Comments

Commented 16 years ago2008-05-23 20:21:11 UTC in journal: #5092 Comment #44939
OMG 14 years old, pedobear approved.

http://i199.photobucket.com/albums/aa205/Wakashan/pedobear4dz.jpg

mmmmmmm or it's maybe a FBI agent looking for pedobears
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Commented 16 years ago2008-05-23 18:25:55 UTC in journal: #5090 Comment #54804
Excellent you say?

Not by a long shot...
Commented 16 years ago2008-05-23 18:23:13 UTC in vault item: Abomination v1.1 Comment #16665
You can still play the map, just take a random (small) wadfile and rename it to hl2d_skals.wad. It seems that no single texture from this wad has bene used in his map, so it run fine.

I just played the map, and i don't get it.

First of all: THERE'S A HULL BREACH! You would immediately die if you were in a space station with a hole in the hull.
Its impossible to manoeuvre yourself in space if you're not wearing a space suit with small rockets to steer yourself.
Plus, i can still walk around while outside the space station. Normally you would float arround because there's no gravity in space.

You're lights still need work though.

Keep this up!
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Commented 16 years ago2008-05-23 18:13:43 UTC in journal: #5091 Comment #56077
Maybe, but then you may have to resize brushes to make textures look nice and fit.

But really, NULL texturing every single face of every single brush is a waste of time as unseen faces are automatically removed by the compile tools.

NULL texturing unseen faces is actually only usefull for architecture that is inside the map
Commented 16 years ago2008-05-23 18:10:01 UTC in vault item: cs_portugal Comment #16664
Wow, amazingly detailed and superbly constructed map; you can tell a lot of inspiration went into this map considering it's scope.

That said, this map renders really bad on my old pentium 4 system and crap video card (i see little HOM all over the map and it's really shakey. You get the prize for the highest wpolys i've EVER seen in a map: +8600 ZOMG! = O

Possible tips to improve performance (besides a total redesign of the layout with more vis blockers and perhaps less detail):

-Scale up your textures. If your textures are at 1.00 (or god forbid lower) you might try scaling them to 2 or 3 to improve wpolys.

-try running with VIS -FULL command parameter maybe? (the compile will take forever but it may make it smoother?)

-replace detail brushwork with models

-probably loads of other stuff i'm forgetting

I'm going 5 for this map for the shear attention of detail and beautiful intricate design. Did you map this place from first-hand experience, like you know the place well? Because I get that impression, and that is always so nice getting that feeling in a map.
= )
Commented 16 years ago2008-05-23 17:44:03 UTC in journal: #5091 Comment #56082
I would nodraw what you're building first.
Commented 16 years ago2008-05-23 17:40:44 UTC in vault item: Abomination v1.1 Comment #16658
Screenie looks great! Get the wads sorted and pm me, and I'll check it out... wadinclude is your friend!
= )
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Commented 16 years ago2008-05-23 17:31:07 UTC in journal: #5091 Comment #56079
when i make a new chamber first I build it with textures , then I null everything and retexture . All the details are func_walls. And because all the details are func_wall , I MUST separate now my level in 2 maps because I get the error " no free edicts" and some lasers aren' working ....
Commented 16 years ago2008-05-23 17:24:57 UTC in journal: #5091 Comment #56083
I always build my map out of the null texture. You need to NULL ALL the sides the player never get to see. So also the bottom side of a box for example.

If you build from null textures, and then aply the texture by right clicking. ITs so much easier then select all en de select everyting you see. To much work ! :)

You could reduce it more by giving the non-visable stuff null texture :)
Commented 16 years ago2008-05-23 17:06:45 UTC in journal: #5090 Comment #54807
You can inspire yourself from Duke Nukem , it has an entire campaign in a space station. I saw the map . What can I say ? Excelent.
Commented 16 years ago2008-05-23 16:35:05 UTC in vault item: Abomination v1.1 Comment #16659
Ok.

1. Choose a different name for your map/mod. There's already a mod with the same name on the Internet.

2. Should'nt this be placed in unfinished?

3. Don't use capital characters in mapnames!

4. You can't specify a map duration as this is different for every single person who plays your map. If this was a audio file, then yeah...

5. Missing WAD file hl2d_skals.wad.
Commented 16 years ago2008-05-23 16:26:54 UTC in journal: #5089 Comment #44232
The game is okey, but I think that it would be more fun if you got more time for every insect you catch.
The controls are also a bit weird, I think that the space bar would be better than the left mouse button.
I think you forgot to remove the debug thingy for the spider coordinates, in the top right.
Commented 16 years ago2008-05-23 16:26:45 UTC in journal: #5086 Comment #51567
Seeing it tomorrow. My greatest fear is Indy will look to old or too far past his prime, to suspend my disbelief that he can achieve his amazing action stunts... we'll see! = )
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Commented 16 years ago2008-05-23 13:30:18 UTC in journal: #5084 Comment #54791
it will be short and good.
Commented 16 years ago2008-05-23 13:16:25 UTC in journal: #5084 Comment #54803
How will the gameplay be?
Commented 16 years ago2008-05-23 13:02:05 UTC in journal: #5086 Comment #51566
sorry, i dont like happy podder.
Commented 16 years ago2008-05-23 12:59:13 UTC in journal: #5084 Comment #54790
oh well, thanx for the advice. i already changed some uncommon textures tho.
if i get this error again ill try doing this.

anyways, new screenshot of the map. the third building is complete. the map is complete. i will just adjust some lights and then release the first part of it.
Commented 16 years ago2008-05-23 12:54:14 UTC in journal: #5084 Comment #54802
Use -texdata 8192 when compiling.
That should allow you to use more textures.
By default it's set to 4096 if you are using ZHLT.
If you use The Compilator it should be set to 8192 (twice as much) by default.
Commented 16 years ago2008-05-23 12:31:12 UTC in journal: #5086 Comment #51569
Skals, you have obviously never downloaded Harry Potter and the Half-Blood Prince.
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Commented 16 years ago2008-05-23 10:33:24 UTC in journal: #5084 Comment #54789
The first level on my map is almost completed.

Man, ive only got 3 space stations in it not that big sized and ive already exceeded the texture limit (well i fixed that) and the compilation time is quite high looking at the fact that im running on fast vis.

progress so far:

Done:
completed all 3 space building soutsides
completed the spawning spot
Textures everything excellently.
Added lots of stuff to the space stations like vents wires and pipes.
Lighting is perfect.

Needs to be done:
All the trigger_hurts
End of level
one more passage way to the end of the level.
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Commented 16 years ago2008-05-23 05:43:56 UTC in journal: #5086 Comment #51565
what? no, never!
Commented 16 years ago2008-05-23 05:23:35 UTC in journal: #5086 Comment #51568
TheGrimReafer :D
Commented 16 years ago2008-05-23 03:36:12 UTC in journal: #5086 Comment #51564
nice, im seeing it in cinemas tomorrow.
Commented 16 years ago2008-05-23 03:33:45 UTC in journal: #5084 Comment #54788
lol, lets just say some of they are used for air purposes and other for heat purposes.

Edit: new screenies!

Edit: i exceded max texture limits lol, ill try replacing some.

Edit: new screenies!!!
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Commented 16 years ago2008-05-22 22:47:26 UTC in vault item: De_Castle Comment #16663
Texturing 2/10
I think I only counted three textures.

Team Balance 5/10
This is really unfair. The CT's have a massive vantage point because the bombsite is overly exposed and the T's start outside with no cover whatsoever.

Design 8/10
It was ok design wise. Very simple, this is probably better suited as a FY or FF map, whatever they stand for, as you are more likely to kill the opposing team before completing the objective.

Ambience 1/10
There wasn't any sound and the lighting was bland and boring and other than the sun, came from no discernable point.

Map Skill 3/10
Drab, boring and lifeless. There wasn't even any grass outside. You could climb the hills to see the edge of the map, big thing, the windows were pathetically small. How anyone could shoot out of them I don't know, a bullet would hardly fit.

Total 4/10 (2 stars)
This map is ok, for a FY or FF map, maybe on a GunGame server or something, but this map really falls short of the much more popular CSS castle map "Speedcastle".
Commented 16 years ago2008-05-22 22:46:09 UTC in vault item: dm_temple_wad Comment #16662
Texturing 10/10
Very nice, the blues and browns looked good together.

Entity Placement 9/10
Some nice use of lasers and conveyors. I also like the spinning spheres, they were a nice touch. The weapons were a bit heavy but otherwise suitable.

Design 10/10
A very effective multi-level arena map. I thought it was quite fun to play with a handful of people.

Ambience 7/10
Again, no sound but the lighting almost makes up for it. Wonderful lighting inside but rather dull outside.

Map Skill 10/10
Good assortment of decorative trims and the volumetric fog effect in the pit was well done, I had to actually jump down to see how you did it. Perhaps you could have applied it to the walls as well?

Total 9/10 (5 stars)
With some distinctive features, this map excells!
Commented 16 years ago2008-05-22 22:41:11 UTC in journal: #5086 Comment #51562
SNAPE KILLS INDI'
Commented 16 years ago2008-05-22 22:02:27 UTC in journal: #5086 Comment #51561
I was supposed to see it on Saturday, but friends had something come up. Gheey
Commented 16 years ago2008-05-22 20:37:25 UTC in journal: #5086 Comment #51560
DUN SPOIL EET

I'm seeing it tonight hopefully.
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Commented 16 years ago2008-05-22 16:56:42 UTC in journal: #5084 Comment #54801
Maybe it is to release air/gas into space or something, you're right, it's a bit odd.
Commented 16 years ago2008-05-22 16:53:42 UTC in journal: #5084 Comment #54768
Why are there vents in space?
Commented 16 years ago2008-05-22 16:48:11 UTC in journal: #5084 Comment #54800
Yes, that looks better :)
The lights look much more realistic now.
Commented 16 years ago2008-05-22 16:05:37 UTC in journal: #5084 Comment #54787
k, thanks for all the help muz :) and potatis

edit: does it look better now?