Commented 16 years ago2008-01-26 15:18:04 UTC
in vault item: aim_sewerzComment #16293
Nice little killbox. I don't like that u can't access the outer roofs, although it should be physically possible. Also the dark sewer tube, where u can't go further although there is no obstacle visible. I always put obstacles where I don't want ppl to go. Makes planning maps more difficult sometimes but gives a better feeling of realism imho. In your case u could simply make two story buildings all around, since u don't have a 3D skybox we won't miss the view.
Seriously, get it sorted out. Remove the xcess wads or use -nowadtextures. There is no reason to have all these wads, and you should NEVER have more than 8, because it can break your compile! : O
Commented 16 years ago2008-01-26 09:55:43 UTC
in vault item: Digital ClockComment #16288
Yeah I always use -nowadtextures in my as a compile option under CSG. This way, if you forget to take out extra wads, it's ok because they are included in BSP.
Commented 16 years ago2008-01-24 15:58:46 UTC
in vault item: cs_a42Comment #16277
@redka: thanks a lot for taking so much time reviewing my map. You are so right about the r_speeds.I'm trying to improve this- with the help of your links. I don't quite understand what you mean with:
"The whole map is visible, see almost all the leaves see"
-do those leaves create too much polygons? Why is the whole Map visible? You can't see all the leaves at once. By the way, how did you do this nice wireframe/textured- mix picture?
"There arent any furniture or stuff in it, which makes it a little bit boring"
This is exactly my main problem- I hoped to get some hints where to put stuff like boxes or else to hide and get cover. I just didn't want to put it in the wrong place, and thought I could get some helpful hints from pro gamers and tactical experts...
"I feel like as a child on the map because of the high doors"
You are right. The Proportions do not fit exactly to human scale. And I'm going to use sprites..
"Place the hostages in different rooms. Create a breakable rotating door"
OK. will be done. I was searching for a tut on how to create a breakable rotating door- thanks again!
"Use tree models. Create light source and use texture lighting. Dont let the walls to be so flat, create columns, false windows,..."
This will be my next step! But first important thing for me is the tactical thing mentioned above..
Commented 16 years ago2008-01-22 22:37:03 UTC
in vault item: Anti RealityComment #16272
Fog was really a trial effect actually using brushes rather than an entity effect. I have the Hi-Def pack installed on my computer but this should not affect yours. After losing everything on a recent hard-drive failure, I will remake the map, I will encolse it a bit more and use HINT brushes to improve the r_speeds and fps.
Commented 16 years ago2008-01-21 08:39:34 UTC
in vault item: The CitizenComment #16268
Woo!
A few people have mentioned, in the reviews and also elsewhere, that they're waiting for the update. Well, the update is still coming, and is in fact mostly complete.
There's just one snag that needs to be gotten around, and that has been hindered by Kasperg's mysterious vanishing from my internets lately. I haven't heard from him in weeks.
Commented 16 years ago2008-01-20 09:41:28 UTC
in vault item: de_substationComment #16267
Indeed.
Upload a new screeny with a bit higher resolution, and make a longer more detailed description and you will (no really, you WILL) get more downloads. Remember that.
Commented 16 years ago2008-01-19 22:30:57 UTC
in vault item: de_substationComment #16264
Your screenshot... is terrible... And your description of this map doesn't even compare to the description on the other one.... especially using 2 in place of to and punctuation...
Commented 16 years ago2008-01-19 17:43:49 UTC
in vault item: de_kaltComment #16262
Very nice. I loved the textures, architecture, lighting.. everything was really good. The only problem I thought was that toilet. It looks funny and it messed up the textures on the wall and floor around it.
Commented 16 years ago2008-01-19 17:03:42 UTC
in vault item: de_kaltComment #16261
I'm curious, did you actually make this yourself, or is it somebody elses you're just uploading? Because you seem to have reviewed, complemented. and recommended your own map here.
Commented 16 years ago2008-01-18 22:39:35 UTC
in vault item: de_twhlComment #16258
actualy i want give all wad and models from cscz to my de_twhl.rar..but it will take much time to upload that. Sori for my mistake type czritual_standar.wad ..that should be czritual_standard.wad Just instal cscz game, copy the wad and paste to cstrike folder, copy models/props from cscz to cstrike/models/props Sori
Commented 16 years ago2008-01-16 15:36:57 UTC
in vault item: dm_xenofunComment #16253
Hornet gun/Snark arena. That sounds like a slow and painful death for everyone. Not that I don't like slow and painful deaths (I created a toxin flechette cannon and a sticky grenade launcher for Unreal Tournament), but the Hornet gun can't kill anything and snarks are just plain annoying. You could make this map a frenzy DM and remove all the health, which would put a little more action in it.
Commented 16 years ago2008-01-16 15:22:19 UTC
in vault item: Anti RealityComment #16250
Same here. By the way, is this with the hi-def pack or something similar? Because that weapon at the end of the bridge in the screenshot looks either like one of the CS shotguns or the M4.
About the skybox: I tried taking some random sky textures and renaming them to start with "wm_volcanic", but they didn't show up and the map crashed quickly. I would suggest taking out the fog (which is really too bad: that was amazing) and see if that does anything. Maybe put a lava lake at the bottom instead?
Commented 16 years ago2008-01-16 00:07:05 UTC
in vault item: aim_labirint_finalComment #16247
The_(c)Striker ydon't be silly, if a CS map is good, people will not criticize it negatively. Take a look at MaMuS' map, he put a lot of effort into, it has a proper lay out, it probably took many weeks to complete. Many aim maps here can be made in a matter of minutes/hours.
Commented 16 years ago2008-01-15 11:22:31 UTC
in vault item: ZM_Dream_Up_RTComment #16245
Wow, I don't know what to think about this map. Since I didn't complete a map yet, I won't dare to rate it.
I like the fishy fish and stars aswell as the whole setup. Inspired by Diablo II Crazy-Wizard-Level? So I like the look and feel!
Gameplay-wise I can't rate it because I never play zombie mod. Isn't zombie mod about terrorists having only a knife? In that case the map seems very unbalanced to me: With all the open areas and sniping positions zombies don't really have a chance to reach a CT's throat, do they? Well, I might be wrong, cos I don't play zombie maps.
Did you notice, that you can fall into the water, onto the piramid, into the water, onto the piramid ... without ever being killed? I managed that by jumping from T spawn a bit diagonal to the left. Is fun though.
Commented 16 years ago2008-01-14 23:08:18 UTC
in vault item: de_twhlComment #16242
all models and wad come from cscz. Copy models/props from cscz to cstrike/models
Copying into the cstrike folder means to me that this map was intended for cs and not cz. This map was posted as a cs map, I know that there isnt any icon for cz, but if it is intended for cz, then maybe he should have written another description like this: It is a cz map, and olny working with cs if you copy the models from cz.
Commented 16 years ago2008-01-14 11:16:45 UTC
in vault item: de_twhlComment #16240
I downloaded the wad files, but from where should I get cz models, do i have to download the whole game just to see your map? Not everyone has this game installed. If you want people to see your map please contain the models and wads in your rar file in structured directories. Anyway the spelling of one of the wads is incorrect in your txt file. You missed a "d" from the end. It is czritual_standard.wad not czritual_standar.wad. Update your upload...
it's the "-cliptype precise" switch for CSG.
Downside is it adds clipnodes, which maps like this usually have a lot of them already. Anyway, just a thought! = )
5waystodie3.wad
aircraft_carrier.wad
asmap.wad
cm_organicwad.wad
decals.wad
gfx.wad
halflife.wad
liquids.wad
my_wad.wad
slac_gran_marble.wad
spraypaint.wad
v_shuttle_crafts.wad
xeno.wad
zdie.wad
Seriously, get it sorted out. Remove the xcess wads or use -nowadtextures. There is no reason to have all these wads, and you should NEVER have more than 8, because it can break your compile! : O
Trying it now!
I can't think of a way to "freeze" the timer, but that's not saying it can't be done and who cares anyway!
Did you experiment with a beep or timer sound every second?... might be cool.
Awsomely awsome. Win. Sir. = )
Can't wait to check this out. = )
But i don't believe you simply PM'd valve tho.
Downloading, will check it out later.
If it would be helpful, I could upload the map-file...
thanks a lot for taking so much time reviewing my map. You are so right about the r_speeds.I'm trying to improve this- with the help of your links.
I don't quite understand what you mean with:
"The whole map is visible, see almost all the leaves see"
-do those leaves create too much polygons? Why is the whole Map visible? You can't see all the leaves at once.
By the way, how did you do this nice wireframe/textured- mix picture?
"There arent any furniture or stuff in it, which makes it a little bit boring"
This is exactly my main problem- I hoped to get some hints where to put stuff like boxes or else to hide and get cover. I just didn't want to put it in the wrong place, and thought I could get some helpful hints from pro gamers and tactical experts...
"I feel like as a child on the map because of the high doors"
You are right. The Proportions do not fit exactly to human scale.
And I'm going to use sprites..
"Place the hostages in different rooms. Create a breakable rotating door"
OK. will be done. I was searching for a tut on how to create a breakable rotating door- thanks again!
"Use tree models. Create light source and use texture lighting. Dont let the walls to be so flat, create columns, false windows,..."
This will be my next step! But first important thing for me is the tactical thing mentioned above..
Also, it looks nice.
http://forums.gamernode.com/showthread.php?t=17736
Welcome. :>
A few people have mentioned, in the reviews and also elsewhere, that they're waiting for the update. Well, the update is still coming, and is in fact mostly complete.
There's just one snag that needs to be gotten around, and that has been hindered by Kasperg's mysterious vanishing from my internets lately. I haven't heard from him in weeks.
Upload a new screeny with a bit higher resolution, and make a longer more detailed description and you will (no really, you WILL) get more downloads.
Remember that.
He just pasted the review from here http://www.superjer.com/de_kalt.php into the description.
And your description of this map doesn't even compare to the description on the other one.... especially using 2 in place of to and punctuation...
I'll download it later.
http://img258.imageshack.us/img258/8347/csa420001to1.png
This cause lagg problems. Use SKIP-HINT, tut here:
http://twhl.co.za/tutorial.php?id=71
or rebulid your maps with more corridors. Read more about r_speeds and how to reduce it, here:
http://twhl.co.za/tutorial.php?id=38
There arent any furniture or stuff in it, which makes it a little bit boring. I feel like as a child on the map because of the high doors. Use srites instead of creating the man-hole cover like this:
http://img264.imageshack.us/img264/6662/csa420000jh1.png
tut how to create sprite:
http://www.fpsbanana.com/tools/42
Place the hostages in different rooms. Create a breakable rotating door, like:
http://twhl.co.za/mapvault_map.php?id=2086
Use tree models. Create light source and use texture lighting. Dont let the walls to be so flat, create columns, false windows,... Need to read more about mapping...keep going...
Sori for my mistake type czritual_standar.wad ..that should be czritual_standard.wad
Just instal cscz game, copy the wad and paste to cstrike folder, copy models/props from cscz to cstrike/models/props
Sori
That sounds like a slow and painful death for everyone. Not that I don't like slow and painful deaths (I created a toxin flechette cannon and a sticky grenade launcher for Unreal Tournament), but the Hornet gun can't kill anything and snarks are just plain annoying. You could make this map a frenzy DM and remove all the health, which would put a little more action in it.
I don't think HL supports 3d skyboxes! Is this map categorized correctly (DM or DM2?)
About the skybox: I tried taking some random sky textures and renaming them to start with "wm_volcanic", but they didn't show up and the map crashed quickly. I would suggest taking out the fog (which is really too bad: that was amazing) and see if that does anything. Maybe put a lava lake at the bottom instead?
I like the fishy fish and stars aswell as the whole setup. Inspired by Diablo II Crazy-Wizard-Level? So I like the look and feel!
Gameplay-wise I can't rate it because I never play zombie mod. Isn't zombie mod about terrorists having only a knife? In that case the map seems very unbalanced to me: With all the open areas and sniping positions zombies don't really have a chance to reach a CT's throat, do they? Well, I might be wrong, cos I don't play zombie maps.
Did you notice, that you can fall into the water, onto the piramid, into the water, onto the piramid ... without ever being killed? I managed that by jumping from T spawn a bit diagonal to the left. Is fun though.
Hecho bien Salvador!
If you don't own the game, it's not his fault. You'll just have to miss out on playing this one.
Although it IS his responsibility to spell stuff right in the txt file.
Anyway the spelling of one of the wads is incorrect in your txt file. You missed a "d" from the end. It is czritual_standard.wad not czritual_standar.wad.
Update your upload...