Comments

Commented 12 years ago2012-11-18 13:17:21 UTC in vault item: passages Comment #20176
Nevermind. I've already tested it with friends and with bots, and it plays very well.

There's a small problem in the center though. I think I should make the walls higher so that the teams can't see each other at round start.
Commented 12 years ago2012-11-17 23:42:05 UTC in vault item: passages Comment #20173
Ok, first of all, I know how to use apply texture, It's that I'm no good at texturing :(

Secondly, it's full-bright on purpose, but I said it in case someone just comments to say it.

Nah, just looking for some input about if this map layout plays well.
Commented 12 years ago2012-09-25 19:13:00 UTC in vault item: fun_kaeza_city_00 Comment #20123
It's just a concept.

My nephew is a fan of the GTA games and asked if I could do some big city with cars and all, so I created this map for him, and I'm asking here if the map is worth finishing. Assuming from the comments, the obvious answer is "NO!".
Commented 12 years ago2012-09-19 17:24:46 UTC in vault item: fun_kaeza_city_00 Comment #20117
Okay just for the sake of it, here's a revised version.

Please note: It was reduced using a cordon-box.

I just wanted to test the lighting.

Download dead link

Is there a way you can do "spotlights" without encasing the light in a box?
Commented 12 years ago2012-09-18 22:20:45 UTC in vault item: fun_kaeza_city_00 Comment #20115
Have you read the description?

There ARE cars!

Two on the T side, and one on the CT side.
Commented 12 years ago2012-09-18 20:19:16 UTC in vault item: fun_kaeza_city_00 Comment #20113
Yeah. That's because I keep several versions of the map, and that's the current version. I'll post an update when I finish adding more details.

What I'm trying is to get feedback from the community about the concept of the map; not the map in itself.

[EDIT]
BTW Lajron, have you tried the map at least?
Commented 12 years ago2012-09-17 20:44:06 UTC in vault item: cs_kaeza_creepy_castle Comment #20111
Thanks for your replies, I already fixed the problem mentioned in the link. It was actually Worldcraft b*tching.

I have since installed VHE and I'm now back in action.

I know it needs a lot of improvements. It runs slowly on my Intel Dual Core @3.2GHz, even with only 7 bots.

Also, I'm trying to add more cover, and more details to the walls.

EDIT:
BTW Lajron, do you know where can I get a WAD containing useful textures for the theme?

A nice "storm at night" themed skybox would be nice too.
Commented 12 years ago2012-09-17 20:20:56 UTC in vault item: aim_kaeza_arena_02 Comment #20110
Also, the interesting point of the map (if at all interesting) is the floor. As some of you probably found out, some parts of the floor are actually func illusionary entities (that's why there are the 'danger' signs).
Commented 12 years ago2012-09-17 20:18:15 UTC in vault item: aim_kaeza_arena_02 Comment #20109
Sorry for the late reply guys.

Actually, the full brightness was done by adding many lights in a reduced area, and the red and blue lights are just done by changing the coloring and again adding many lights. They are to mark the spawn points, and was actually done to test how lighting worked. As I said, it's one of my first maps ever created, so it was done poorly.

@Scotch What meant to say by 'disregard the fact...' is because on other forums and sites I visited, most users HATE aim maps. I prefer them for quick encounters at the local internet café.
Commented 12 years ago2012-08-23 05:13:48 UTC in vault item: cs_kaeza_cruiser_00 Comment #20083
Actually there are three ways up: two on the sides, and one on the back (stern). I'm thinking of ways to add more, for example by making some windows.
I was thinking of doing this map again from scratch, and Scotch made me make up my mind.
Maybe I'll go for something less detailed (maybe less cabins).
Commented 12 years ago2012-08-20 00:53:28 UTC in vault item: cs_kaeza_cruiser_00 Comment #20076
Thank you for your comment. It's one of my first "large" maps.
All the other maps I have are small "aim" type maps.
About the water, I am still undecided about if it should be actual water, or
should it be a trigger hurt, so you won't be able to swim on the sea.
All try to fix the other aspects of the map (size, ambience, etc) and post an updated version.
Thank you very much for your comments.
Commented 12 years ago2012-08-19 18:00:39 UTC in vault item: cs_kaeza_cruiser_00 Comment #20074
Here I have the kaeza_colors.wad file.
It isn't really used by the map but it shuts up the bitching.
Commented 12 years ago2012-08-19 17:50:17 UTC in vault item: cs_kaeza_cruiser_00 Comment #20073
There I fixed it.
Commented 12 years ago2012-08-19 17:42:16 UTC in vault item: cs_kaeza_cruiser_00 Comment #20072
Okay... My bad again. Fixing it. Give me a moment and I upload a new fixed version.
Commented 12 years ago2012-08-19 16:23:17 UTC in vault item: cs_kaeza_cruiser_00 Comment #20070
Okay my bad. For now just copy the hlbasics.wad file in your Half-Life valve folder to your CS folder.