Commented 3 years ago2021-01-02 18:27:03 UTC
in vault item: TWHL Kart 2020Comment #103174
This map is epic! If this was a competition we'd have a winner.
+The amazingly detailed textures (The trim around the wheels, the dry erase board, the carts) +Animated textures (tv, and twhl sign) +Layout (nice layout and good size for func_vehicles) +Geometry (The bridge that goes over and under looks wonderful) +Colors (Red's, greys and oranges look terrific) +the TWHL shout outs like Penguin's tag
Commented 3 years ago2021-01-02 14:08:40 UTC
in vault item: TWHL Kart 2020Comment #103173
Brilliant - it's a decent regular shooting map but with a very impressive kart racing track. Sadly it has serious issues with lag when there are many players
Commented 3 years ago2020-12-30 00:20:45 UTC
in vault item: de_109Comment #103159
Yeah, just map it like you would do if it was a part of the map, then keep only the part you want as the skybox and save it as another .rmf/.jmf. Compile it with at least one light or one info_player_start/deathmatch anywhere in the map, and lastly open it with Crafty/Object Viewer and export it as .obj. From that you can import it in whatever modeling program you use, fix all the stuff you want to fix or add and compile it.
Just keep in mind that the .obj will be rotated 90° in the modeling program, and you should pay attention to the model's origin placement in the map so that it receives light, otherwise it'll be pitch black.
Commented 3 years ago2020-12-28 20:35:17 UTC
in vault item: de_109Comment #103156
People always comment on fixing the edges when I don't hide them. Honestly maybe I could just make a skybox that blends the edges. I'd do trees like my last map but for such a huge map, it might not be ideal because I don't want players camping on the perimeter. Dang, there's a perfect skybox I should have used now that I think of it.
Commented 3 years ago2020-12-22 17:10:13 UTC
in vault item: Hades ApparatusComment #103146
I was actually going to ask if you possibly had more custom maps for the Wastes, not even necessarily made just by you either, but I see someone else was already ahead of me on that request. Hopefully you're able to unearth more stuff.
Commented 3 years ago2020-12-21 08:02:49 UTC
in vault item: Hades ApparatusComment #103145
You are correct, that.was precisely the reason for their inclusion.
As per request, I am currently trying to also find my backup copy of the mod itself as it seems that 2.0 has a couple more interesting maps (by Pyroquantre) that have otherwise disappeared from the Internet (much like their author).
I hope the map loads fine for you, without having lthe 2.0 installation. There might still be errors due to custom code dependencies, but thankfully I already got the help needed with fixing missing resources (scenery props), so at least visually it should appear as it does on those screenshots.
Commented 3 years ago2020-12-18 16:18:01 UTC
in news: TWHL Tower 2 is out!Comment #103140
Really good stuff in here! Maybe Ill participate in the 3rd??? Tower 3 confirmed? Anyway I did a hard playthrough of this if anyone wants to check it out https://www.youtube.com/watch?v=BVBKNNVbLuw
Commented 3 years ago2020-12-15 23:50:12 UTC
in vault item: ve_tractoriadeComment #103137
IKR, anything can be a vehicle if you try hard enough! My brother was the one who suggested to put a porta potty on the big rock, and we just couldn't stop laughing. In fact, the thought alone still makes me laugh as I'm typing this.
Commented 3 years ago2020-12-15 20:02:12 UTC
in vault item: ve_tractoriadeComment #103136
Simply a masterpiece. Encountered a bug when player dies the sound of a flying rocket starts, loops forever and is really loud, but other than that the map was really cool, i really liked the big rock that the player could drive at the end
Commented 3 years ago2020-12-10 16:34:05 UTC
in vault item: awp_tokyo_v2Comment #103133
I love the concept and location - very cool to see when I was in Tokyo last year - but the lighting really ruins this for me. Nothing casting shadows makes everything look monotone and un-engaging. There are no contrast or focal points and it really removes the sense of awe that such a location should have.
Commented 3 years ago2020-12-09 02:06:04 UTC
in vault item: Car Assault v1Comment #103132
New version! There's a new vehicle, bringing the total up to 8. I also improved some textures and geometry and added ambient sounds (played at random in different locations)
Commented 3 years ago2020-12-07 16:59:09 UTC
in vault item: Car Assault v1Comment #103126
From the Twisted Metal series of games. I used to play the 2nd with my brother. Paris was our favourite map, because you could make the Eiffel Tower fall over
+The amazingly detailed textures (The trim around the wheels, the dry erase board, the carts)
+Animated textures (tv, and twhl sign)
+Layout (nice layout and good size for func_vehicles)
+Geometry (The bridge that goes over and under looks wonderful)
+Colors (Red's, greys and oranges look terrific)
+the TWHL shout outs like Penguin's tag
-cs 1.6's bugginess
My two year HRTiversary is sometime in February
Best of luck
Compile it with at least one light or one info_player_start/deathmatch anywhere in the map, and lastly open it with Crafty/Object Viewer and export it as .obj. From that you can import it in whatever modeling program you use, fix all the stuff you want to fix or add and compile it.
Just keep in mind that the .obj will be rotated 90° in the modeling program, and you should pay attention to the model's origin placement in the map so that it receives light, otherwise it'll be pitch black.
Edit: The asteroids look dope!
Edit:
Zeeba sent it via email, so I've mirrored it here.
As per request, I am currently trying to also find my backup copy of the mod itself as it seems that 2.0 has a couple more interesting maps (by Pyroquantre) that have otherwise disappeared from the Internet (much like their author).
I hope the map loads fine for you, without having lthe 2.0 installation. There might still be errors due to custom code dependencies, but thankfully I already got the help needed with fixing missing resources (scenery props), so at least visually it should appear as it does on those screenshots.
My brother was the one who suggested to put a porta potty on the big rock, and we just couldn't stop laughing. In fact, the thought alone still makes me laugh as I'm typing this.