Commented 17 years ago2007-05-06 07:41:16 UTC
in vault item: Under SiegeComment #14804
Actually, there's a trigger_push on the track. If you fall off the train, you die before you reach the edge of the map (not in this version). Also planned is fog, so you don't see the poles and cables appear and dissapear.
@ Splatzone: of course the elevator textures don't match, an elevator travels between floors, each floor may have a different texture theme. Lets just say an elevator has its own texture theme, it does'nt matter if it fits the theme of the level, its an elevator for crying out loud. A blue textured elevator would be silly, eh?
Commented 17 years ago2007-04-19 16:26:43 UTC
in vault item: Minicompo: HallwayComment #14665
Thanks!
I just love the c2a4 texture theme. I used wadinclude, yes, that scrolling data texture its the only custom texture in the map.
Thumps? I geuss you're talking about those distant mortar sounds + tiny screen shakes that occur every couple of seconds? It is infact not triggered by the player, their triggered at random intervals, achieved by clever usage of one env_beam, a bunch of buttons and info_targets, and of course the ambient_generics for the mortar sounds and some env_shakes for the screenshakes.
Check out M_Gargantua's example map called Random Triggering, its based off that. Thanks M_Garg!
Commented 17 years ago2007-03-17 15:43:31 UTC
in vault item: Ocean TempleComment #14394
Dude!
Some damn fine mapping by Elon! To all Elon haters (looks at m0p): Elon might be dumb in your eyes, his mapping is pretty darn impressive!
R_speeds r_crap (5000 +) but it ran fine on my machine. No lag or framedrops for me. I agree with all the stuff mentioned by Bratty, but im adding this:
- config.cfg included in your mod folder. I don't want to play with your keyboard settings, i have my own!
+ I see a lot of Alt + Rightclick usage, for best texturing results. Way to go!
I gave it a thought and i think im gonna do this in Source instead. More space available to me.
And since you're pretty much Pro with Source, im asking you if you would like to be my advisor. Is it possible to make the same kind of exhaust flame in Source as the one in the HL1 version?
Yeah, the sound just continues while in console/menu/pause mode. There's nothing i can do about it.
2000 wpolies? LOL! I have'nt even checked with r_speeds 1. Oh well.
I lack texturing skills and modelling skills. Im also lacking good reference photo's of the Launch Tower. So its quite impossible for me to make a 100% matching tower.
Yeah, the ET (External Tank), SRB's (Solid Rocket Boosters) are of course made with high detail, especially the exhaust nozzles of the Orbiter and the SRB's.
If only i can get this stupid func_tracktrain and trigger_camera thing fixed. But im affraid its in the Spirit code...
LOLT! Glad you liked it, even though its unfinished.
And keep in mind that the launch tower was the hardest thing to do, it consist of countless numbers of steel bars, pipes, wires and what not. Its very difficult to make a perfectly matching tower as the real one. so, of course its a bit ugly.
Did the sound (mp3) work for you? How was the timing?
Opens fine for me. But pretty much everything in this map is wrong. Let me sum up:
You used cillinders to make rocks/cliffs. Nothing wrong with that, but most of them have been made so badly, they cause invalid brush errors.
Huge grey hollow brush ontop of the map. Bad. Unless it is a skybox. But it isn't
Lots of brushes are off the grid (floating points).
Lots of brushes intersect in eachother (Z-fighting).
Complex shapes are world brushes. Turn them into func_walls to speed up the compile time.
and many more things...
Im sorry, but there's just no way any TWHL user is gonna fix all that for you. Either restart from scratch and read some tutorials on rock/cliff making, or fix all them yourself.
Commented 17 years ago2007-01-07 16:39:34 UTC
in vault item: dm_hothworld betaComment #13928
The idea is really neat, but this map has some flaws, im affraid:
- Darkness. Some area's are too dark, IMO. Could be my monitor, though. - Texturing. Most textures in the map are unalligned. Almost as if as you've only applied them, without finetuning (scaling, rotating, etc)
+ Weapons. Those rotating brush weapons are a really nice touch. You never no what kind of weapon you get by walking into them. + Those "elephant" tanks (don't know the name, im not into Star Wars), and other ships. Awesome! It seems you're really good at making things like that.
I say keep working on this, and it'll get a place on my server.
Commented 17 years ago2006-12-22 06:05:04 UTC
in vault item: TWHL - Xmas 2006Comment #13782
Yeah, what a big ass mistake. I got some idea's, like a projector beam projecting the letters as if they'r being written. You know. But its gonna take a horrible amount of entities:
env_beams
func_trains
info_targets
I may not get this finished before Christmas, but oh well. Im sure it'll make you go :O!
//Downloads
Nice, but i do like to point out some issues i didn't really liked:
And "unique" is the keyword for this project. So... woot!
Also planned is fog, so you don't see the poles and cables appear and dissapear.
Fullbright = leak/error/norad/etc = unfinished. And so... moved to unfinished.
This is good! I just love the shakes, booming and industrial sounds.
WIN!
Its not really impressive. There's much more you can add to this map, such as, detailed walls, corners, ambience. There's still time! Go!
//checks...
Oops! It was made by M_Gargantua: https://twhl.info/vault/view/2788
Sorry, BL, i should've checked...
@ Splatzone: of course the elevator textures don't match, an elevator travels between floors, each floor may have a different texture theme. Lets just say an elevator has its own texture theme, it does'nt matter if it fits the theme of the level, its an elevator for crying out loud. A blue textured elevator would be silly, eh?
I just love the c2a4 texture theme. I used wadinclude, yes, that scrolling data texture its the only custom texture in the map.
Thumps? I geuss you're talking about those distant mortar sounds + tiny screen shakes that occur every couple of seconds? It is infact not triggered by the player, their triggered at random intervals, achieved by clever usage of one env_beam, a bunch of buttons and info_targets, and of course the ambient_generics for the mortar sounds and some env_shakes for the screenshakes.
Check out M_Gargantua's example map called Random Triggering, its based off that. Thanks M_Garg!
Texturing could use a little more work, though. I kinda like the clock going nuts!
Improve and expand!
This is just a dumb example of crappy typing. Watch your typing!
Some damn fine mapping by Elon! To all Elon haters (looks at m0p): Elon might be dumb in your eyes, his mapping is pretty darn impressive!
R_speeds r_crap (5000 +) but it ran fine on my machine. No lag or framedrops for me.
I agree with all the stuff mentioned by Bratty, but im adding this:
- config.cfg included in your mod folder. I don't want to play with your keyboard settings, i have my own!
+ I see a lot of Alt + Rightclick usage, for best texturing results. Way to go!
I gave it a thought and i think im gonna do this in Source instead. More space available to me.
And since you're pretty much Pro with Source, im asking you if you would like to be my advisor. Is it possible to make the same kind of exhaust flame in Source as the one in the HL1 version?
Yeah, the sound just continues while in console/menu/pause mode. There's nothing i can do about it.
2000 wpolies? LOL! I have'nt even checked with r_speeds 1. Oh well.
I lack texturing skills and modelling skills. Im also lacking good reference photo's of the Launch Tower. So its quite impossible for me to make a 100% matching tower.
Well, my main goal was to create the exact same sequence as in: http://video.google.nl/videoplay?docid=-2510091430596079774&q=nasa+launch I want the whole sequence to be seen from a trigger_camera entity. But there's a bug with the camera that somehow screws up the exhaust flame...
Yeah, the ET (External Tank), SRB's (Solid Rocket Boosters) are of course made with high detail, especially the exhaust nozzles of the Orbiter and the SRB's.
If only i can get this stupid func_tracktrain and trigger_camera thing fixed. But im affraid its in the Spirit code...
And keep in mind that the launch tower was the hardest thing to do, it consist of countless numbers of steel bars, pipes, wires and what not. Its very difficult to make a perfectly matching tower as the real one. so, of course its a bit ugly.
Did the sound (mp3) work for you? How was the timing?
Wad issues fixed.
Moved to Problem Maps.
- and many more things...
Im sorry, but there's just no way any TWHL user is gonna fix all that for you. Either restart from scratch and read some tutorials on rock/cliff making, or fix all them yourself.- Darkness. Some area's are too dark, IMO. Could be my monitor, though.
- Texturing. Most textures in the map are unalligned. Almost as if as you've only applied them, without finetuning (scaling, rotating, etc)
+ Weapons. Those rotating brush weapons are a really nice touch. You never no what kind of weapon you get by walking into them.
+ Those "elephant" tanks (don't know the name, im not into Star Wars), and other ships. Awesome! It seems you're really good at making things like that.
I say keep working on this, and it'll get a place on my server.
- env_beams
- func_trains
- info_targets
I may not get this finished before Christmas, but oh well. Im sure it'll make you go :O!Ill make it more juicy later.
Stay tuned for a big ass update, soon to be released!