Commented 19 years ago2005-05-23 14:14:18 UTC
in vault item: 1cagematchComment #7411
Nope, just verticaly all the way up to the top AND hoizontaly all the way around the entire inside of the cage. Anyone standing on the bottom has to be ready for an attack from any angle. Try it
Commented 19 years ago2005-05-23 13:54:10 UTC
in vault item: Wildwest ShootoutComment #7410
Hehe, thanks Elon. I really wanted to put more detail, architecture, fun stuff, etc in the map, but I had to compromise some to make it playable and keep the wide open feel to the map.
Commented 19 years ago2005-05-23 12:53:11 UTC
in vault item: Wildwest ShootoutComment #7406
-madcow- Thanks. Sure you can use it on your server, that's what it's for!
-Elon- Yeah, I know I know. I really don't have much choice that I know of. If I made the town any bigger, the r-speeds got higher than I wanted (same thing if I put a fence around the whole area). I made a slight incline around the town to hint at where the player could not go, but if you have any better idieas, I'd like to hear them. Btw, that's your only comment about the entire map?
-madcow2- Yeah I messed with that sprite for so long, but nothing seemed to fix that bug. Got no clue what causes it. People who played earlier versions said they wanted the cow (and tombstones) to reappear to be shot again, so I respawn them after a couple minutes (like the TnT barrels). You think I should change it back? I did take out a couple sounds to fix an issue I was having with resource availability on a specific server, but the youwarned.wav should be what God says after you blow up the church for the second time. Didn't know about the messages, I'll take a look. Thanks!
-habboi- Yes I FINALLY did! I got some insperation from the owner of the TFC server I play on to finish it, then I had an epiphany on what was causing my invisible wall problem, and in no time it got done. I also finished CAGEMATCH!!!, which was an even earlier map :O. It's amazing how you can see things more clearly after you take a step back. I nearly killed myself beating my head against the wall trying to fix a couple problems that were easily taken care of after some time off. Go figure.
-Daubster- Thanks! Try the rest of my maps if you liked this one. Plus, there's one at my site that isn't on TWHL.
Commented 20 years ago2004-11-20 19:30:37 UTC
in vault item: Compo 12 Egyptian MuseumComment #5117
It charges towards the player and attacks once, but thats all I could get him to do since he has no AI, and I have limited knowledge of half-life entities:)
Commented 20 years ago2004-11-20 15:30:27 UTC
in vault item: Compo 12 Egyptian MuseumComment #5113
"-Museum is too small. Think about adding another room or something. Surely the real museum you're basing this off of has more than one big room..."
Hehe unfortunately I only had a couple weeks to work on the map from the time I found out about the compo. I would have prefered to put much more into it but I have school and other stuff I had to do. As it is the map is about 50-60% of what I had envisioned for it. Oh, and actually the rest of the huge museum is on the other side of that locked door! Damn, I should have left the key in there so people could go into the rest of the museum ;).
"-Tomb map is more like a survival minimod than a compo entry of this nature. Still very good though."
I wanted to recreate reference photos from both the museum and the tomb. I thought an Eygptian tomb would have booby traps and stuff (from what I see in the movies ;)) and I figured the "puzzles" would give players something fun to do in the map while looking at the scenery. I had planned a third map for this entry which would be the starting point and would explain the whole story/mission. It was going to be a recreation of a local bread factory, which was really a secret labratory, but like I said I ran out of time. Thanks for the comments!
Commented 20 years ago2004-11-19 00:38:44 UTC
in vault item: Compo 12 Egyptian MuseumComment #5102
"Really, and overwrite the valve folder that's already there?"
Nothing will be overwritten. If you dont beleieve me, copy your halfilfe folder to your desktop and put my valve folder in it.
"Why don't you put your map in minimod format as stated in the compo"
Because I'm new to half-life mapping and I dont know how to. I looked at Anthony's entry and he did basicly the same thing.
The only custom files I included are some sprites, sounds, models, and a sky. All my custom files are in subfolders called rx_tomb, so unless you have different files than mine with the same name as mine in subfolders called rx_tomb, absolutely nothing will be overwritten.
I'll buy you a new computer if my map map messes up your valve folder Try it!
Commented 20 years ago2004-11-18 22:10:09 UTC
in vault item: Compo 12 Egyptian MuseumComment #5100
I just updated both versions of this map for the compo. They can be downloaded from the same link at the top and the same address above. Just overwrite the old versions. Enjoy!
Commented 20 years ago2004-11-07 17:16:29 UTC
in vault item: Graveyard v0.2Comment #4989
Really like the atmosphere. Nice vm in the cemetary. Love the open grave with the skelleton :). Excellent job so far, should be awsome when you finish it!
Commented 20 years ago2004-11-01 20:48:38 UTC
in vault item: Warehouse FirefightComment #4881
Thanks for the good review and score. I need to get my scripts working better to improve gameplay I think. And I have more entities to add still. How did you try to get out of computer room in warehouse?
Commented 20 years ago2004-08-25 16:07:41 UTC
in vault item: CarbaseusComment #18284
Ok I checked it out. I really like the architecture and how its all layed out. The lighting and sounds are cool too. I still think that sky blows though. Also, even though you didn't make the map for older boxes, the 4100 wpoly and 8300 epoly might be unplayable for more than just junk comps. 4 stars imo
Commented 20 years ago2004-08-25 13:01:35 UTC
in vault item: CarbaseusComment #18375
Without having played it, I'll just ask a question about what I see in the screen: Why make something so unique looking, then put in that same old ugly generic sky?
Commented 20 years ago2004-08-06 12:59:16 UTC
in vault item: My RoomComment #3190
"Thats the Japanese import version of "J'en ai Marre". Pretty cool. Ow, and its "Mes Courant Electriqeus"! :)"
hehe yeah my french isn't so great And i couldn't find my "Mes Courant Electriqeus" cd case so i winged it. thanks for the info! btw, when did "J'en ai Marre" come out? ...don't get much Alizee news dans etats unis.
Commented 20 years ago2004-07-21 12:17:35 UTC
in vault item: PrisonComment #2821
i just looked at the map. i still suggest you put it in the unfinished section. you yourself say you're havin problems with the textures. this vault is for maps that are completely finished. imo, this map needs some work.
Commented 20 years ago2004-07-20 13:13:26 UTC
in vault item: de_aquariumComment #2803
those are 2 different issues
1. the compiling error: goto the grid coordinates 356, 180, 56 then delete and carefully remake the brush thats there. do the same thing for the other set of coordinates unless its the same brush.
2. Solid Entity (func wall) is empty: check map for problems, goto error, close map problems window, rt click grid, delete.
Commented 20 years ago2004-07-15 10:08:42 UTC
in vault item: The DiscombobulatorComment #2722
pepper, all u need to do is run around and hide out up top while the grunts launch and throw nades at you. wait for one of them to get killed by ff, then go grab his gun and kill the other. voila
Commented 20 years ago2004-06-25 21:07:29 UTC
in vault item: ThunderdomeComment #2490
this map sounds similar to one i'm working on (cagematch), and i ran into the same exact problem a while back. if i remember correctly, i thought it was caused by making multiple brushes into one func_ladder. now the entire inside of my gigantic cage is fully climbable all the way around. hmm... or maybe try separating the func_ladders a little bit. you can get my map and see if it's what you're tryin to do. www.freewebs.com/fattymaps gl
Commented 20 years ago2004-06-19 08:51:38 UTC
in vault item: Trigger_Push FunctionComment #2403
vox, the momentum that the player carries will cause him to continue in the direction the push thrusted him even after he leaves the push (depending of course on the speed of the push).
Commented 20 years ago2004-06-19 08:45:47 UTC
in vault item: Trigger_Push FunctionComment #2402
well unless a trigger push works comletely differently in tfc than it does in half-life, what they are saying will not work. 1st you need to have the player drop DOWN... stepping up will do nothing.
what needs to happen for a push to lift a player up is for the player already be in the air (he cant be standing on anything). you CAN use clip brushes for this, but they need to be placed around the push (not in it) so that the player drops off the clip brush and into the push. another way to lift a player with a push is to cut out the floor where the push is and replace it with a func_illusionary. make sure the push extends all the way to the ground so that it will be under the players feet when he drops DOWN into it.
also a push speed of 250 will not lift a player. try at LEAST 800 to 850. and as an aside about clip brushes, they act as invisible walls to players, but they can be shot through.
i might be completely wrong about how pushes work in half-life, but in tfc what i said needs to be done for them to work.
Commented 20 years ago2004-02-10 20:35:01 UTC
in vault item: BulybrawlComment #975
hey neo, why did you allow ratings on this map if you didn't want people to give their opinions? if someone doesn't like your map, that doesn't make them biased. if jaardsi was tryin to shoot you down, he wouldn't list any positive points about your map. there's no need to make personal attacks on someone just because they said your map has areas where improvement is possible.
no one likes to hear that a project they worked hard on sux, but that is a reality when producing something for consumption by the masses. individual preferences are different, not everyone will like your creation. you don't have to agree with the criticisms, but they are going to be a reality if you plan on releasing maps to the public. it does no good to get all bent out of shape over negative feedback... it takes a bigger person to accept criticisms with an open mind than to lash out at the person who criticized.
-Elon- Yeah, I know I know. I really don't have much choice that I know of. If I made the town any bigger, the r-speeds got higher than I wanted (same thing if I put a fence around the whole area). I made a slight incline around the town to hint at where the player could not go, but if you have any better idieas, I'd like to hear them. Btw, that's your only comment about the entire map?
-madcow2- Yeah I messed with that sprite for so long, but nothing seemed to fix that bug. Got no clue what causes it. People who played earlier versions said they wanted the cow (and tombstones) to reappear to be shot again, so I respawn them after a couple minutes (like the TnT barrels). You think I should change it back? I did take out a couple sounds to fix an issue I was having with resource availability on a specific server, but the youwarned.wav should be what God says after you blow up the church for the second time. Didn't know about the messages, I'll take a look. Thanks!
-habboi- Yes I FINALLY did! I got some insperation from the owner of the TFC server I play on to finish it, then I had an epiphany on what was causing my invisible wall problem, and in no time it got done. I also finished CAGEMATCH!!!, which was an even earlier map :O. It's amazing how you can see things more clearly after you take a step back. I nearly killed myself beating my head against the wall trying to fix a couple problems that were easily taken care of after some time off. Go figure.
-Daubster- Thanks! Try the rest of my maps if you liked this one. Plus, there's one at my site that isn't on TWHL.
Next time
Thanks for looking the map over.
Hehe unfortunately I only had a couple weeks to work on the map from the time I found out about the compo. I would have prefered to put much more into it but I have school and other stuff I had to do. As it is the map is about 50-60% of what I had envisioned for it. Oh, and actually the rest of the huge museum is on the other side of that locked door! Damn, I should have left the key in there so people could go into the rest of the museum ;).
"-Tomb map is more like a survival minimod than a compo entry of this nature. Still very good though."
I wanted to recreate reference photos from both the museum and the tomb. I thought an Eygptian tomb would have booby traps and stuff (from what I see in the movies ;)) and I figured the "puzzles" would give players something fun to do in the map while looking at the scenery. I had planned a third map for this entry which would be the starting point and would explain the whole story/mission. It was going to be a recreation of a local bread factory, which was really a secret labratory, but like I said I ran out of time. Thanks for the comments!
Nothing will be overwritten. If you dont beleieve me, copy your halfilfe folder to your desktop and put my valve folder in it.
"Why don't you put your map in minimod format as stated in the compo"
Because I'm new to half-life mapping and I dont know how to. I looked at Anthony's entry and he did basicly the same thing.
The only custom files I included are some sprites, sounds, models, and a sky. All my custom files are in subfolders called rx_tomb, so unless you have different files than mine with the same name as mine in subfolders called rx_tomb, absolutely nothing will be overwritten.
I'll buy you a new computer if my map map messes up your valve folder Try it!
Enjoy!
P.S. What, no comments!?
4 stars imo
hehe yeah my french isn't so great And i couldn't find my "Mes Courant Electriqeus" cd case so i winged it. thanks for the info! btw, when did "J'en ai Marre" come out? ...don't get much Alizee news dans etats unis.
1. the compiling error: goto the grid coordinates 356, 180, 56 then delete and carefully remake the brush thats there. do the same thing for the other set of coordinates unless its the same brush.
2. Solid Entity (func wall) is empty:
check map for problems, goto error, close map problems window, rt click grid, delete.
look here for all compiling problems: https://www.slackiller.com/tommy14/errors.htm
gl
what needs to happen for a push to lift a player up is for the player already be in the air (he cant be standing on anything). you CAN use clip brushes for this, but they need to be placed around the push (not in it) so that the player drops off the clip brush and into the push. another way to lift a player with a push is to cut out the floor where the push is and replace it with a func_illusionary. make sure the push extends all the way to the ground so that it will be under the players feet when he drops DOWN into it.
also a push speed of 250 will not lift a player. try at LEAST 800 to 850. and as an aside about clip brushes, they act as invisible walls to players, but they can be shot through.
i might be completely wrong about how pushes work in half-life, but in tfc what i said needs to be done for them to work.
2. i think the civilian team is usually there to watch the fights.
3. i think he said he put the civilian class in this map to act as a referee and gave them buttons to push to enforce rules.
could be wrong, but thats what i think...
4. is this a tfc map??
no one likes to hear that a project they worked hard on sux, but that is a reality when producing something for consumption by the masses. individual preferences are different, not everyone will like your creation. you don't have to agree with the criticisms, but they are going to be a reality if you plan on releasing maps to the public. it does no good to get all bent out of shape over negative feedback... it takes a bigger person to accept criticisms with an open mind than to lash out at the person who criticized.