Comments

Commented 13 years ago2010-06-27 04:41:27 UTC in journal: #6622 Comment #47872
Three...

Do you know how old that make me feel?
Commented 18 years ago2005-11-02 05:04:24 UTC in vault item: Null Textures 2 Comment #9707
habboi,
The reason I haven't released any maps here is that I was too busy administering the site :-)

Seriously though, my work is out there in the community, if you are keen you will find it.
Commented 18 years ago2005-05-21 17:18:16 UTC in vault item: Key Card and Dead Bolt Doors Comment #7378
Or you could just read the tutorial..
Tutorial: Security Cards

But this is a good example of using env_render.
Commented 18 years ago2005-05-13 04:45:47 UTC in vault item: NoMansLand2 Comment #7225
Bit too dark for my liking, but an interesting idea.
The map suffers from Lag most possibly because of the huge space involved.
This comment was made on an article that has been deleted.
Commented 19 years ago2004-10-28 03:45:57 UTC in vault item: SubCompo entry Comment #4773
Good solid stuff.
Could do with grouped texlights when you use the switch?
Commented 19 years ago2004-07-21 04:29:59 UTC in vault item: Simple scripted_seq not working Comment #2809
Two possible problems.
The aiscripted_sequence does not have an Action Animation for barney to perform when he get's there...
But the main problem is that Barney can't see the sequence because it is inaccessable.
To get Barney to see it will require either info_node placement or widening the door.
Monster do not like tight spaces....
I suggest placing an info_node in the middle of the door and then scattering a pattern of them between Barny and the sequence.
Commented 19 years ago2004-07-02 21:54:56 UTC in vault item: Boat in water (func_traintrack) Comment #2575
Your func_tracktrain doesn't have an ORIGIN brush.
Set it up with an ORIGIN and check the entity guide for Func_tracktrain.
Commented 19 years ago2004-06-25 00:42:32 UTC in vault item: Zeromancer Comment #2475
Hugh...
Where is hugh_issues.wad?
Commented 19 years ago2004-06-20 03:46:28 UTC in vault item: aim_ak_colt-icey Comment #2416
My guess is the massive amount of visible space in the map is keeping your fps from becoming realistic.
Your players can see a lot of ground... actually from an engine point of view, the whole map is visible.
Commented 20 years ago2004-04-09 04:58:45 UTC in vault item: My first map Comment #1546
Yeah, I liked this too... Well done
Definitley a master somewhere has gone astray.
Commented 20 years ago2004-03-09 08:43:29 UTC in vault item: Timefall (SP Mod) Comment #1188
Finally finished.
5 Days it took and what a great time I had!!!!
Well done.
Difficult, but not impossible.
No need to cheat either.
This is the essence of HL mapping.
Commented 20 years ago2004-03-07 01:21:31 UTC in vault item: Rotating door and a scientist Comment #1171
Someone else had a problem like this.. with a TFC map
I am assuming you are talking about the cage.
Func_brushes and model entities interact strangely.
To fix this you are going to have to think outside the cage...
Try placing a clip or monsterclip? brush under the Sci and killing it at the same time the door opens. Not a good fix, and prone to problems, but it might work.
Or put an invisible func_door under the sci and trigger it to move quickly...
Commented 20 years ago2004-03-07 01:07:05 UTC in vault item: fy_flyby Comment #1170
You are trying to get the plane_drone going?
First fix:
1. Your sky is a trigger_hurt.
2. Some of your brushes are coplaner and need fixing.
3. No precache is normally associated with a sound that the engine expects to use, but isn't there. In your case it is a sound that is there, but doesn't have an associated monster. Try giving it a name and triggering it. But Fixing the above problems might be a good start.
Commented 20 years ago2004-02-26 05:38:03 UTC in vault item: Endlevel Boss Comment #1107
Well done, I liked this map a lot. Great set up, a few problems, but since it is in the example map part of the vault... these are forgiven.
You have shown you can create good stuff, Now get out there and give us more!
Commented 20 years ago2004-01-25 01:01:00 UTC in vault item: Armoury Comment #807
Interesting...
Let me guess, you used Hammer 3.5?
Clever use if the func_brush to hide the shotgun.
I give it 5 Stars
Commented 20 years ago2004-01-07 00:46:57 UTC in vault item: Car Park Comment #720
Excellent use of space. Runs well and does not suffer from high wpoly count in too many places.
I ran around bumping into things till I turned the brightness up, Was it meant to be dark or is it my monitor?
I liked it anyway, heaps of little black corners to Camp in.
Commented 20 years ago2004-01-07 00:44:26 UTC in vault item: Sinister Comment #719
This map runs in Software Mode..... Well Done, there are only 4 major spots where the Short Surf error comes up. A good Deathmatch Map.
ove the sky and the relationship between the Sun and the Shadow.
Commented 20 years ago2004-01-04 03:42:14 UTC in vault item: Castle Comment #687
Sorry, The sever kicked me... I have e-mailed it, but I know how fickle Hotmail is..
Here it is again.
Commented 20 years ago2004-01-04 03:24:21 UTC in vault item: Castle Comment #684
Have a look at this.
Holes almost fixed. The problem is the VM used on the roof. Will e-mail full ideas later.
Commented 20 years ago2004-01-03 11:05:26 UTC in vault item: ma_factory Comment #678
Great to see you uploaded the wad...
The Map looks good, but suffers because you have SKY Boxed it. This drives the wpoly count through the roof, However... If it is just for fun and for use on a LAN then it might not be too bad.
Commented 20 years ago2004-01-03 02:43:04 UTC in vault item: ma_factory Comment #670
Oh, and well done for adding a screen shot...
I wish more people would take the time.
When you have included the .wad in your .bsp, just click edit at the top of the screen when looking at this map and upload the new map, then the old screen shot.
Commented 20 years ago2004-01-03 02:40:07 UTC in vault item: ma_factory Comment #669
Go to the search bar at the top of the page,
Type in wadinclude and select forums. 20 Topics listed.
Look at all the forum posts that discuss textures and including NON Standard .wad files into .bsp's....
The everyone can have a look and comment on your map.
Commented 20 years ago2003-12-30 06:32:12 UTC in vault item: Leak (ns_below) (Natural Selection) Comment #618
As you can see from the screen shot, some (Not all) entities need to be deeper in the Map. I suggest you build a small patch of wall 8-16 units thick on the outside of the map adjacent to the env_spark entity.
Commented 20 years ago2003-12-29 00:48:35 UTC in vault item: klingon_dm Comment #609
Ummm, the zip is actually 4.6Mb...
Apart from that this looks really good. Lot's of detail and thought. The map flows, and looks good at the same time.
Great stuff.
Commented 20 years ago2003-12-24 23:06:27 UTC in vault item: jax_twhlxmas (A Tribute to TWHL) Comment #602
Intersting.
I see you managed to get the models to work. Can't say I have ever been able to get a snowman to follow me before.
Well Done.
Commented 20 years ago2003-11-07 10:52:34 UTC in vault item: Intake Comment #417
Once again you have produced a brilliant piece of architecture. So much detail and thought has gone into this map. Well Done.
Commented 20 years ago2003-11-07 06:05:52 UTC in vault item: csde_school_assault Comment #416
Page not found.... Is your link still there?
Commented 20 years ago2003-11-05 07:53:50 UTC in vault item: Leak Comment #404
Remove the Skybox and you haven't got a map ?
Commented 20 years ago2003-11-04 12:00:19 UTC in vault item: Leak Comment #399
Which box are you removing, because it didn't seem to LEAK when I tried it?
Commented 20 years ago2003-11-04 11:56:36 UTC in vault item: Star Wars (map a movie) Comment #398
Well I tried it and think that it is absolutely brilliant. Shame about the level transition, but that's life.
Well done.
Commented 20 years ago2003-10-15 22:46:47 UTC in vault item: de_magtech Comment #314
I have only run around this for about 5 minutes, but it is really impressive. Huge amounts of detail. Cant wait to have a good look..
Commented 20 years ago2003-10-13 21:49:59 UTC in vault item: dm_2fort_vox Comment #312
Interesting, but for a first map it is pretty good.
MP maps don't normally have monsters.... but apart from that, it could actually play well.
High r_speeds, but not bad for a first go.
Commented 20 years ago2003-10-03 23:58:21 UTC in vault item: pk_arctic Comment #291
Also, TFC doesn't come with the rain.spr as standard... you should include it in the zip so people have access to it.
Commented 20 years ago2003-10-03 23:52:49 UTC in vault item: pk_arctic Comment #290
Interesting... What do you have against Llamas?
Poly count is high, but LAN play should be Ok. lot's of nice places to hide and run.. The gas chamber is easily defended though?
Well done
Commented 20 years ago2003-10-02 20:55:51 UTC in vault item: Detention Comment #288
Great use of depth... I think this would make a great DM map. Good to see you managed to keep the speed's down.
Commented 20 years ago2003-09-30 21:42:52 UTC in vault item: Village Comment #277
Shows promise.. I like the feel of it, although it is a bit like "Land of the Giants". Everything is so big? Giant crates, huge arches... Is this what you intended?
The r_speeds aren't too bad, peak in a few places, but constructive use of hint brushes might fix that.
There seem to be some redundant brushes.. stuff you can't see from the ground, but are in the map (rendered). Some of the roof stuff might be able to be removed if you want to save a few poly's...
The only other thing I can think of is increasing the max visable distance of the map, as there were a few places that faded out on long view.
Commented 20 years ago2003-09-30 00:59:27 UTC in vault item: de_frigid Comment #270
Interesting scale, it was like being in Large Land. Great to play with Bot's as you could see them coming, take aim and head shot every time.
High Speed and lag occasionally, could use work.
Commented 20 years ago2003-09-29 23:04:54 UTC in vault item: fy_ice_towers Comment #269
Forgot to mention that for some reason you had nearly all the CS wad's available selected in your textures tab when you compiled. Bet you had a few warnings in the log file...
Thing is that there are only about 5 textures in the entire map. Limit the number of wad's you use.
Commented 20 years ago2003-09-29 22:57:01 UTC in vault item: fy_ice_towers Comment #268
Not bad for a first map... It compiled and it ran... Well done, it's more than most first mappers acheive
Commented 20 years ago2003-09-28 03:13:27 UTC in vault item: Help? Comment #255
Massive Map... as big as the grid. Detailed e-mail on the way Steve. Oh yeah, forgot to mention, don't name your maps with a gap in them.
Commented 20 years ago2003-09-20 01:52:24 UTC in vault item: ENIGMA 7 Comment #235
Once again a brilliant example of atmosphere and good use of texture and lighting. Well built.
Well done.
Commented 20 years ago2003-09-12 07:48:52 UTC in vault item: Cidics problem map Comment #206
This is a great looking map... Shame all those entities are outside. Keep going with this one. It shouldn't be to hard to rearrange stuff to make it compile without a LEAK error.
Commented 20 years ago2003-09-12 06:58:24 UTC in vault item: Greek Comment #205
Oh, sorry... forgot to mention the SKY. I would have a look around for something more in tune with the theme. A SKY texture that better defines the architecture.
Commented 20 years ago2003-09-12 06:55:03 UTC in vault item: Greek Comment #204
Commented 20 years ago2003-09-12 06:54:06 UTC in vault item: Greek Comment #203
I really like this map, it has great atmosphere and looks really good, nice work.
Suggestions? As a multiplayer it is really going to suffer in the main pillared area because of the visible textured brushes (r_speeds suffer). But by noclipping around, I found that you had already done some work to reduce them. I wonder if bringing the sky down a bit and sectionalising it might reduce them, or wether you would have to use Hint brushes?.
As far as the map goes, a couple of greek god statues (models) might set of the already wonderful eye candy?
Commented 20 years ago2003-09-11 05:10:41 UTC in vault item: fy_iceworld_5x Comment #194
OK...I haven't downloaded a file from the Vault for a while because of 'puter problems, but was surprised to look at the included textures in this map. This was prompted by a question in the Rain tutorial forum. You have included 15 .wad files and rain.wad. But the map doesn't use anywhere near that amount. Also your readme should have credited TorQue[MoD] for the rain texture, because it was called up by the .bsp even though it doesn't seem to have been used.
When you compile future maps, try to limit the amount of textures you have selected in the Textures Tab to the actual textures you have used, while your at it.. have a read of the Custom Textures tutorial as that explains the way you can include textures into your bsp so that people who play them don't have to go looking for the .wad files
Other than that, it looks Ok...
Commented 20 years ago2003-07-31 10:42:53 UTC in vault item: level3_2 Comment #104
Fixed, not really professionally but fixed all the same. have a look at the brush work. See how there are no entity brushes in the void anymore, or even close. Be careful when you clip brushes.. Try using Vertex Manipulation on them after clipping to fit them to grid. Oh, I included a screen shot. Compile time about 30 Mins... so I included the .bsp and the .rmf
Hope that helps.
Commented 20 years ago2003-07-31 09:01:45 UTC in vault item: level3_2 Comment #100
Ok, it just crashed my machine... Ha:-)
So far there is a few things that need doing.
You have entities that extend into the Void (area out side the map. These need fixing, and that might fix the Major problem which is the LEAK. If you give me an hour or so I will work on it for you. I will upload something then.
Also, change the AAATrIGGER texture for something else.. Not sure but that might be causing problems. But it looks good so don't loose heart.
Commented 20 years ago2003-07-26 12:58:53 UTC in vault item: cs_pumpo2 Comment #92
This is your first try at a CS map? if so, keep going. You managed to produce a map that compiled, ran and wasn't full of errors.. that I could see anyway. Well Done.
It is a bit basic, but hey we all have to start somewhere.
Keep mapping...
Andy