Bruce, got any tips for your map? Ive gotten the ball in the cannon, ive got the giant plug across the gap, but i cant get the cannon to fire and idk what to do from here
Commented 2 years ago2022-05-30 01:02:25 UTC
in vault item: sp_gravityComment #104479
The download is no longer available. The one at Thinking With Portals isn't working either. Do you still have this, Les? TWHL supports 16MB uploads these days.
A nice little map, I really like the look of it (you took the screenie in the least interesting place haha)! I had forgotten how hard it can be to aim in side-scrolling Flat-Life though!
BTW you can directly upload images to your forum posts. Simply take a screenshot (e.g. with ShareX, it'll copy the image to your clipboard), and Ctrl+V in the input textbox. As an alternative, you may use Imgur or some other image host.
Yeah, try and avoid carving as a general rule. It almost always results in terrible splitting of brushes and a ton of off-grid vertexes which will ultimately cause compile issues which can be difficult to resolve. You can get a much neater effect using the arch tool and a little vertex manipulation like so:
Commented 2 years ago2022-05-29 11:27:19 UTC
in vault item: dm_isleComment #104471
First of all, this map looks incredible. The way in which you handled the look of the ocean is ingenious, though up close the illusion is somewhat broken with the lack of a sea bed beneath the water. Hey ho, the limitations of GoldSource.
I can see this being a very fun jaunt with two or three other players, but any more than that would be a struggle to acquire the more powerful weapons. It does seem as though the person who holds the long jump would be at a much greater advantage when it comes to reaching some of the more powerful weapons which are out of reach with the standard jump height. My major concern when looking at the screenshots here in the vault were the sightlines, but I'm happy to say that in game they're nowhere near as far as I was expecting.
I like the little intractable elements dotted about as well, which really sells the entire theme of the map. I'm more of a single player man myself, and though I'm certain this would be a ton of fun, it has left me pining for a single player Half-Life campaign with a Caribbean setting with this same level of polish. Well done.
Commented 2 years ago2022-05-29 01:19:50 UTC
in wiki page: category:Entity GuidesComment #104470
The entities aren't documented here, but the specific Opposing Force CTF Power Up entities are: item_ctfportablehev item_ctfregeneration item_ctfaccelerator item_ctfbackpack
...and there's this really strange one I don't quite understand: info_ctfspawn_powerup It seems to support the "team_no" keyvalue, but I'm not sure why. I guess it just spawns a random CTF powerup in the map.
Commented 2 years ago2022-05-28 23:56:52 UTC
in vault item: The colour making machineComment #104468
I have added a modified version of the map to the download, that doesn't require tfc.wad or tfc2.wad. The map never used any textures from those WADs so it was a simple matter of replacing references to those WAD files with references to halflife.wad using a hex editor.
I've fixed your images, but for some reason your second image links to an image that says 'no pic :('. That looks like a mistake on your part.
Quite the random selection of random pictures really. That tridimensional door looks really neat, but the brushwork is terrible, looks like carving was used, which is bad practice.
Commented 2 years ago2022-05-28 17:06:02 UTC
in vault item: BhopComment #104462
If you want to play the "Acceleration" half of this map and the game crashes with "ED_Alloc: no free edicts", add
-num_edicts 1500
to the game's launch options or add
edicts "1500"
to liblist.gam.
Also note that although this map only works in multi-player (it has no info_player_starts) it only has two spawn points and doesn't appear to be made for playing with lots of people.
That said, I think it's a pretty neat little map for practicing bunny hopping, even though I don't enjoy bunny hopping.
Commented 2 years ago2022-05-26 18:00:52 UTC
in vault item: dmc_cabininthewoodsComment #104442
o no the map dosent have realtion with the film its just because the alpha version had some easter eggs of the movie but no its just to meme also what do you mean with the forgot bsp too? (sorry i always upload on gamebanana but i wanted to try this forum because its very cool soo idk how to fix alot of stuff)
Commented 2 years ago2022-05-26 17:39:03 UTC
in vault item: dmc_cabininthewoodsComment #104439
Thanks It looks like you forgot the .bsp, too. Things are moving in the right direction, though Does the map have any relation to the film with the same name?
Commented 2 years ago2022-05-24 20:13:12 UTC
in vault item: mg_quake_dmc_b5Comment #104435
This Vault item was originally for mg_quake_dmc_b2. The download died and I was unable to find an exact replacement, so I replaced it with a link to mg_quake_dmc_b5 which is a later version of the same map and I updated the title. I hope that's okay, Fi3nD?
Commented 2 years ago2022-05-24 19:29:57 UTC
in vault item: DM_LevitationComment #104434
This is in fact a map for HLDM (Half-Life Deathmatch - in other words, the multiplayer mode of regular Half-Life). I have read other comments from HLGenius and they thought HLDM or Half-Life Deathmatch meant Deathmatch Classic, which this map is not for. It's a common mistake.
The external download has been down for years: I am replacing it with the relevant files from http://gamer-lab.com/rus/mods_goldsrc/Flat-life_1.2 , I hope that's okay.
As an alternative, you may use Imgur or some other image host.
I can see this being a very fun jaunt with two or three other players, but any more than that would be a struggle to acquire the more powerful weapons. It does seem as though the person who holds the long jump would be at a much greater advantage when it comes to reaching some of the more powerful weapons which are out of reach with the standard jump height. My major concern when looking at the screenshots here in the vault were the sightlines, but I'm happy to say that in game they're nowhere near as far as I was expecting.
I like the little intractable elements dotted about as well, which really sells the entire theme of the map. I'm more of a single player man myself, and though I'm certain this would be a ton of fun, it has left me pining for a single player Half-Life campaign with a Caribbean setting with this same level of polish. Well done.
item_ctfportablehev
item_ctfregeneration
item_ctfaccelerator
item_ctfbackpack
...and there's this really strange one I don't quite understand:
info_ctfspawn_powerup
It seems to support the "team_no" keyvalue, but I'm not sure why. I guess it just spawns a random CTF powerup in the map.
It sucks to look through the vault and see maps without screenshots
Added. Thank you for your service. - Urby
In other words: It works now
Quite the random selection of random pictures really.
That tridimensional door looks really neat, but the brushwork is terrible, looks like carving was used, which is bad practice.
Also note that although this map only works in multi-player (it has no info_player_starts) it only has two spawn points and doesn't appear to be made for playing with lots of people.
That said, I think it's a pretty neat little map for practicing bunny hopping, even though I don't enjoy bunny hopping.
Edit: Added one for you
Does the map have any relation to the film with the same name?