Comments

Commented 19 years ago2005-09-19 01:56:46 UTC in vault item: Batman Begins drivable Tumbler Comment #9071
Looks pretty good, but behaved strangely.

Please update this and include the hottie next time! :)
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Commented 19 years ago2005-09-18 17:09:19 UTC in vault item: The Pink Comment #9067
Update:
Go here for the version that includes the songs:

http://ipa.buffalostate.edu/~rowleybob/pink 006.zip
Commented 19 years ago2005-09-17 20:43:01 UTC in vault item: Detention Comment #9052
K. Tried it out and I must say it's quite impressive imo.

+Love the intricate and not to mention huge layout. Well thought-out, fluid, looks nice, especially up top imo.
+r_speeds are almost nonexistent for a map of this size...great performance
+Stairs look great and are elegantly designed imo, albeit a little steep.
+I'm a noob at lighting, but it looked fine afaik.
-The Architecture and Texturing are fine, if not a little boring. If you broke it up more with stuff like the holes in the wall, or some grafitti, blood splatters, etc.
-maybe a little more detail in other places like Antenna array on roof, toilets and sinks and food cup in the accessible cells, etc.

To sum up, a nicely done map in all respects, except it could do with some more fine detail items, and stuff to break up some areas, so you can tell exactly where you are at any time.

"Oh there is the human remains, and vomit stain...I must be on the right side of level 2..."--which would all be appropriate for a prison, mind you :)
Commented 19 years ago2005-09-16 14:14:35 UTC in vault item: Detention Comment #9036
Link no workie. Please pm me when this map is back up, 'cause I'd like to check it out!

I think I never dled it before, because I used to be 'afraid' of downloading from 'remote sources.' :P
Commented 19 years ago2005-08-29 03:12:12 UTC in vault item: Sniper Comment #8740
Nice-looking bunker...sorta looks halo-ish : )
Commented 19 years ago2005-08-29 03:10:24 UTC in vault item: Waterfall and realistic flooding Comment #8739
You could make the flow a func_door, moving up slowly with the water level.

With an animated texture and playing with the fx settings, you might be able to make it look like flowing water as well.
Commented 19 years ago2005-08-23 01:39:42 UTC in vault item: de_vine Comment #8652
Wow, considering how old this map is... I mean it looks like a source map with the brilliant texturing and good use of models!

Reall neat places to walk--rafters, stairs, etc.

One of the most detailed, cleanly textured maps I've ever seen for 1.6.

Simply Amazing: 5/5
Commented 19 years ago2005-08-17 19:27:40 UTC in vault item: Old Medkit Comment #8615
This has been done by Lightforce, however your example looks pretty well done.

You have a talent for making props, I can definitely see that. You might consider joining our Modeling soiree!
Commented 19 years ago2005-08-03 17:48:17 UTC in vault item: RMFs for MINIMICUS Comment #8415
Wow that's awsome Slayer! Thank you!

Would you consider releasing laser defense system as well? ;)
Commented 19 years ago2005-07-29 18:11:18 UTC in vault item: Fake Lighting Half-Life Comment #8318
Yeah, I was all excited until I realized It serves no practical purpose I can think of...

Thank You for the comment!
Commented 19 years ago2005-07-29 18:08:07 UTC in vault item: USS Defiant DS9 Half-Life Comment #8317
Thank you Hunter ol' boy. Someday I will revisit this project, but first I have to redesign it...ugh!
Commented 19 years ago2005-07-26 00:02:25 UTC in vault item: awp_constructions Comment #8283
looks good, will try to check it out soon.
Commented 19 years ago2005-07-26 00:01:53 UTC in vault item: 1st attempt at making a map Comment #8282
Looks nice from the screenie! Will try to check it out soon.
Commented 19 years ago2005-07-26 00:00:03 UTC in vault item: Sniper Comment #8281
Looks neato, will check it out later!
Commented 19 years ago2005-07-25 02:09:48 UTC in vault item: Doors only open when you face west Comment #8257
K. One solution found. It's in the original thread.
Commented 19 years ago2005-07-25 01:48:15 UTC in vault item: Doors only open when you face west Comment #8256
K. Round 1 is finished. I deleted all your doors and made 4 new ones--one in each direction. They all worked fine without the 'use only' flag checked, but behaved the way you described with.

Next I'll mess with some or func_buttons or such, combined with the doors, to simulate the 'use' effect, and see what works best.
Commented 19 years ago2005-07-25 01:05:36 UTC in vault item: Doors only open when you face west Comment #8255
I've tried a bunch of things, even making new maps with only a func_door, and they all behave in the same way you've described.

It's a weird bug that I can't believe I never heard about 'till now... I thought it was just my map or system config that was the culprit!

I will take a look at your map and try for the next simplest way, to get your doors to open consistently in all directions, with the 'use only' flag on.
Commented 19 years ago2005-07-24 16:16:21 UTC in vault item: Doors only open when you face west Comment #8250
Weird, Mine will only open if the player is faced south!
Commented 19 years ago2005-07-23 14:08:54 UTC in vault item: rotating_door01 Comment #8232
It's certainly been done in one form, or another, but your example is very clean and nicely done.

My only possible suggestions would be to add a frame to the bottom part of the glass, and to make the center part of the door's diameter a little bigger, and opaque--so you don't get the kaleidoscope effect at the center of the door.
Commented 19 years ago2005-07-23 13:57:55 UTC in vault item: Escalator Comment #8231
Wow, really neat and really well done Alex.

2 suggestions:
-try using a light emmiting texture for the trains, to see if you can't eliminate the weird shadows your getting.

-turn down the train sound, or only have it turned on like every 5th train--the loudness of them all neary cracked me eardrums!
Commented 19 years ago2005-07-08 19:48:10 UTC in vault item: Example rides Comment #8091
Looks neat, will rate soon!
Commented 19 years ago2005-07-08 19:47:43 UTC in vault item: Attacking Beams Comment #8090
Looks interesting, will rate soon!
Commented 19 years ago2005-07-08 19:47:15 UTC in vault item: H.E.V Suits Required Comment #8089
Looks neat will rate soon.
This comment was made on an article that has been deleted.
Commented 19 years ago2005-07-08 19:45:23 UTC in vault item: Source Compo 1 - Example Map! Comment #8087
Looks cool! I will have HL2 installed on my new machine soon and will check it out!
Commented 19 years ago2005-07-06 18:43:03 UTC in vault item: Its a Trap Comment #8061
Looks nice from screenie, can't test it right now though...sorry!
Commented 19 years ago2005-07-06 18:41:10 UTC in vault item: psychomap Comment #8060
Looks cool. Will rate soon!
Commented 19 years ago2005-06-28 20:36:03 UTC in vault item: New Medkit Comment #7962
Neat!
Commented 19 years ago2005-06-27 00:47:29 UTC in vault item: Moving laserbeams Comment #7937
downloading...will rate soon!:)
Commented 19 years ago2005-06-27 00:46:49 UTC in vault item: City Prefabs Comment #7936
they look cool from the screenie! Is this Soucre or HL?
Commented 19 years ago2005-06-22 19:07:39 UTC in vault item: Halo UNSC Scorpion Tank Comment #7879
Screenie! This sounds ominously like a prefab. If it is, it belongs at Ejoop--prefab site--, not here. :)
Commented 19 years ago2005-06-18 22:07:29 UTC in vault item: Laboratory Comment #7823
Pretty cool. I like the bookcase secret passage, and your 'blending' machine--shame you missed the machine compo!.

Unfortunately, I couldn't figure what to do after opening the screen.
Commented 19 years ago2005-06-17 19:16:26 UTC in vault item: Switchable Texture Lights with ZHLT 3.2 Comment #7808
Muzzie, If you look at BJ's example, it's actually the exact same thing. But whatever, your's is more clealy explained imo.
Commented 19 years ago2005-06-17 18:53:06 UTC in vault item: Rocket accident Comment #7807
Very cool! One of the most interesting vignettes I've seen in a while.
Commented 19 years ago2005-06-16 16:41:45 UTC in vault item: Domino for HL1 Comment #7785
Wow neat idea! You should see how many dominos you can add before hammer says 'uncle'!
Commented 19 years ago2005-06-16 15:47:03 UTC in vault item: Switchable Texture Lights with ZHLT 3.2 Comment #7783
Nice example, but -250 forum points for no screenie! :P
Commented 19 years ago2005-06-15 17:02:56 UTC in vault item: Scripted conversations Comment #7771
I've done almost nothing with scripting, so it's all very interesting to me. Did you see 'the party' by Crazed1 btw? Pretty cool scripting stuff in there, too.
Commented 19 years ago2005-06-15 16:40:03 UTC in vault item: ChickenMix Comment #7770
Nice texturing and lighting; puzzles and transitions; and overall ambience. Good Job!
Commented 19 years ago2005-06-13 21:01:24 UTC in vault item: ChickenMix Comment #7735
Looks rad from screenie...will test later.
Commented 19 years ago2005-06-13 09:49:03 UTC in vault item: Scripted conversations Comment #7727
Haven't tried it yet, but...Screenie!! :)
Commented 19 years ago2005-06-08 19:17:33 UTC in vault item: Running water Comment #7658
Screenie! :o
Commented 19 years ago2005-06-06 18:56:02 UTC in vault item: Fake Lighting Half-Life Comment #7630
Strike my last. :(

Downloaded the latest compile tools--3.2.1--and the ZHLT light flags work fine now.

Not so useful after-all...:(
Commented 19 years ago2005-06-06 18:27:27 UTC in vault item: Fake Lighting Half-Life Comment #7629
Played around with the light flags and found they crash hlrad. found an old thead that informed me this is a known bug with the newest compile tools.

So I guess this might be useful to make something 'look' opaque, after-all. :)
Commented 19 years ago2005-06-06 18:26:58 UTC in vault item: Fake Lighting Half-Life Comment #7628
Played around with the light flags and found they crash hlrad. found an old thead that informed me this is a known bug with the newest compile tools.

So I guess this might be useful to make something 'look' opaque, after-all. :)
Commented 19 years ago2005-06-06 17:36:05 UTC in vault item: Torture a Scientist Comment #7627
Mmmmmm...torture... :)
Commented 19 years ago2005-06-06 17:21:25 UTC in vault item: aim_aug Comment #7626
Nice for what it is.
Commented 19 years ago2005-06-02 17:35:16 UTC in vault item: Fake Lighting Half-Life Comment #7556
Um, how 'bout on a brush-based entity, that comes up fullbright? Or does ZHLT light flags do that already--I'm pretty new at lighting, 'cause usually 'am too impatient to run HLrad. :0
This comment was made on an article that has been deleted.
This comment was made on an article that has been deleted.