Comments

Commented 20 years ago2003-09-29 12:13:35 UTC in vault item: Help? Comment #267
Also if you need a reference for how big the player is, look at the player_start entity boxes. They are about how big the player is.
Commented 20 years ago2003-09-28 16:30:36 UTC in vault item: D4rKM4tcH Comment #264
This is much better than your other map. Lowering the wave height and raising the water would improve it a lot. I had trouble getting out of the water. I noticed in killsaw and this map that your ladders are not see through; would you like some help with making them see through? Finally, try lowering the tops of the func_ladders so the player won't "trip" on them when walking around.
Commented 20 years ago2003-09-28 16:09:20 UTC in vault item: Killsaw Comment #263
Ok I think I know your problem with the frames. You need to turn on vis. While vis is running it might seem like your computer is frozen, but it is not. It might take a few hours (at most, probably will be much shorter like 30 minutes) to compile with vis on, but it will fix your frame rate problem.
This comment was made on an article that has been deleted.
Commented 20 years ago2003-09-28 01:20:09 UTC in vault item: Greek Comment #254
Could anyone give me any feedback on the semi-reflective floor in the "temple"?
Commented 20 years ago2003-09-27 09:11:01 UTC in vault item: Greek Comment #251
UPDATE: expanded the use of new shrubs, moved a couple items, added a reflective floor to the "temple", added splashes around the upper waterfall, made the sewer more interesting, fixed a couple of brush problems, improved rock formations, and added some trim work around doorways.
Commented 20 years ago2003-09-17 16:41:46 UTC in vault item: Greek Comment #232
UPDATE: lower w_poly's, new shrub style tried, added ambient_generics, moved a couple items, and a few slight architectural changes.
Commented 20 years ago2003-09-17 02:37:58 UTC in vault item: Greek Comment #229
I tried "pottery" again. This time using a prefab plant pot that comes with Hammer. They randomly disappear in the map and then reappear, depending on the angles that you look at them. Another pottery failure, this time will be the last. :P
Commented 20 years ago2003-09-13 02:57:14 UTC in vault item: Greek Comment #223
I've never used MilkShape 3D and I'm trying to use the standard models and graphics that came with Half Life.
Commented 20 years ago2003-09-13 02:14:49 UTC in vault item: Greek Comment #220
If I add the curved bushes it will increase my r_speeds which are already pretty high in a couple places. I might try it though, maybe it won't increase the r_speeds too much.
Commented 20 years ago2003-09-13 02:00:33 UTC in vault item: Greek Comment #219
There are env_sounds for the caves. :P
Commented 20 years ago2003-09-12 19:41:57 UTC in vault item: Greek Comment #214
UPDATE: lower w_poly's, fixed texture alignment, fixed a couple of env_sound problems, and fixed the lighting on the ladders (thank you SlayerA).
Commented 20 years ago2003-09-12 17:48:32 UTC in vault item: Greek Comment #213
At one point I tried adding some pottery that could be broken. When I copied and pasted the pottery I started getting coplanar errors on them. Being too lazy to fix them, I deleted them and gave up on the idea for a while. :P
Commented 20 years ago2003-09-12 17:41:57 UTC in vault item: Greek Comment #211
Statues would be really cool, but they seem hard to make in Hammer.
Commented 20 years ago2003-09-12 17:41:04 UTC in vault item: Greek Comment #210
UPDATE: lower w_poly's, new cave area (for better flow in deathmatch), more ambient sounds, and fixed a couple of env_sound transitions.
Commented 20 years ago2003-09-12 13:23:26 UTC in vault item: Greek Comment #208
I just tried sectionalizing and lowering the sky to no effect :( I've never used hint brushes and have no idea what they are or how they work.