Two possible problems. The aiscripted_sequence does not have an Action Animation for barney to perform when he get's there... But the main problem is that Barney can't see the sequence because it is inaccessable. To get Barney to see it will require either info_node placement or widening the door. Monster do not like tight spaces.... I suggest placing an info_node in the middle of the door and then scattering a pattern of them between Barny and the sequence.
Commented 20 years ago2004-06-20 03:46:28 UTC
in vault item: aim_ak_colt-iceyComment #2416
My guess is the massive amount of visible space in the map is keeping your fps from becoming realistic. Your players can see a lot of ground... actually from an engine point of view, the whole map is visible.
Commented 20 years ago2004-03-09 08:43:29 UTC
in vault item: Timefall (SP Mod)Comment #1188
Finally finished. 5 Days it took and what a great time I had!!!! Well done. Difficult, but not impossible. No need to cheat either. This is the essence of HL mapping.
Someone else had a problem like this.. with a TFC map I am assuming you are talking about the cage. Func_brushes and model entities interact strangely. To fix this you are going to have to think outside the cage... Try placing a clip or monsterclip? brush under the Sci and killing it at the same time the door opens. Not a good fix, and prone to problems, but it might work. Or put an invisible func_door under the sci and trigger it to move quickly...
Commented 20 years ago2004-03-07 01:07:05 UTC
in vault item: fy_flybyComment #1170
You are trying to get the plane_drone going? First fix: 1. Your sky is a trigger_hurt. 2. Some of your brushes are coplaner and need fixing. 3. No precache is normally associated with a sound that the engine expects to use, but isn't there. In your case it is a sound that is there, but doesn't have an associated monster. Try giving it a name and triggering it. But Fixing the above problems might be a good start.
Commented 20 years ago2004-02-26 05:38:03 UTC
in vault item: Endlevel BossComment #1107
Well done, I liked this map a lot. Great set up, a few problems, but since it is in the example map part of the vault... these are forgiven. You have shown you can create good stuff, Now get out there and give us more!
Commented 20 years ago2004-01-07 00:46:57 UTC
in vault item: Car ParkComment #720
Excellent use of space. Runs well and does not suffer from high wpoly count in too many places. I ran around bumping into things till I turned the brightness up, Was it meant to be dark or is it my monitor? I liked it anyway, heaps of little black corners to Camp in.
Commented 20 years ago2004-01-07 00:44:26 UTC
in vault item: SinisterComment #719
This map runs in Software Mode..... Well Done, there are only 4 major spots where the Short Surf error comes up. A good Deathmatch Map. ove the sky and the relationship between the Sun and the Shadow.
Commented 20 years ago2004-01-03 11:05:26 UTC
in vault item: ma_factoryComment #678
Great to see you uploaded the wad... The Map looks good, but suffers because you have SKY Boxed it. This drives the wpoly count through the roof, However... If it is just for fun and for use on a LAN then it might not be too bad.
Commented 20 years ago2004-01-03 02:43:04 UTC
in vault item: ma_factoryComment #670
Oh, and well done for adding a screen shot... I wish more people would take the time. When you have included the .wad in your .bsp, just click edit at the top of the screen when looking at this map and upload the new map, then the old screen shot.
Commented 20 years ago2004-01-03 02:40:07 UTC
in vault item: ma_factoryComment #669
Go to the search bar at the top of the page, Type in wadinclude and select forums. 20 Topics listed. Look at all the forum posts that discuss textures and including NON Standard .wad files into .bsp's.... The everyone can have a look and comment on your map.
As you can see from the screen shot, some (Not all) entities need to be deeper in the Map. I suggest you build a small patch of wall 8-16 units thick on the outside of the map adjacent to the env_spark entity.
Commented 20 years ago2003-12-29 00:48:35 UTC
in vault item: klingon_dmComment #609
Ummm, the zip is actually 4.6Mb... Apart from that this looks really good. Lot's of detail and thought. The map flows, and looks good at the same time. Great stuff.
Commented 21 years ago2003-10-13 21:49:59 UTC
in vault item: dm_2fort_voxComment #312
Interesting, but for a first map it is pretty good. MP maps don't normally have monsters.... but apart from that, it could actually play well. High r_speeds, but not bad for a first go.
Commented 21 years ago2003-10-03 23:52:49 UTC
in vault item: pk_arcticComment #290
Interesting... What do you have against Llamas? Poly count is high, but LAN play should be Ok. lot's of nice places to hide and run.. The gas chamber is easily defended though? Well done
Commented 21 years ago2003-09-30 21:42:52 UTC
in vault item: VillageComment #277
Shows promise.. I like the feel of it, although it is a bit like "Land of the Giants". Everything is so big? Giant crates, huge arches... Is this what you intended? The r_speeds aren't too bad, peak in a few places, but constructive use of hint brushes might fix that. There seem to be some redundant brushes.. stuff you can't see from the ground, but are in the map (rendered). Some of the roof stuff might be able to be removed if you want to save a few poly's... The only other thing I can think of is increasing the max visable distance of the map, as there were a few places that faded out on long view.
Commented 21 years ago2003-09-30 00:59:27 UTC
in vault item: de_frigidComment #270
Interesting scale, it was like being in Large Land. Great to play with Bot's as you could see them coming, take aim and head shot every time. High Speed and lag occasionally, could use work.
Commented 21 years ago2003-09-29 23:04:54 UTC
in vault item: fy_ice_towersComment #269
Forgot to mention that for some reason you had nearly all the CS wad's available selected in your textures tab when you compiled. Bet you had a few warnings in the log file... Thing is that there are only about 5 textures in the entire map. Limit the number of wad's you use.
Commented 21 years ago2003-09-12 07:48:52 UTC
in vault item: Cidics problem mapComment #206
This is a great looking map... Shame all those entities are outside. Keep going with this one. It shouldn't be to hard to rearrange stuff to make it compile without a LEAK error.
Commented 21 years ago2003-09-12 06:58:24 UTC
in vault item: GreekComment #205
Oh, sorry... forgot to mention the SKY. I would have a look around for something more in tune with the theme. A SKY texture that better defines the architecture.
Commented 21 years ago2003-09-12 06:54:06 UTC
in vault item: GreekComment #203
I really like this map, it has great atmosphere and looks really good, nice work. Suggestions? As a multiplayer it is really going to suffer in the main pillared area because of the visible textured brushes (r_speeds suffer). But by noclipping around, I found that you had already done some work to reduce them. I wonder if bringing the sky down a bit and sectionalising it might reduce them, or wether you would have to use Hint brushes?. As far as the map goes, a couple of greek god statues (models) might set of the already wonderful eye candy?
Commented 21 years ago2003-09-11 05:10:41 UTC
in vault item: fy_iceworld_5xComment #194
OK...I haven't downloaded a file from the Vault for a while because of 'puter problems, but was surprised to look at the included textures in this map. This was prompted by a question in the Rain tutorial forum. You have included 15 .wad files and rain.wad. But the map doesn't use anywhere near that amount. Also your readme should have credited TorQue[MoD] for the rain texture, because it was called up by the .bsp even though it doesn't seem to have been used. When you compile future maps, try to limit the amount of textures you have selected in the Textures Tab to the actual textures you have used, while your at it.. have a read of the Custom Textures tutorial as that explains the way you can include textures into your bsp so that people who play them don't have to go looking for the .wad files Other than that, it looks Ok...
Commented 21 years ago2003-07-31 10:42:53 UTC
in vault item: level3_2Comment #104
Fixed, not really professionally but fixed all the same. have a look at the brush work. See how there are no entity brushes in the void anymore, or even close. Be careful when you clip brushes.. Try using Vertex Manipulation on them after clipping to fit them to grid. Oh, I included a screen shot. Compile time about 30 Mins... so I included the .bsp and the .rmf Hope that helps.
Commented 21 years ago2003-07-31 09:01:45 UTC
in vault item: level3_2Comment #100
Ok, it just crashed my machine... Ha:-) So far there is a few things that need doing. You have entities that extend into the Void (area out side the map. These need fixing, and that might fix the Major problem which is the LEAK. If you give me an hour or so I will work on it for you. I will upload something then. Also, change the AAATrIGGER texture for something else.. Not sure but that might be causing problems. But it looks good so don't loose heart.
Commented 21 years ago2003-07-26 12:58:53 UTC
in vault item: cs_pumpo2Comment #92
This is your first try at a CS map? if so, keep going. You managed to produce a map that compiled, ran and wasn't full of errors.. that I could see anyway. Well Done. It is a bit basic, but hey we all have to start somewhere. Keep mapping... Andy
Do you know how old that make me feel?
The reason I haven't released any maps here is that I was too busy administering the site
Seriously though, my work is out there in the community, if you are keen you will find it.
Tutorial: Security Cards
But this is a good example of using env_render.
The map suffers from Lag most possibly because of the huge space involved.
Could do with grouped texlights when you use the switch?
The aiscripted_sequence does not have an Action Animation for barney to perform when he get's there...
But the main problem is that Barney can't see the sequence because it is inaccessable.
To get Barney to see it will require either info_node placement or widening the door.
Monster do not like tight spaces....
I suggest placing an info_node in the middle of the door and then scattering a pattern of them between Barny and the sequence.
Set it up with an ORIGIN and check the entity guide for Func_tracktrain.
Where is hugh_issues.wad?
Your players can see a lot of ground... actually from an engine point of view, the whole map is visible.
Definitley a master somewhere has gone astray.
5 Days it took and what a great time I had!!!!
Well done.
Difficult, but not impossible.
No need to cheat either.
This is the essence of HL mapping.
I am assuming you are talking about the cage.
Func_brushes and model entities interact strangely.
To fix this you are going to have to think outside the cage...
Try placing a clip or monsterclip? brush under the Sci and killing it at the same time the door opens. Not a good fix, and prone to problems, but it might work.
Or put an invisible func_door under the sci and trigger it to move quickly...
First fix:
1. Your sky is a trigger_hurt.
2. Some of your brushes are coplaner and need fixing.
3. No precache is normally associated with a sound that the engine expects to use, but isn't there. In your case it is a sound that is there, but doesn't have an associated monster. Try giving it a name and triggering it. But Fixing the above problems might be a good start.
You have shown you can create good stuff, Now get out there and give us more!
Let me guess, you used Hammer 3.5?
Clever use if the func_brush to hide the shotgun.
I give it 5 Stars
I ran around bumping into things till I turned the brightness up, Was it meant to be dark or is it my monitor?
I liked it anyway, heaps of little black corners to Camp in.
ove the sky and the relationship between the Sun and the Shadow.
Here it is again.
Holes almost fixed. The problem is the VM used on the roof. Will e-mail full ideas later.
The Map looks good, but suffers because you have SKY Boxed it. This drives the wpoly count through the roof, However... If it is just for fun and for use on a LAN then it might not be too bad.
I wish more people would take the time.
When you have included the .wad in your .bsp, just click edit at the top of the screen when looking at this map and upload the new map, then the old screen shot.
Type in wadinclude and select forums. 20 Topics listed.
Look at all the forum posts that discuss textures and including NON Standard .wad files into .bsp's....
The everyone can have a look and comment on your map.
Apart from that this looks really good. Lot's of detail and thought. The map flows, and looks good at the same time.
Great stuff.
I see you managed to get the models to work. Can't say I have ever been able to get a snowman to follow me before.
Well Done.
Well done.
MP maps don't normally have monsters.... but apart from that, it could actually play well.
High r_speeds, but not bad for a first go.
Poly count is high, but LAN play should be Ok. lot's of nice places to hide and run.. The gas chamber is easily defended though?
Well done
The r_speeds aren't too bad, peak in a few places, but constructive use of hint brushes might fix that.
There seem to be some redundant brushes.. stuff you can't see from the ground, but are in the map (rendered). Some of the roof stuff might be able to be removed if you want to save a few poly's...
The only other thing I can think of is increasing the max visable distance of the map, as there were a few places that faded out on long view.
High Speed and lag occasionally, could use work.
Thing is that there are only about 5 textures in the entire map. Limit the number of wad's you use.
Well done.
Suggestions? As a multiplayer it is really going to suffer in the main pillared area because of the visible textured brushes (r_speeds suffer). But by noclipping around, I found that you had already done some work to reduce them. I wonder if bringing the sky down a bit and sectionalising it might reduce them, or wether you would have to use Hint brushes?.
As far as the map goes, a couple of greek god statues (models) might set of the already wonderful eye candy?
When you compile future maps, try to limit the amount of textures you have selected in the Textures Tab to the actual textures you have used, while your at it.. have a read of the Custom Textures tutorial as that explains the way you can include textures into your bsp so that people who play them don't have to go looking for the .wad files
Other than that, it looks Ok...
Hope that helps.
So far there is a few things that need doing.
You have entities that extend into the Void (area out side the map. These need fixing, and that might fix the Major problem which is the LEAK. If you give me an hour or so I will work on it for you. I will upload something then.
Also, change the AAATrIGGER texture for something else.. Not sure but that might be causing problems. But it looks good so don't loose heart.
It is a bit basic, but hey we all have to start somewhere.
Keep mapping...
Andy