Comments

Commented 18 years ago2006-03-07 23:40:07 UTC in vault item: Train Problems Comment #11142
Thanks for all the help, guys. I got the train to work, but I still have no idea what was causing the problem.

I eventually turned the train into world brushes, and then turned them back into a func_tracktrain again, but this time, intead of copying the properties from the HL1 intro, I just set them all manually.

I have no idea how that did anything, but at least it works now!
Commented 18 years ago2006-03-07 21:50:18 UTC in vault item: Train Problems Comment #11140
I know, I've taken a look at all of those things, but I still can't figure out what's wrong. The only thing that's different about mine is that you can't control it and it's pitch is locked.
Commented 18 years ago2006-03-07 18:37:30 UTC in vault item: Train Problems Comment #11138
Somehow, by copying the properties off of the official HL intro maps, I got it to move. But now it just gets stuck when it reaches the path_track right before the corner. sigh...
Commented 18 years ago2006-03-07 17:45:24 UTC in vault item: Train Problems Comment #11137
Erm, I actually checked and I didn't have a trigger_once... And I'm not really sure how that other map really helps. It's a func_train, mine is a func_tracktrain.
Commented 18 years ago2006-03-07 17:29:43 UTC in vault item: Train Problems Comment #11136
I think the trigger_once was left over from past experiments.
Commented 18 years ago2006-03-07 16:50:55 UTC in vault item: Train Problems Comment #11134
Yeah, it's a func_track_train moving on path_tracks. That's all set up correctly.
Commented 18 years ago2006-03-06 17:30:12 UTC in vault item: Falling Balcony Comment #11127
Thanks for the review. Damn, nobody else seems to have an opinion on it.
Commented 18 years ago2006-03-06 03:27:48 UTC in vault item: dm_lars Comment #11118
I know it's supposed to be a really flat, open desert, but I think it would help a lot if you made the ground sloped upward near the edge, and then put clip brushes right before the slope, so you couldn't just look down into the skybox. You wouldn't be able to read the skybox writing though!
Commented 18 years ago2006-03-06 02:19:29 UTC in vault item: dm_biodome Comment #11117
Doors can still be good, but you have to do them like TFC where they open really fast.
Commented 18 years ago2006-03-05 01:12:06 UTC in vault item: dm_lars Comment #11107
This is pretty cool. It's got some errors, but that's to be expected in a BETA. Just don't turn you flashlight on in the tunnels, or you'll be in for some pretty bad "choppy flashlight syndrome".
Commented 18 years ago2006-03-04 05:21:53 UTC in vault item: dm_biodome Comment #11092
Pretty cool. I liked the concept, and it even made me want to do something like this myself... The texturing seemed a little uninspired (hallways, mostly), but it was fairly good overall. I don't feel like going into a deep review or anything right now, so I'll just give it a rating and be over with it.
Commented 18 years ago2006-02-28 05:42:28 UTC in vault item: sf_levetation (for SourceForts) Comment #11044
Then again, the Fileplanet servers are clogged, sooo... maybe a little later!
Commented 18 years ago2006-02-28 05:41:36 UTC in vault item: sf_levetation (for SourceForts) Comment #11043
*sigh... Ok, I'll download SF just to review this map.
Commented 18 years ago2006-02-28 05:26:26 UTC in vault item: sf_levetation (for SourceForts) Comment #11041
OMG IT M1T B FN BTU I DNT KNW1 DNT PLYSRCFRTS!!!!!!11!!1!@!1! Whats up with all the bad typing?
Commented 18 years ago2006-02-25 21:23:24 UTC in vault item: cs_edifice Comment #10996
Pretty sweet map. Nice graphics and lighting. I love how you rounded off he corners of the walls, although I can't say you would really notice it too much when you're playing it. The r_speeds weren't too bad, either. Just a tad too high for my taste. I liked the custom textures, too.

But what's up with all the doors only opening one way? I got stuck several times from that.

And what's the place supposed to be anyway? A house? It's got a public-ish bathroom (with urinals high enough to stick your head in), an office, a theater type place, a library, some advertisements on the walls, a fireplace, some industrial looking rooms with crates in them, and it's set in some inner-city ghetto. I can't say this really looks like anything I've ever seen.

You should change the skybox too. That one that comes with half-life is just ugly, in my opinion.

3 stars.
Commented 18 years ago2006-02-25 20:34:35 UTC in vault item: cs_edifice Comment #10995
Downloading. Wow, this is taking forever! 25 KB/sec!
Commented 18 years ago2006-02-25 20:31:21 UTC in vault item: Scoutz_dirty Comment #10994
Well, two people did! But, yeah, nobody else will... and I won't!
Commented 18 years ago2006-02-22 03:35:23 UTC in vault item: aim_m4a1 Comment #10940
You should get a screenie. Screenshots = views.
Commented 18 years ago2006-02-21 22:17:39 UTC in vault item: aim_mp5_65 Comment #10937
If this is your actual first map, than it's pretty good. It's a little too bright outside, and pretty bare. And what's up with those rotating bushes?
Commented 18 years ago2006-02-20 19:59:12 UTC in vault item: Alternative Origin Comment #10922
OMG you spilled the beans!
Commented 18 years ago2006-02-20 19:50:59 UTC in vault item: cs_palm Comment #10921
Heh, I was really worried about those w_polys!

I'm still sort of trying to get the sprites to look good, but the reason they look like that is because there's a skybox right behind that those tree brushes, which are func_walls.

I tried to put normal brushes behind the trees, but I couldn't put them too far up, or you would see them behind the trees.

I'm not really sure what your problem is with the zip. It works normally for me.

By the way, whats the problem with rescue maps?
Commented 18 years ago2006-02-20 07:07:39 UTC in vault item: cs_palm Comment #10906
Forgot to mention: I meant the water under the waterfall.
Commented 18 years ago2006-02-20 02:04:40 UTC in vault item: cs_palm Comment #10902
The w_polys get that high? Does steam cs misread w_polys or something? The most mine ever says is around 350, which did seem rather low to me... But if you say so, I'll put some more work in to it!
Commented 18 years ago2006-02-19 16:52:59 UTC in vault item: nice-room Comment #10897
Who said he didn't spend alot of time on it? He might be really new to mapping. If so, this is an ok map.
Commented 18 years ago2006-02-19 16:37:50 UTC in vault item: cs_palm Comment #10896
Ok, it's fixed. I guess after I renamed it and recompiled, i forgot to put it back in the zip! I'll just try to forget about that...
Commented 18 years ago2006-02-19 16:33:19 UTC in vault item: cs_palm Comment #10895
You're kidding, right? Bah, I swear I checked eveything.
Commented 18 years ago2006-02-19 05:03:47 UTC in vault item: Alternative Origin Comment #10872
Hahaha, that was funny. You've already played as a scientist, a security gaurd, a marine, and an alien and a janitor in some mods, now you get to play as... well, I won't spoil it either, since it just came out.

Nice little story though. well done, but the voices could have been a little better. good job recreating that cafeteria before the big accident.

Four stars, for the originality of it.
Commented 18 years ago2006-02-19 04:39:47 UTC in vault item: nice-room Comment #10871
simple and pointless, but somehow it does strike me as very nice. I don't know why, but I like it.
Commented 18 years ago2006-02-19 02:50:29 UTC in vault item: cs_palm Comment #10870
Sorry, I left out the custom skybox on the first upload.

I've been working like crazy all day trying to fix the problems with the map.

here's some stuff I changed:

-changed name to cs_palm, for originality
-Ditched the pinapple trees, replacing them with palm trees.
-added more ambient noises, and made the existing ones louder.
-aligned most textures on trees and rocks correctly.
-added a bunch of grass sprites, and a few more models.
-sort of fixed the problem where the hostages got stuck in the pool inder the waterfall. (more on that later)
-added more overall detail, including some shelves in the basement of the house, some cardboard boxes, stuff like that.
-Added a readme file

I played around a little with both those techniques for blending the water with the skybox, but couldn't really get either one of them to work with the one I had. Instead, I just extended the the end of the water out further, which I thought made it look a bit better than before.

rowleybob, I'm surprised you didn't notice the glaring flaw that exists for the CT's. When you have the hostages follow you in to the water, they can sometimes get stuck, and you have to push them out of the water far enough for them to be able to take commands.

I tried raising the bottom up more, which helped a little, but only if you don't run back in to the water. If anybody has any ideas on how to fix this, it would be a great help.
Commented 18 years ago2006-02-18 07:50:42 UTC in vault item: cs_palm Comment #10866
No, just really bright, to get the island feel of it. it has dark areas too, like an underground tunnel.
Commented 18 years ago2006-02-07 05:17:02 UTC in vault item: HL2 flare sequence for HL1 Comment #10819
Well, in the original, there isn't any smoke. It's not really a flare, in the usual sense, but more like a Combine version of those glow stick things, except it's a lot brighter. I don't know if there's any real-life counterpart, so I just called it a flare.
Commented 18 years ago2006-02-05 09:25:53 UTC in vault item: HL2 flare sequence for HL1 Comment #10809
Dangit, I swore I'd avoid all those embarrasing mistakes on my first example map! It should be fixed now.