Comments

Commented 18 years ago2005-11-28 12:59:07 UTC in vault item: fy_dig Comment #9993
OK, all the files were there now :) Downloaded, played with a couple friends. Not bad gameplay, but the pit is a deathtrap and there really is no incentive to go down there for an aug, autoshotty or an mp5, when its ez to shoot from above. Especially with tmp/mac10 from up high = ez kills. FY maps are a dime a dozen, so don't expect much of a woo factor unless you have some great brushwork or uniqueness to it.

Pros: Basics.
OK gameplay! The most important factor!
Lighting was sufficient.
Ran fine, no big errors or crashes :)
Nor_speed or fps issues.
Cons: Design, design, design.
Texture usage.... You can only stretch textures so far before they look well....really bad. The texturing on the large crates outside your spawns leaves room for improvement :P
Alignment of brushes. When in game you can see many unaligned surfaces, cracking on some of your angular stuff. This stuff comes from carving and rotating stuff. You can correct many of these issues by practicing Vertex Manipulation and checking for invalid solid structures after each VM attempt. Keep that stuff aligned to the grid for nice looking ramps, holes etc.
Default sky is poopie!
Scaling and dimensions were a little outta control. A barrel 3X the size of a player is kinda silly.
Crates = boring... at least make some unique art or vary their appearance somewhat.
Don't let this score dishearten ya, you have the gameplay basics part down IMHO, you just need to work on aesthetics and brush alignment. You may want to consult 3 really great tutorials here on TWHL, the Dimensions one, and the Vertex Manipulation tutorials.
Commented 18 years ago2005-11-25 15:42:58 UTC in vault item: Realtime Clock - With Ticking Comment #9971
Alex, nice man! I tried something like this once and gave up tweaking the time values, you are one patient dude :)

I wanted to use something like this but bigger for a map with "Big Ben" in it :P Great work!
Commented 18 years ago2005-11-25 15:34:30 UTC in vault item: De_csns Comment #9969
as an alternative to making the 1x func_wall on the pipes where they intersect a brush, you can use clipping and VM to make nice, happy shapes for vis instead. An experienced mapper can see the 1x func wall shortcuts, even with zoner's opacity settings. I think there is a VM tutorial here somewhere if you need it.

OMG by all means run vis. vis is what helps break down your map polygons into bits and pieces, triangles specifically for the engine to comprehend in game. By not doing this, you are basically rendering your entire map from any point of view in game....very bad, will kill FPS and make your map undesirable. If you can't run vis, check for leaks, take your time and use tight brushes and VM for angled stuff and clipped stuff. Bottom line... one leak, a simple 1x pixel somewhere is bad...bad