Commented 14 years ago2006-01-31 12:15:32 UTC in vault item: dm_poisongarden Comment #10754
the long tunnel which goes round the map doesn't provide any cover and you could get raped with shotgun from behind...
Oh yeah, let me mention that I got chased by snarks a full lap around the map through this tunnel during testing. :D
Commented 14 years ago2006-01-13 14:21:14 UTC in vault item: bl_twhl Comment #10457

+variety of rooms
+Better than mine


A few cheesy textures


**'s for you.
Commented 14 years ago2005-12-08 14:05:07 UTC in vault item: cs_assault_christmas Comment #10034
put in some christmas lights ftw.

Commented 14 years ago2005-12-06 14:39:06 UTC in vault item: aim_dust_night Comment #10025
FF adds so much to a game, especially if the players piss you off. Revenge is all to easy then. :)



Commented 14 years ago2005-11-17 14:26:23 UTC in vault item: CS_box1337 Comment #9908
even i have made one of these kinds of maps. Never realeased it tho. I found out the it's best to place some high ground in the corners so people can shoot down at an angle at the guys in the boxes, or shoot up at them. And way, i like to play maps like this in CS, even tho there is a lack of them.

i.e. aim_deaglefactory

Isn't it spelled, "Labyrinth"
Commented 14 years ago2005-11-12 14:16:28 UTC in vault item: RimResortHLDMvDD Comment #9852
This is an old map redone by Dizzy, tell it to him, not me. :D
I never noticed the sprite thing, i wonder how that happened. <.<
Commented 14 years ago2005-11-10 15:53:59 UTC in vault item: RimResortHLDMvDD Comment #9817
I du.
Commented 14 years ago2005-11-08 13:42:15 UTC in vault item: as_lajosmizse_ultimate Comment #9800
Source on the Left
Non-Source on the right

Commented 14 years ago2005-10-29 09:28:13 UTC in vault item: Sancefar Comment #9656
don't spaz out

I need a mod with "func_detail" property for HL1. That's all i need and i would be set for life. Is it possible to code that for HL1?
Commented 14 years ago2005-10-28 07:59:28 UTC in vault item: Sancefar Comment #9630
lol! triple post!

the name thing is well pardoned. Many, many people get it wrong. :D
Commented 14 years ago2005-10-27 17:33:28 UTC in vault item: Sancefar Comment #9626
you spelled my name wrong on the downloads page.

that's ok id people pronounce it wrong, but spelling it wrong is kinda different. especially if the correct spelling is right infront of you...

Commented 14 years ago2005-10-27 12:45:27 UTC in vault item: Sancefar Comment #9617
oh yeah, get me links to HL2 resources like Hammer 4 i think, the tools required to make stuff for it, and a HL2 BSP viewer and I'm set!

will that work?
Commented 14 years ago2005-10-27 12:19:57 UTC in vault item: Sancefar Comment #9614
yeah, creative with stairs. :D

As for other things, i'll have everything tomorrow, 10/28/05 hopefully.
I'll make a HLDM map-pack. that includes them all.

It's also good that things runs nicely online. Though I should make less enging-straining maps...

if you need an awsome fy_map or killbox map, let me know!!!
Commented 14 years ago2005-10-25 17:03:32 UTC in vault item: Sancefar Comment #9589
Ok, i'll HLDM-ize all of the maps that i have for your server. Please report back to me on how they perform online and if they need to be fixed.

@Elon Yariv
awww... don't cry, cheer up buddy. You'll find something to kill... Here, have a headcrab. :D
Commented 14 years ago2005-10-25 15:16:13 UTC in vault item: Sancefar Comment #9585
hm. i could make a CS version. I dunno if it'd be a good map for CS since no one wants to step away from their de_dust and fy_iceworld.

Likely HLDM.
I also noted that Captain P mentioned it was easy to understand the layout. I think that's good since it's easy to get lost in some of the maps out there.
Commented 14 years ago2005-10-25 14:15:46 UTC in vault item: Sancefar Comment #9581
like i said...

r_speeds r_crap

And as said, i'll work on it before I mod it to HLDM.
now that i think about it, it would be fun with the tau-cannon jump...
I should try it out :D
Commented 14 years ago2005-10-25 14:10:05 UTC in vault item: Sancefar Comment #9577
Ok, when I HLDM-ize this map, i'll fix the func_wall thing and throw in some tree models. I also agree with the grass, i'll see what i can do. Thanks for all of the great feedback Captain P!

So I guess the RMF link works. I wasn't too sure about that.
Commented 14 years ago2005-10-25 12:30:29 UTC in vault item: Sancefar Comment #9565
HERE is the RMF and WAD. the uploads option isn't working at this time. please click this link.
Commented 14 years ago2005-10-25 12:21:23 UTC in vault item: Sancefar Comment #9563
Click the link here to download the RMF and WAD files
Commented 14 years ago2005-10-21 10:06:07 UTC in vault item: dm_crete Comment #9493
wait... damn... didn't make the change and load it.

Commented 14 years ago2005-10-21 10:05:19 UTC in vault item: l33t: Conclusive Analysis Comment #9492
Commented 14 years ago2005-10-21 10:02:51 UTC in vault item: l33t: Conclusive Analysis Comment #9491

Commented 14 years ago2005-10-21 10:02:00 UTC in vault item: dm_crete Comment #9490
Here's the source Hunter.

Have fun... you'll need it...
Commented 14 years ago2005-10-13 17:24:33 UTC in vault item: Catalyst Comment #9430
is this compo #16 entry? looks like it could be one... :
Commented 14 years ago2005-10-13 17:22:56 UTC in vault item: Catalyst Comment #9429
is this compo #16 entry? looks like it could be one... :
Commented 14 years ago2005-10-13 12:22:35 UTC in vault item: Knife Arena - The Towers 2 Comment #9425
i know i've seen this map a few times before. ...
Commented 14 years ago2005-10-13 12:04:11 UTC in vault item: l33t: Conclusive Analysis Comment #9424
this map sucks compared to what my real entry is. :D

Commented 14 years ago2005-10-07 07:47:50 UTC in vault item: de_vice Comment #9352
very nice. WIll DL later and check it out.
Commented 14 years ago2005-09-23 10:59:02 UTC in vault item: cs_infiltrate Comment #9138
very nice second map.

yes, it is infiltrate.
Commented 14 years ago2005-09-20 07:32:48 UTC in vault item: de_dolls Comment #9073
Commented 14 years ago2005-09-15 07:38:16 UTC in vault item: barrel_o_grunts Comment #9004
honestly looks like my first map :D
Commented 14 years ago2005-09-13 08:26:12 UTC in vault item: Arcane Comment #8982

single texture! YAY!

it's nice. I dunno though, lack of cover? mehbeh
Commented 14 years ago2005-09-12 13:05:43 UTC in vault item: PacManHL Comment #8971
Commented 14 years ago2005-09-06 09:46:45 UTC in vault item: dm_crete Comment #8900
3 textures if you count the lights
Commented 14 years ago2005-09-06 08:24:48 UTC in vault item: ApartmentRats Comment #8897
that isn't your appartment, is it?
Commented 14 years ago2005-09-06 08:01:19 UTC in vault item: dm_crete Comment #8896
on another note, this isn't meant for alot of people. maybe 2 - 6 at the most. With less people, there is less chance to get fragged while going for the long-jump.

"but with only one texture there is only one question... why?"

I noticed that i try very hard to crispen up my textures so they look sharp and detailed, but they look blurry all of the time and i seem to never be satisfied with the result. However, the single texture idea frees up the tediousness of adjusting textures, making textures, making it try to look right with textures, etc. the element of that was taken out in this map, and utilized the sharp edges of the archetecture to define the detail as well as the contrasty ambient lighting. It was fun to ignore the textures and have some fun mapping for a change. it didn't feel like work and it tuned up my brushing skills in terms of design. I did notice that people don't get detailed with small brushes and edges very often, but this adds so much flare to a map in terms of detail. So many people are worried about their map looking good that the basics of design are being forgotten. I would gladly suggest everyone at TWHL to map something like this, it's a very good excercise for source and non-source mapping alike. Don't worry about the r_speeds too much either, just keep them under 2000 :P
Commented 14 years ago2005-09-03 12:19:58 UTC in vault item: dm_crete Comment #8843
ok... if i release the RMF, will you guys texture it? be my guest.

Made in 2 hours just for pure enjoyment, try it sometime.
Commented 14 years ago2005-09-01 07:41:23 UTC in vault item: kat_shotty Comment #8809
looks big for deagle/m3...

Commented 14 years ago2005-08-30 09:38:15 UTC in vault item: awp_zvdk32 Comment #8772
spirit RAUX!
Commented 14 years ago2005-08-29 07:36:46 UTC in vault item: Surf Speedway Comment #8742
i still understand the surf things yet... i think it's fun but it's nothing to spam the vaults with.

I do like the smoothness in the spiralage, something i probably couldn't do :D
Commented 14 years ago2005-08-23 09:26:03 UTC in vault item: RPG Arena Comment #8654
I like steam because it's so organized. and if you have a mod for it, it can host free online multiplayer. who can resist that?
Commented 14 years ago2005-08-23 09:20:39 UTC in vault item: The Sydney Harbour Bridge Comment #8653
holy freakin' crap...
Commented 14 years ago2005-08-16 11:14:03 UTC in vault item: HL2SP : DAY 13 Comment #8589
screeny looks HL1-like. I can't try it cuz i don't have HL2, but still, semi-bland from the screeny. I trust that you are improving all of this, last i heard you were still working on this.
Commented 14 years ago2005-08-11 07:33:42 UTC in vault item: l33t: Conclusive Analysis Comment #8559
Thanks, people have been asking for the RMF... i could have uploaded it today but the opportunity slipped by. Now i have to wait a few days again.
Commented 14 years ago2005-08-08 13:08:53 UTC in vault item: scoutzknivez_ks Comment #8513
QUOTE: A good map = 3 months ;)

Me, 3 days tops.
Commented 14 years ago2005-08-08 13:05:46 UTC in vault item: de_outpost Comment #8512
from the over-view, it doesn't look like there is much cover. perhaps add large door frames or something to add that extra splash to your map
Commented 14 years ago2005-08-02 09:53:03 UTC in vault item: l33t: Conclusive Analysis Comment #8395

Commented 14 years ago2005-08-01 07:43:21 UTC in vault item: fy_tropicworld Comment #8369

try making a small fy_tropic_island instead with no outter wall except some water. for the middle parts, come up with some nicely shaped rocks, maybe some terrain for the pool in the middle. also, find a palm tree model for some splash in the boredomness. if you need a good tree model, download this map and use them trees models from it. other than that, work on it and try to raise the bar on fy_maps.

link to map:
Commented 14 years ago2005-07-29 07:42:47 UTC in vault item: thwc2_stalky Comment #8310
this map has already been released, is this an update or a reattempt at some spotlight?
Commented 14 years ago2005-07-21 07:52:41 UTC in vault item: Gyradell: Natural Victory Comment #8187
ya know, the map size may have been low because most of the textures are 64x64. but i found out that 64x64 texture crank up the r_speeds.