Comments

Commented 18 years ago2006-03-07 19:42:41 UTC in vault item: Train Problems Comment #11139
ZombieLoffe has a tracktrain map:

http://twhl.co.za/mapvault_map.php?id=927

And apparently so do I, lol:
http://twhl.co.za/mapvault_map.php?id=2606

I remeber them being a bit buggy/pain in the ass, but people use them all the time, so....

I haven't used one in a long time myself....
Commented 18 years ago2006-03-07 14:18:06 UTC in vault item: de_watertower Comment #11133
Link no workie :(
This comment was made on an article that has been deleted.
Commented 18 years ago2006-03-07 08:14:30 UTC in vault item: Train Problems Comment #11131
No time to look at it atm, but try checking this:

Path corners are for func_trains

Path tracks are for func track trains.

That's the only thing that ever caused a train not to move for me.
Commented 18 years ago2006-03-07 05:27:15 UTC in vault item: Falling Balcony Comment #11130
Yeah, I don't really understand that. Some people NEVER comment on anything...

Oh well, their loss ;)
Commented 18 years ago2006-03-07 05:22:56 UTC in vault item: dm_lars Comment #11129
Thanks for the comments!

Yeah, I agree with everything you're saying, though some problems come with the changes you/I would like to make.

I wanted to add a sarlac pit, more props and some rocks to spice up the terrain uptop, but I'm at my limit of sorts in terms of bruswork.

In order to add any new brushwork, I have to null/funcwall/remove existing brushwork. So pretty much unless I add more models or seriously redesign the layout, It will be really hard to new structures...
Ambients...
I agree 100% All the sounds I have are HL and are to subtley volumed... There is actually a wind ambient, but it's very quiet. I found it overpowering, especially with the other sounds if the voume for it is too high. What I need to really do is untick the "play everywhere" flag and place seperate wind ambients on the upper parts of the map, and turn up the voulume...but that's work :D

I agree 100% 'bout the textures too. No excuse there...

In regards to the layout, I also wanted to add more than one "entrance" from one area to the other, but ran out of resources like I said. Is there a way to increase how many leafs VIS can handle? Definitely have to look into that...

So If I draw the courage to redesign this and/or figure how to increase the max leafs, I will definitley make most of the brushwork/layout changes.

Custom sounds and textures on the way... I want to add a version of Luke and Leia's theme for the background, as well as "real" sounds for the droids , speeder, etc.
Commented 18 years ago2006-03-06 04:47:36 UTC in vault item: Necropolis: Mausoleum Comment #11120
Superb stuff!

Love:

+glowing glyphs
+extraordinary texturing
+doodads--secret doors on paths, elevators, maze EVERWHERE!
+Lighing looks great
+traps--falling down the elevator shaft on to the sharpened sticks--SCREAM! BLOOD!
+Everything about this map looks abslolutely beautiful
+Great hidden and weapons placement
+superb detail work--paticularly I like the subterra/collapsed areas.

I didn't find the wpolys as high as u mentioned. In most places it was well below 2000. The only areas that I could find over 2000 were about 2200 on top of the towers. Not bad at all considering how wide-open it is and also how detailed :)

On top of the pyramid, HLFix will fix those little errors--Are you already using it and they still turn up?

Superb work!
Commented 18 years ago2006-03-06 03:38:11 UTC in vault item: dm_lars Comment #11119
Wow, I never thought of that one... Thanks Srry!
Commented 18 years ago2006-03-05 01:21:40 UTC in vault item: dm_lars Comment #11109
Yeah.

Stretched textured + low light = horrendous shadows :(

The textures bite wiener in this release, but this will be addressed in the next version :)
Commented 18 years ago2006-03-05 01:13:08 UTC in vault item: momentary_door & momentary_rot_button Comment #11108
@Seventh: I've recently learned that sky brushes used in that way will block world brushes, but NOT entities... :(
Commented 18 years ago2006-03-05 01:06:07 UTC in vault item: dm_biodome Comment #11106
Pretty neat stuff.

Nice doodads, vistas and doodads. Excellent props--like the chargers in the chest lol!. Detail was great in areas you could find it. Nice terrain too btw! Func_tanks + dm = pwnage :D

The main areas were far too open imo. I agree with srry that the interconnecting hallways are pretty boring.

I must say also that I think this map is a little too big and complicated for a dm map--for my taste.

Nice Work!
Commented 18 years ago2006-03-05 00:50:41 UTC in vault item: Explosive-Only breakable Comment #11105
Yeah, I have the bad habit of not reading descriptions/comments most of the time...

Another inventive, very useful example Mustang!

It makes perfect sense, but i would have never thought of it!

Superb!
Commented 18 years ago2006-03-04 18:09:19 UTC in vault item: Falling Balcony Comment #11101
Outstanding!

I think I watched it 10 times!

I like how the pillars become buried partially, and the balcony falls in sections.

Also nice how the balcony bits accelerate to ground :)

Nice breakable bits and sound too.

Superb work!
Commented 18 years ago2006-03-03 06:23:02 UTC in vault item: cs_zerg2 Comment #11089
naoko: Neither the .rmf nor the .map file will open for me! It actuall crashes Hammer, and I've never seen that before!!! Odd that it wouldn't decompile either... do you have some sort of secret protection on it? :P

I tried dowloading/running each twice with no luck :(

Maybe it's just not meant to be :(

Last Idea: You could open the .rmf, and tell me what the respective paths are. FYI, they should be like this:

sprites/spritename.spr
models/modelname.mdl
ambience/wavname.wav

Then I can adjust them properly and it should work. Or you could recompile with the proper path structure ;)
Commented 18 years ago2006-02-28 02:33:58 UTC in vault item: Scoutz_dirty Comment #11031
Agree with Dauby, however, I did like:

-the wavy tile texture in the basement. Actually the basement area looks really good imo--nice work!
-the rounded tops of your buildings
-Architecture and texturing seemeds clean enough, in most areas, if not boring
-lighting is fine.
-basement pillars are noticibly too high off the floor--they just need to be raised 1 unit.

The interiors of all the buildings are so plain, I wanted to crap my pans =)

Remakes are generally a bad idea too, but whatever.

Nice bits in a sea of boring stuff, and minus points for remaking a map that wasn't any good to begin with!

2 stars
Commented 18 years ago2006-02-27 20:32:11 UTC in vault item: labc_slasherbeachv1 Comment #11029
Some very nice stuff in this map. A little big for a ka map, but whatever.

Some nice detail in places and in genera looks very nice. You could have used a custom texture to match the water to the sky better, but it still looks good, so no big deal.. Also check out WCD's tutorial on endless sky, not so much for the sky hiding, but check out how he uses two conveyour going in different directions, with a scrolling texture--makes the water look much better.

++Tents!
-textureing is dogy in a couple places but no huge deal.

On a whole I really like this map a lot. I would probably never play it, but It still leaves an impression because it seems like a real place to me in some sense.

Great First map!

3 Stars
Commented 18 years ago2006-02-27 04:45:19 UTC in vault item: cs_edifice Comment #11008
Some really good stuff in this map.

Interior detail is exquisitlely textured and looks great. Excellent props as well, but perhaps make some stuff more interactive:

Urinals: would be funny to be able to flush them and here the flushing sound lol :P
Home theatere: Make the tv togglable, or "snow" animated texture might be good

The individual glass blocks on the bathroom look great, and the light rays from the streetlights look nice too. The light rays by the doors at ground level though, you might consider making them more transparent or remove all together. Curved starway area also looks great!

-The door in the bathroom is set to open one way only, which reacts strangely when your walking out of the bathroom.

Library/projection room looks great too!

By comparison, the outside areas are a bit plain, but still very nice. Outdoors would be much improved if you added a custom sky!!!!!!!

-80,000 points for no ambient sounds. There are plenty of good places in this map to add them, inside and out, so...use them :)

Great work, but still needs some things imo.

4 stars
Commented 18 years ago2006-02-24 22:17:45 UTC in vault item: cs_zerg2 Comment #10989
Yikes dialup?! Oh well..

Burn to a cd and mail :)
Commented 18 years ago2006-02-23 20:10:42 UTC in vault item: dm_control Comment #10967
Things are nice enough on this map, but there is something missing. Partially I think because it doesn't have a stronger central theme. Sort mishmash of sorts. If all the rooms/areas had something more in common, and the layout was more fluid and intuitive, i think it would be much better.

That said, there are some excellent elements to this map. Superb detail in many areas, Superb use of ambients--did you use env_sounds as well?--, and nice lighting made this map a treat to run through. The central glass area was very nice my favourite, and second I loved the generator room too.

Texturing was very clean, but also pretty blah in many places. Architecture was clean but a bit lackluster--not including the detail stuff.

+Nice secret/hidden stuff
+Snark cave!
+R_speeds were quite respectable
+monsters! lol.
+nice use of decals
+creative weapons placement

Going 4 Stars on this for the detail and excellent bits, but this map needs some poishing still imo. Can't speak about gameplay since I have not played yet!

4 Stars
Commented 18 years ago2006-02-23 19:43:54 UTC in vault item: Greek Comment #10966
+Superb stuff. Architecture is simple yet elegant in most places--the under parts were rather square.

+Superb Texturing an lighting!

+Superb use of ambients and use of env_sounds!

+Great performance, though I think you had wpolys to spare for more detail in spots.

+Interesting layout.

Superb work!

5 stars
Commented 18 years ago2006-02-23 19:40:10 UTC in vault item: cs_greece Comment #10965
Link no workie :(
Commented 18 years ago2006-02-23 01:50:10 UTC in vault item: aim_scouts-aj Comment #10957
Yikes!

Well, I thought this map was ok, I mean it's an AWP map come on...

-increase your max distance--the walls disappear on the other end.
-Architecture is blocky and boring
-it's weird that you fall "through the road" make it a gorge or something.

Other than that I don't think the lighting is so horrible for what it is, and the rest of it is cleanly done, if lackluster. I don't mind that it's just scouts--I love the scout!
Commented 18 years ago2006-02-23 01:42:12 UTC in vault item: aim_mp5_65 Comment #10956
Cleanly done, interesting concept with the "underrooms". Stairs are strange but okey. Use textlights instead of point lights. Only use pointlights if you need a flickering or something like that. Rotating bushes = weird! The outwalls looked rather nice...

Pretty plain, but not bad for a aim map :)

3 Stars
Commented 18 years ago2006-02-23 01:33:23 UTC in vault item: aim_m4a1 Comment #10955
"WARNING: couldn't open asmap.wad"
Commented 18 years ago2006-02-23 01:09:27 UTC in vault item: Reflective Water Comment #10954
Excellent. The only thing I can think to add is distort the mirrored underwater stuff, by either slanting the brushes at an angle, or stretching their texture like Rimrook did in his Castle Rimrook reflective floor.
Commented 18 years ago2006-02-20 17:15:09 UTC in vault item: Alternative Origin Comment #10919
Funny and good, and is neat to think of other stuff going on in other areas, during the oringial story...

Vending Machine FTW!

Fun/creative/quality work.

5 stars
Commented 18 years ago2006-02-20 17:04:47 UTC in vault item: nice-room Comment #10918
Agreed. Add some doors, Knick-Knacks, switches, something!

Nice start anyway :)
Commented 18 years ago2006-02-20 16:30:21 UTC in vault item: cs_palm Comment #10917
OMG I AM SO SORRY!

You're right! I was reading "epolys--DOH!

Your wpolys are excellent actually, and stay below 400 everywhere I looked!

SORRY SRRY!!!!!

The zip format worked fine for me... did you change it or something?
Commented 18 years ago2006-02-20 05:42:54 UTC in vault item: curte2 Comment #10905
K. This is the way I would do it:

http://twhl.co.za/mapvault_map.php?id=3714

You'll notice, from most angles, you can't tell the difference between your exquisitely detailed dish, and my piece of crap :) More still because these are going to be up on towers far away from the player.

R_speeds are less than half of the original, which is fine, but I thought there would be more of a savings. If you decide to stick with your originals, for god's sake make sure they are func_walls!! Stuff like this adds ages and ages to your VIS time, and probably doesn't make RAD go any faster either :P

You could make them look better still by some texturing tweaks too.

Good Luck!
Commented 18 years ago2006-02-20 02:08:07 UTC in vault item: curte2 Comment #10904
Include wad too with your .rmf--osprey textures missing...
Commented 18 years ago2006-02-20 02:07:03 UTC in vault item: curte2 Comment #10903
You're func_rotating lights are still cutting through the floor. Extend that box throught the whole bottom of your floor to make sure they aren't expoed to the void!

And the roof of your right side gurad tower is a func_rotating. I'm pretty sure the roof doesn't need to rotate ;)

Try compiling without those nasty-many-sided-dishes and see if that helps any.

Prefab coming...

PM for further correspondence please :)
Commented 18 years ago2006-02-20 01:59:33 UTC in vault item: cs_palm Comment #10901
Which water? Afaik all the water was clipped from the players anyway... I didn't test running 'round with the hosties--sorry!

Custom Sky makes it sooooo much nicer! Nice sounds and detail throughout.

I love the waterfall area because it looks so nice. The computer chair is really cool too--yes, I know it's weird to like a chair, but we are geeks, most of us anyway :)

My only potentially negative comment is the high wpolys by the front of the house. As you start up the ramp they jump to 1500 or so and at the very worst--right in front of the house--almost 3000. 3000 is way to high I would dare say in most people's opinion.

Perhaps if you change the layout of the portion of around the front yard, and/or put a curve or two in the passage way up from the water fall to act as vis blockers. You can try hints, but that area is pretty open and they probably won't do anything.

Clean, thoughtful, creative work! Looking forward to seeing more of your stuff!
Commented 18 years ago2006-02-18 17:04:10 UTC in vault item: cs_zerg2 Comment #10869
k.
Commented 18 years ago2006-02-18 14:32:56 UTC in vault item: cs_palm Comment #10868
Neat stuff and props for a nice, new cs map!

+Superb props and detail
+Waterfall--Very nice!

General Idea and concept is nice, but difficult to pull off--merging the sky with the world brushes. I admire you attempting this difficult task, but unfortuately, that "area" of the map is not very well done. Look at De_plaka and wcd's "endless water" example map for inspiration.

-some textures are poorly aligned--main passageways
-were there ambient sounds? if there were I don't remember them :(
-pinapple tree model looks bad, palm trees look nice though.

Excellent go at a what is again, a difficult concept to pull off nicely. Looking forward to seeing more stuff from you--I like your style :)

3 stars
Commented 18 years ago2006-02-18 13:50:46 UTC in vault item: Castle Rimrook Comment #10867
K. This is freakin' awsome. I played this ages ago, but didn't rate it for some reason... o-well better late than never. I had to check it out after it made Kasperg's "Best rooms" thread!

First let me say that the reflective floor in the throne room is oustanding, and markedly better than any I've seen! I can't recall seeing anyone doing that with the textures--the stretching--below the floor...simply superb :)

Besides being excellent in all areas--even ambients!--, this map is full of the neat little detail items which are the icing on the cake for a map like this. Among them:

+Vine ladders!! Creative and they look great!
+The Quebec/French-like symbol in the courtyard--pwn
+Superb use of water/waterfall with sprites, opacity, sounds..pwn
+Glyphs with scrolling textures!
+LOL you can climb the waterfall and jump to the catwalk!
+Climb for the free AWP

Superb Stuff!
Commented 18 years ago2006-02-17 13:43:11 UTC in vault item: de_StarWars Comment #10861
Excellent stuff. There are clearly lots errors and bugs on this, but if you're still mapping, you're way past them by now :)

This map is very inspinring to me for many reasons. Of course, because it is Star wars, is the main reason :P But seriously, there are a lot of neat interactive things and ideas on this map.

I wish you would do this over! There are so many improvements you could make. If you still map or want to revisit this project, I have so many ideas for it!

Excellent idea and concepts, below average implementation.

I'm going 5 anyway, since i so enjoyed walking, and flying around this map!

5 Stars
Commented 18 years ago2006-02-14 20:54:51 UTC in vault item: cs_zerg2 Comment #10855
If you post or send me the .rmf, i'll fix it and upload for you. The error I'm getting was the same that was caused from playing WCD's map when he had the weird paths. Oddly enough, the sprite mentioned in the error message has nothing directly to do with the problem.
Commented 18 years ago2006-02-13 14:18:11 UTC in vault item: cs_zerg2 Comment #10851
I tried decompiling this to see what the path problems were, but it after decompiling, it would not open!

Has anyone got this to work? Meh loves StarCraft and wants to see it :(
Commented 18 years ago2006-02-11 01:10:23 UTC in vault item: curte2 Comment #10846
Just make them simpler. There up and far away enough that the player is not going to notice. I can easily make you a prefab as an example of what I mean if you like.

A model would be perfect for the dishes though. Models are a bit of a pain though I'll grant you. If you don't want to do it yourself, you might pm or start a thread to attract some of our new modelers--this would be very simple for them.

Looking at your map some more, I also noticed the copious amount of func_rotating--and other entities--door entries, possibly some that weren't originally intended--the top of the guard tower!???

My advice would be to go thogh the entity report and change "to world" anything that is unnecessarily tied to entity.
Commented 18 years ago2006-02-09 22:51:49 UTC in vault item: Site B Comment #10840
Check out this thread concerning the func_rotating_door bug:

https://twhl.info/thread/view/9509?

Map looks great btw! Creatively original architecture, perfect texturing, nice detail and doodads, good scripting, and great gameplay!

Nice, clean, work. Finish!

5 Stars
Commented 18 years ago2006-02-09 03:55:45 UTC in vault item: cs_zerg2 Comment #10835
I get this error:

http://ipa.buffalostate.edu/~rowleybob/error6.JPG

Check your paths, and please use the proper directory structure for you custom content. For example for your sounds:

cstrike\sounds\halloween or cstrike\sounds\ambience\halloween etc.
Commented 18 years ago2006-02-09 03:29:39 UTC in vault item: curte2 Comment #10834
K. A couple of things. You know you can't have entities outside world, right? Well, the ends of your spot light beams go throught the floor. Also your bottom "floor" is only 4 units thick, and while technically it's ok, I would make them thicker--at least 32 units thick.

You still haven't removed those super detailed dishes/microwave antennas.. Tsk tsk! Have you noticed how bad they look in-game, and how your r_speeds are over 3000?! The dishes/antennas are so far away, there is no reason for them to be exquisitely detailed, and as you can see, hammer messes them up anyway.

There's something else going on wrong with this map too, because I tried to compile it with HLfix and it kept giving me an error--the map delete part--for some unknown reason. The compile took super long because of the hurdles you're giving vis--big sky box, over-detailed architecture, etc.

Don't get me wrong, I go against the grain, and make skyboxes all the time, as well use overly complex architecture, but just keep in mind it's a bad practice for the hl1 engine--use models

Good Luck!
Commented 18 years ago2006-02-07 23:42:25 UTC in vault item: The Box Comment #10832
Link no workie :(
Commented 18 years ago2006-02-07 23:39:57 UTC in vault item: cs_lounge Comment #10831
Link no workie :(
Commented 18 years ago2006-02-07 23:39:03 UTC in vault item: de_safehouse Comment #10830
Link no workie :(
Commented 18 years ago2006-02-07 23:32:23 UTC in vault item: Cs_Canbunk Comment #10829
Link no workie :(
Commented 18 years ago2006-02-07 23:26:41 UTC in vault item: Operation Overlord Comment #10828
Noooooo! Link no workie :(

I guess I won't see ya on the beach...
This comment was made on an article that has been deleted.
Commented 18 years ago2006-02-07 23:18:26 UTC in vault item: klingon_dm Comment #10826
Link no workie :(

Kaplaa!
Commented 18 years ago2006-02-07 00:52:28 UTC in vault item: HL2 flare sequence for HL1 Comment #10818
Works now! Dun worry about it too much, happens constantly ;)

Pretty neat stuff--flare effect looks great imo--, though I never saw the original scene you're trying to emualte.

The only things I can think to possibly improve it would be to perhaps make the flares a bit bigger, and possibly add a smoke sprite for each flare.

Good job!