Comments

Commented 16 years ago2008-03-12 16:41:59 UTC in journal: #4940 Comment #54203
The original.
Commented 16 years ago2008-03-11 18:51:30 UTC in journal: #4938 Comment #48686
I was gonna enter but I have realised that I would get totally killed if i did, so I would test your entry if you'd like.
Commented 16 years ago2008-03-11 17:15:54 UTC in wiki page: Tutorial: Combine Dropship Comment #100834
zeg did you just rate your own tutorial?
Commented 16 years ago2008-03-11 16:51:02 UTC in journal: #4937 Comment #54694
The trim aswell?
Those ugly edges show up because of off-grid vertices. Try giving your pipes a more standard diameter (64, 128, etc.) and re-make them. That might fix those.
Commented 16 years ago2008-03-11 16:40:28 UTC in journal: #4934 Comment #54177
Well I dont actually have CS I have CS on Steam but for some reason games in steam don't have Pak files so there is no way of extracting the sky texture
Commented 16 years ago2008-03-11 15:58:44 UTC in journal: #4934 Comment #54180
umm... i think it goes in valve-> gfx -> env or one of those folders.
Commented 16 years ago2008-03-11 15:54:59 UTC in journal: #4937 Comment #54700
Mr. Daubstar sir, i made it with an arch :) check 3rd screenshot
Commented 16 years ago2008-03-11 15:50:14 UTC in journal: #4920 Comment #49855
testing
Commented 16 years ago2008-03-11 15:37:24 UTC in journal: #4937 Comment #54699
They could... but i dont want to make a custom one
Commented 16 years ago2008-03-11 14:04:06 UTC in journal: #4937 Comment #54693
Use arches.

As for rounding everything up, it may look somewhat more detailed, however, you'd never see that in real life. Brick walls always end up blocky; if you want to spice that area up - try concrete trims or something like that. Also, those pipes could use a more fitting texture (rustier, less colorful metal).
Commented 16 years ago2008-03-11 12:55:48 UTC in journal: #4938 Comment #48684
Yeah, I'll get around to it.
Commented 16 years ago2008-03-11 12:25:56 UTC in journal: #4937 Comment #54698
i have to make it work somehow...
Commented 16 years ago2008-03-11 12:24:10 UTC in journal: #4938 Comment #48685
Can you post some screenshots plz? :)
Commented 16 years ago2008-03-11 12:23:05 UTC in journal: #4937 Comment #54692
Ghetto, don't carve or cylinders.
Please.

http://aycu17.webshots.com/image/47416/2001382941576483284_rs.jpg

look closely at the lines of evil.
Commented 16 years ago2008-03-11 12:19:42 UTC in journal: #4934 Comment #54176
Well im not going to have the finished map that bright its just that bright for screenshot purposes and I think the main reason why the sky looks that bad is because it looks completely square. Also the CS sky is agood idea but what folder do you put it into in the half life folder to have it so that the new skybox can be implemented in Hammer
Commented 16 years ago2008-03-11 12:12:41 UTC in journal: #4937 Comment #54697
Ok no more noobness! no more square corners!!
User posted image
User posted image
User posted image
WIN!
Commented 16 years ago2008-03-11 11:26:01 UTC in journal: #4937 Comment #54701
Arhitecture? I think snarkpit has some ....
Commented 16 years ago2008-03-11 10:57:34 UTC in journal: #4937 Comment #54696
Kk... i fixed that and ill upload new screen in 5 mins. Btw muzz (or any body else that read this post) Do you know any web with tuts on how to make kl pipe connections? :P please... i knew one but i forgot what web it was in
Commented 16 years ago2008-03-11 10:49:57 UTC in journal: #4937 Comment #54695
kk will do :)
Commented 16 years ago2008-03-11 10:46:54 UTC in journal: #4937 Comment #54691
Those pipes in the first screenshot look like crap. Their bases that is, where they meet the wall. I suggest you add a trim brush to make it look more realistic.
Commented 16 years ago2008-03-11 08:25:46 UTC in journal: #4934 Comment #54179
use the backalley one from cs 1.6, its the best... and lol, no wonder why taht sky looks shit, coz its dark, and your map is bright
Commented 16 years ago2008-03-11 08:21:17 UTC in vault item: The Dark Tower (Flat-Life) Comment #16205
My only complaint is that its too short, and the way the damage is when you "fall" off of the cliff is insta-death. maybe some kind of jagged rocks would make more sense or a deep pit to fall into.

Very good, I won't rate it until you have more of it though.
Commented 16 years ago2008-03-11 08:11:20 UTC in journal: #4934 Comment #54175
Okay thanks I'll try to find a different city sky for the, anyone know how to make a new one
Commented 16 years ago2008-03-11 06:54:29 UTC in journal: #4928 Comment #50472
Thanks.
Commented 16 years ago2008-03-10 18:19:58 UTC in journal: #4934 Comment #54178
I agree. The corners of the sky are WAY too obvious.
Commented 16 years ago2008-03-10 17:35:06 UTC in journal: #4934 Comment #54174
Thats looks clean! but please find a different sky. That one is fugly, unless there is a restriction on custom content. :/
Commented 16 years ago2008-03-10 15:55:18 UTC in journal: #4935 Comment #39188
I can't wait for it :>
Commented 16 years ago2008-03-10 12:15:11 UTC in vault item: Comboman Comment #16483
Most things have already been stated, so I don't feel like repeating them.
I was glad to play a HLDM map that steps away from the usual concrete commonness of the most HLDM maps. The map has a odd feeling to it, but in a well-executed way. While I have my doubts about lightning and architecture at certain places, you still managed to create a lovely atmosphere where you simply 'awe' at while walking around. I dunno about gameplay, I agree with hotdog that there is little room for dodging, personally I think that's a bad thing.

But all by all, a well deserved 5 stars.
Commented 16 years ago2008-03-10 08:53:24 UTC in journal: #4935 Comment #39187
Win!
Commented 16 years ago2008-03-10 08:33:15 UTC in journal: #4931 Comment #35912
It's not me per se. Inspired from a variety of sources and whatnot.

And now, a shot in a film transfer:
User posted image
Afaik, this is a 2.40:1 transfer in 720p.
Commented 16 years ago2008-03-10 06:44:29 UTC in wiki page: Tutorial: Combine Dropship Comment #100833
yay, now i have a dropship that comes and drops soldiers and yadda yadda yadda in my map! :)
Commented 16 years ago2008-03-10 05:10:13 UTC in journal: #4929 Comment #58589
OMG I'm at university and the pic looks dark as hell. In my computer it looks nice lighted, don't know why you're seeing it too dark.
Commented 16 years ago2008-03-10 03:16:25 UTC in journal: #4935 Comment #39189
loldiana lolones and the kiloldom of the crlolal skulol
Commented 16 years ago2008-03-09 20:23:15 UTC in journal: #4931 Comment #35913
Schmick.
Commented 16 years ago2008-03-09 14:07:59 UTC in journal: #1672 Comment #50202
Omnfg liek mah first journal post! ;o
Time flies.. ^^
Commented 16 years ago2008-03-09 13:18:49 UTC in journal: #4931 Comment #35914
Looks like it will be interesting. :-)
Commented 16 years ago2008-03-09 12:52:23 UTC in vault item: Data (for Gunman Chronicles) Comment #16487
This map requires the wad "update" which I cannot find anywhere. Giving this is more than 3 year old does anyone have that wad for download? Please info to nazereth44@comcast.net if you have a link of want to just send the file. This is all I need to get this up and running on our server. Thanks to all.

SoulAsylum
Commented 16 years ago2008-03-09 12:37:17 UTC in journal: #4932 Comment #35093
Yeah just the mouse movement so far, im programming the tank controls right now.
Commented 16 years ago2008-03-09 11:45:48 UTC in journal: #4932 Comment #35094
And what is all controls? Just the mouse movement so far? Good work on making it follow :>
Commented 16 years ago2008-03-09 11:30:47 UTC in vault item: Super Gordon Bros. Comment #16198
3200 diggs. Impressive :D Good map man!
Commented 16 years ago2008-03-09 09:56:00 UTC in journal: #4931 Comment #35916
lol is that you ant? :D :D
Commented 16 years ago2008-03-09 08:44:18 UTC in journal: #4931 Comment #35915
Looks cool! Keep us posted. :>
Commented 16 years ago2008-03-09 00:22:02 UTC in vault item: Comboman Comment #16493
Texturing 10/10
Fantastic work on the texturing side of it! You used original Half-Life textures and it looks great! Well done!

Entity Placement 8/10
Ammo and weapon placement was good although a bit too much maybe. The gravity triggers were good and I was pleased to see that they get turned off a some points.

Design 9/10
Overall, well planned out. I could wander around for hours and never really know where I was going. The thing I picked on was the very tight confines inside the facility. There is little room for dodging and when you stumble apon another player it is pretty much as simple as whoever has the bigger gun wins.

Ambience 7/10
Good ambience, some areas were quiet but that was good. Lighting was very effective and pleasant and the glows you used are a great idea. Well done!

Map Skill 10/10
The mapping side was flawless! I could not pick a single error. Only one doorway underground was a bit small but I accepted that as it was a sewer-like area and it wasn't really meant for people to kill each other in.

Total 9/10 (5 stars)
This map is a classic! You are one of the first authors to recieve a 5 STAR rating (by me)! Well done! I strongly recommend this map to be added to a good server.
Commented 16 years ago2008-03-09 00:21:23 UTC in vault item: de_forbidden Comment #16492
Texturing 10/10
Great texturing, very nice and suits perfectly. The only mistake I could find is in the corners the texture mirrors onto the next side which looks wrong but this was the only thing so I give you 10.

Team Balance 9/10
Very well balanced. Terrorists have a decent chance as there are different routes to take as well as two bomb sites.

Design 9/10
A good map. A little bit too repetitive but otherwise good layout and a few interesting features.

Ambience 6/10
There were no ambient sounds but the lighting was good, especially in the tunnels.

Map Skill 9/10
Very nice trims everywhere but again, a bit too repetitive. You have very good skills, nice work!

Total 9/10 (5 stars)
Well done! A great map and that looks great, has a very good layout and will mean that players need to work together to win this one. I hope you next work is as good as this.
Commented 16 years ago2008-03-08 20:58:37 UTC in journal: #4929 Comment #58588
The problem is it have lots of lights but no HDR, so I've increased the HDR and now looks so much better
Commented 16 years ago2008-03-08 20:38:54 UTC in journal: #4929 Comment #58585
Hehe nice but dude needs more yellow. If I recall it was nicely lit in MGS2.
Commented 16 years ago2008-03-08 20:07:37 UTC in journal: #4928 Comment #50471
Since I kinda gave up on mapping
YOU BASTARD!
Commented 16 years ago2008-03-08 20:05:46 UTC in journal: #4929 Comment #58586
The screenie is very dark.
And why doesn't BBcode work in the comments?
Commented 16 years ago2008-03-08 19:39:36 UTC in journal: #4929 Comment #58587
U are the winrar, I give u a cake:
User posted image
Commented 16 years ago2008-03-08 19:34:48 UTC in journal: #4929 Comment #58590
MGS2, Big Shell Part 1, Shell 1 Strut A Pump Room, Before the first "node". You already saw the intro, saw the hole in the oil fence, before first sight of enemy or Snake(excluding the tanker level). /me holds out a plate and says "Cake please"