-exp
As with the rest of the maps, truly amazing stuff. The only thing i can think to improve is replace the decal parking stripes with brushwork stripes. they don't look quite as fresh as the decals, but they won't give you that unnatural blur effect as you walk toward them. (pm me if you want some tips on the parking stripes)
Superb stuff, truly top-notch mapping!
*****
Like i said, change it to a func_tracktrain, and change all the path_corners back to path_tracks. There are some other settings that are different, like setting the wheel distance and height from the track, and including an origin brush as part of the train, so make sure you read through the entity guide entry on track_train.
There are some good examples in the Map Vault for tracktrain as well.
Very cool-looking map btw!
= )
+/-nice new textures, tho some are rotated 90 degrees in the wrong direction(main rock wall texture).
-don't understand the random models
-make the castle walls a little thicker, since they are made out of stone, it's ok for them to be a bit blocky
Everything loaded fine for me using wonHL..
When i said "test chamber" i really should have said teleportation chamber.
+/-first room is as spectacular a space i've ever seen in half-life, but a downer that there are intersecting brushes on an entire stretch of molding..
+nice detail throughout
+great interactive destructive effects
++AMAZING cutscenes!
+good use of game_text (LOL at the prompt to level change
-model-in-floor errors as zeeba mentioned(which actually works if you have a night map with a call for fireflies! =)
+nice scripting and special effects!
+great trigger camera work
(how did you get that thin laser in the chamber, is that an env_beam?
++beautiful visuals in the test chamber
+beautiful uplighting in the last chamber/hallway
++awesome/funny "endless hallway" of weapons ala matrix! =)
++fun ending!
Superb stuff, especially considering how old this is. overlooking all the gordon-in-floor errors, no real problems besides that.
EXCELLENT STUFF! PLEASE MAP MORE SIR! =)
0
)
I think we ought definitely add him to our links page.. great site for video tutorials among other things..also btw i wouldn't be scared to tell her.. girls are flattered by that sort of thing, even if you used ninja technique.. +)
also btw:
GET ON HL2DM NOW
Click here for a picture of what i mean
Also, anyone know how to include the content used in the .exe to make it portable?
++neat, interesting structures
++neat multi-part doors!
-the doors for the main hall overlap with the wall, making an ugly view when it opens and the wall/door try to occupy the same space =(
-door parts can fall out of sequence if the player touches them or jumps on top of them.
-double doors will open only one at a time sometimes, depending on position of the player. fix by having a trigger_once in front/back of the doors targeting them, so they always open together.
I couldn't really check out the two "back rooms", because of my lighting situation making it impossible to see anything in the dark parts of the map.
Very cool stuff!
pm me on steam if you have time so i can ask you some questions:
captain0terror@gmail.com
The most importan question i have to answer first before testing, is what would be the best game type to port this too. (i'm kinda leaning toward FY for starters, but i'm open to anything)
HL2:DM?
CSS:DM:?
DE
CS (you could rescue the maniquens! =))
FY
KA
GG
?
?
After i can get nailed down what would be the best port, i can think more seriously how i can handle care packages and other gameplay elements, mwhahaha.
)
So, are you saying 4x4 max or 8x8 max?
Just a couple things i noticed right away after quickly running through:
-There are some spaces--at least one place by a group of those plastic crates--where it looks like you can squeeze through, but you can't. If this intentional, disregard.
-Vary the height of the walls and buildings around the outer bounds of the map to make it look not like a box and more natural. For that matter, i would alter the perimeter of the map to make it NOT a square.
-obviously all the stock cs/hl are shite, i would port one from source or make a new one
-ambience? Even if you can't think of good sounds to add, almost ANYTHING is better than pure silence.
-texturing on the whole is not bad at all, but i would try to avoid using the more recognizable/bad original HL textures, like that wood plank. (i wish i would follow this advice on my own maps!)
=)
All told, a very solid map that is easily improvable to make it a first-rate map. 3.5 rounds up to a 4. please pm me if you add anything and i'll re-rate.
I can't be too rough on the bad parts(which there are not many), considering the age of this map, so i'll focus on what really impressed me:
++the curved/beveled corridors at all different angles are VERY impressive, and NOT an easy feat for a new mapper!
+Layout is pretty sweet if a bit small.
+Detail in different rooms is great, if not feeling a bit unrefined.
With some small changes, like adding some more beveled brushes to some of the blocky bits like the windows, some nice texlighting with different colors, and a little more orgainization in the detail areas, this map would be 5 all the way!
I want to rate it 5 now just for how much it impressed me for such an old map, but i don't want the overrating police on my ass yet again.. Actually, you know what, screw it; i'm rating this 5 for an exemplary and inspiring beginner map. This map has more heart in it than most of the "expert" maps i see, and for that, i'm giving it 5 stars.
Great work! Please subscribe me for updates and changes to this1
=)