Commented 20 years ago2004-08-12 06:18:08 UTC
in vault item: de_pharaoh_fComment #3299
nice textures in that pic, but i can see the flat walls right off. G_KID, what a dumb thing to say, you shld have flamed him for putting 36 spawns in, when the max server number is 32 and if you were to pay attention you'd realise that pretty much all of your most played maps have 32 spawn points, how crap and unproffesional would it be if ppl got spawn-killed in aztec or dust. so think before you talk poo
Commented 20 years ago2004-07-25 07:55:51 UTC
in vault item: cpl_conceled_01Comment #2859
omg, that's shit m8. seriously, don't bother d/ling this map, it's not very good. the two ruotes from ct spawn could be cut into one, as they lead to the same place (EXACTLY) and one takes longer and has no tactical advantage. i think you're missing the point of cs mapping. look as csd_italy for a near perfect example of a layout that points players to one point in the map, but offers tactical advantages between the routes. also you have trees and shrubs growing out of concrete... and the texture usage is horrible, teh brushwork is only just above average, in fact, the "rocks" and outer "jungle" is, well.. totally crappy, and doesn't line up for shit. ps, you need to read a tutorial about the triangle terrain method. or give up on a jungle themed map. and also (lol) the map needs to be bigger if you want it to at least have good gameplay.
did you look under the water? i've never tried to make a boat on water, because i've been told it's impossible as the moving entity cannot rest on top of the water entity, it's simply not possible. what i would advise you to try, is to use an animated texture for the water (www.google.com)and simply clip the sides of the boat so the player can't leave until he get's to the "shore"
Commented 20 years ago2004-07-18 06:34:58 UTC
in vault item: Bowling ProblemsComment #2766
hahahah, this looks promising, i like this map already =) try using a clip brush to stop the player walking onto the lane. and strip the player of his guns, so he can't shoot the pins.
Commented 20 years ago2004-07-18 06:32:29 UTC
in vault item: Overhead doorComment #2764
you want the door to go up? then down, tied to a button? have you thought of using a func_door? tick the reletive flags and create a button that targets the door. this really isn't that hard.
Commented 20 years ago2004-06-25 02:21:53 UTC
in vault item: ThunderdomeComment #2477
sounds like a good idea. but 7th is right; this should be treated as test of your actuall hammer skills rather than a serious map. it will never run well with a lot of players and will most likely lag like buggery. small domes linked by tunnels and doors openable only from the inside could allow for 2v2 set pieces and allow people to choose a challenger if you link domes with multiple tunnels. just a thought
Commented 20 years ago2004-06-22 00:25:13 UTC
in vault item: he_dagreatwall_beta4Comment #2434
then look for the leak.... yes. textures need aligning and by world brushes. he means that you should simply block the view from the high r_speed area. make less of the map visible with some carefully placed decoration. nice looking for a first map. how are you intending to use the nades? continuos spawning? or just a set amount of nades?
Commented 20 years ago2004-06-22 00:20:11 UTC
in vault item: cs_biggreyboxComment #2432
you can't have role reversal in cs. it's simply not possible. you could however have an es_ map with 1 t locked away in a place reachable only by the t's that they have to break him out from and then escape. or do the same thing but with a vip. but try and stick to cs de and as maps when you first start. as making a good standard map is harder than you think.
Commented 20 years ago2004-06-15 10:34:47 UTC
in vault item: arch_awp_mapComment #2327
omg. how original. aztec arch textures. piranesi grass? (or am i giving u too much credit?) and half life crates. did you even think a teeny weeny bit of realism would have made this map so much better?
Commented 20 years ago2004-06-15 10:25:40 UTC
in vault item: BuildingComment #2325
ok. you need to put the sound in 'cstrike/sound'. and have the path set to 'sound/yoursound.wav'. the paths must include the '.wav' at the end (in hammer); the same goes for the sprite. and make sure you have set the sprites rendermodes etc correctly.
Commented 20 years ago2004-06-14 19:43:35 UTC
in vault item: BuildingComment #2317
ok, you need to change the path from 'cstrike/sprites/flames.spr' to 'sprites/flames.spr'
and also you have the env_sprite (point based entity) tied to a brush (textured with a window texture, i can't see what it could be for). this is creating a point/brush based entity combo. i don't know alot about the pitfalls of combining entities, but i know it doesn't help to try and combine brush and point based entities within the same entity.
Commented 20 years ago2004-06-11 04:35:55 UTC
in vault item: TerrorStormComment #2272
hahah, naab man, this looks like an fps nightmare. it's just a huge cube. with loads of objects. do you understand teh limitations of the hl engine? or were you hoping they would just go away?
tex lights: there is a tutorial on this in the.. tutorials section
group? right click?
looks nice tho, i wont d/l till i know zip is fixed.. sry
G_KID, what a dumb thing to say, you shld have flamed him for putting 36 spawns in, when the max server number is 32
and if you were to pay attention you'd realise that pretty much all of your most played maps have 32 spawn points, how crap and unproffesional would it be if ppl got spawn-killed in aztec or dust.
so think before you talk poo
also you have trees and shrubs growing out of concrete... and the texture usage is horrible, teh brushwork is only just above average, in fact, the "rocks" and outer "jungle" is, well.. totally crappy, and doesn't line up for shit. ps, you need to read a tutorial about the triangle terrain method. or give up on a jungle themed map. and also (lol) the map needs to be bigger if you want it to at least have good gameplay.
sorry - try again
i've never tried to make a boat on water, because i've been told it's impossible as the moving entity cannot rest on top of the water entity, it's simply not possible. what i would advise you to try, is to use an animated texture for the water (www.google.com)and simply clip the sides of the boat so the player can't leave until he get's to the "shore"
try using a clip brush to stop the player walking onto the lane.
and strip the player of his guns, so he can't shoot the pins.
have you thought of using a func_door? tick the reletive flags and create a button that targets the door.
this really isn't that hard.
just a thought
personally, I there's enough dust remakes out there...
yes. textures need aligning and by world brushes. he means that you should simply block the view from the high r_speed area. make less of the map visible with some carefully placed decoration.
nice looking for a first map. how are you intending to use the nades? continuos spawning? or just a set amount of nades?
did you even think a teeny weeny bit of realism would have made this map so much better?
the paths must include the '.wav' at the end (in hammer); the same goes for the sprite.
and make sure you have set the sprites rendermodes etc correctly.
and also you have the env_sprite (point based entity) tied to a brush (textured with a window texture, i can't see what it could be for). this is creating a point/brush based entity combo. i don't know alot about the pitfalls of combining entities, but i know it doesn't help to try and combine brush and point based entities within the same entity.
man, this looks like an fps nightmare. it's just a huge cube. with loads of objects. do you understand teh limitations of the hl engine? or were you hoping they would just go away?