Commented 3 years ago2020-12-21 08:02:49 UTC
in vault item: Hades ApparatusComment #103145
You are correct, that.was precisely the reason for their inclusion.
As per request, I am currently trying to also find my backup copy of the mod itself as it seems that 2.0 has a couple more interesting maps (by Pyroquantre) that have otherwise disappeared from the Internet (much like their author).
I hope the map loads fine for you, without having lthe 2.0 installation. There might still be errors due to custom code dependencies, but thankfully I already got the help needed with fixing missing resources (scenery props), so at least visually it should appear as it does on those screenshots.
Nobody knows. Either one you can modify, but VMF/MAP holds more information. Such as, for example, last camera coordinates (I guess) which is revoked when you reopen it, but MAP on the other hand consists of raw information only, ready to be fed into compiler.
Commented 19 years ago2005-03-06 18:36:50 UTC
in vault item: Carousel [beta]Comment #6207
I'll see how to improve the fog, it works ok for the actual play area, but admitably doesn't blend well with the skybox. Maybe it would be easier to handle by simply adding some func_dustcloud brushes at the edges.
Btw, it is currently in a two-map rotation with Steamlab on this server: 67.19.41.45:27015 (ASFEWacko SB Hosting Solutions.com)
Commented 19 years ago2005-03-06 00:37:08 UTC
in vault item: Carousel [beta]Comment #6200
Thanks for the love!
The tightness of the skybox was already brought up to me and will be dealt with in the final by replacing func_clip_vphysics with trigger_teleports placed further away from play area.
Commented 20 years ago2004-03-26 09:06:58 UTC
in vault item: Breakaway StateComment #1408
Points taken, expect a number of waypoints along the main routes and a flashy 'ESCAPE' sign of some kind near the elevator.
But as for the ambience, there is already wind, triggered wren/ak47 and a couple looping machinery sounds. The reason you might have missed those is probably because all of them are configured very subtly (low volume).
Commented 20 years ago2004-03-26 06:24:57 UTC
in vault item: Breakaway StateComment #1405
Btw, if by chance any modelers with some spare time to burn will read this; get in touch if you are interested in collaborating on this baby. The level desperately needs props to set the mood right.
mop, I figured a crappy source would have a tad more value than a crappy map build. Seriously though, I just didn't feel like repacking them together, since both the source and bsp were originally released separately. http://www.csnation.net/viewnews.php/5330/
As per request, I am currently trying to also find my backup copy of the mod itself as it seems that 2.0 has a couple more interesting maps (by Pyroquantre) that have otherwise disappeared from the Internet (much like their author).
I hope the map loads fine for you, without having lthe 2.0 installation. There might still be errors due to custom code dependencies, but thankfully I already got the help needed with fixing missing resources (scenery props), so at least visually it should appear as it does on those screenshots.
http://forums.steampowered.com/forums/showthread.php?s=&threadid=265374
Btw, it is currently in a two-map rotation with Steamlab on this server: 67.19.41.45:27015 (ASFE Wacko SB Hosting Solutions.com)
The tightness of the skybox was already brought up to me and will be dealt with in the final by replacing func_clip_vphysics with trigger_teleports placed further away from play area.
http://cariad.co.za/twhl/mapvault_map.php?id=923
Here is the BSP:
http://www.planethalflife.com/chaincraft/b/as_bate.zip
But as for the ambience, there is already wind, triggered wren/ak47 and a couple looping machinery sounds. The reason you might have missed those is probably because all of them are configured very subtly (low volume).
Thanks for the input.
http://www.cs-maps.org/index.php?page=maplist.php&type=cs&sort=&pageno=2
http://www.forumplanet.com/counterstrike/topic.asp?fid=4986&tid=858522&p=1
Essential, yes it is, though not for long. I am planning to release a test version of my current project (as_bate) sometime this weekend.
mop, I figured a crappy source would have a tad more value than a crappy map build. Seriously though, I just didn't feel like repacking them together, since both the source and bsp were originally released separately.
http://www.csnation.net/viewnews.php/5330/