Comments

Commented 19 years ago2005-11-01 05:55:02 UTC in vault item: Data (for Gunman Chronicles) Comment #9702
Wewt, a Gunman Chronicles map! ^_^
And i have Gunman. :)

The Gunman FGD is shipped with the retail. It should be in your Gunman root directory after installation. If not, try other dirs.
Commented 19 years ago2005-10-24 07:00:12 UTC in vault item: Black Mesa work area B-105 Comment #9528
Check your thread.
Commented 19 years ago2005-10-24 06:48:18 UTC in vault item: Black Mesa work area B-105 Comment #9527
Old on, ill make some example screens.
Commented 19 years ago2005-10-24 06:22:42 UTC in vault item: Black Mesa work area B-105 Comment #9525
I suggest you add some supports for those green walls. You know, stuff like pillars, concrete supports.
You can easly build light sources in those supports, it adds atmosphere.
Commented 19 years ago2005-10-21 16:50:10 UTC in vault item: All Shuttle Crafts from V Comment #9497
Update: Download link works again. :)
Commented 19 years ago2005-10-16 17:29:32 UTC in vault item: Spellbinder - The Summoning Tower Comment #9450
Lucky bestards! :P

Download link updated!
Commented 19 years ago2005-10-08 11:49:57 UTC in vault item: train Comment #9363
;D
Commented 19 years ago2005-10-08 08:18:34 UTC in vault item: train Comment #9358
Whaha, the infamous train travel limit. :)
Yes you did'nt knew that, did'nt you? A func_train has a travel limit. When it goes over that limit, the train suddenly stops moving, but the actual hull keeps moving, its like a ghost, or a spirit of the train. But there is an easy fix for this. Just add an origin brush to the train and the tavel limit is gone.

And i know, don't say a word. I just had to post this. :)
Commented 19 years ago2005-10-01 17:17:51 UTC in vault item: ChickenMix 2 Comment #9299
Very impressive.
You have some really nice area's, like the Anomalous Materials area look-a-like. Pwn.

I suggest the following:

You have some texture allignment bugs, like these: http://img134.imageshack.us/img134/363/textureerrors0ce.jpg
Also, use a trigger_autosave before the apache scene. There is no autosave in the level, and when you get killed by the apache, you can start all over again. :)
Commented 19 years ago2005-10-01 16:40:42 UTC in vault item: Dizzy_Killbox2 Comment #9298
And get rid of al those useless files like:
  • Thumps.db
  • CmdSeq.wc
  • GameCfg.wc
Those files are not needed for a map to run.
Commented 19 years ago2005-10-01 08:40:37 UTC in vault item: Dizzy_Killbox2 Comment #9294
Missing dizzy_devil.mdl indeed. :/
Commented 19 years ago2005-09-28 15:42:42 UTC in vault item: de_middleages Comment #9241
First: Invalid zipfile, could'nt open it.

Second: Never heard of wadinclude?
Commented 19 years ago2005-09-28 04:59:35 UTC in vault item: TWHL Dedication Project Comment #9234
Whats the secret room? Is that the room with the working camera screen, with those two red lasers?

Neat!
Commented 19 years ago2005-09-27 03:50:59 UTC in vault item: TWHL Dedication Project Comment #9208
That is... teh pwn!

Will there be a TWHL Dedication Project Part 2?

Im sure i will participate in that. ^^
Commented 19 years ago2005-09-22 04:22:29 UTC in vault item: Scripted Sequence Example Comment #9108
Ow please...
Commented 19 years ago2005-09-16 09:47:18 UTC in vault item: de_dolls Comment #9022
Heh, girls room. Pretty original. :)

Could you make a HLDM (Half-Life 1) map out of it?
Commented 19 years ago2005-09-16 09:20:16 UTC in vault item: mad_hyperspeed Comment #9021
Whats wrong with your gauss?
Commented 19 years ago2005-08-16 11:11:16 UTC in vault item: Old Medkit Comment #8588
Heh, that is cool. I like the way you did the guns.

And i got to ask, where are you from?
Commented 19 years ago2005-08-11 08:13:33 UTC in vault item: xdm_destroy Comment #8560
HL = HLDM. If you have HL (Steam), you have HLDM. Its one. Its not like seperate game like HL2 and HL2DM.
Commented 19 years ago2005-08-10 12:43:43 UTC in vault item: Intensity Comment #8547
I'de love to play some HL SP maps made by the Killah! :D
Commented 19 years ago2005-08-08 11:02:56 UTC in vault item: Covanant Shade turret Comment #8511
You either have no lights or a leak in your map...
Commented 19 years ago2005-08-02 13:05:54 UTC in vault item: RPG Arena Comment #8400
I have Steam and it doesn't suck, it works perfectly. On my system that is. ;)
Commented 19 years ago2005-08-01 09:08:41 UTC in vault item: RPG Arena Comment #8370
We need a freakin host!
Its time for an official TWHL HLDM/HL2DM/CS/CSS server! (though i only play HLDM and HL2DM)
Commented 19 years ago2005-07-31 14:52:31 UTC in vault item: RPG Arena Comment #8351
No i didn't tested it, i don't have a HL server.
Commented 19 years ago2005-07-31 11:00:02 UTC in vault item: RPG Arena Comment #8347
Dude, its HLDM. Play it in HLDM mode.
Commented 19 years ago2005-07-23 08:07:18 UTC in vault item: Torture that Alien Comment #8223
Use my teleportation prefab for the beams and the re-respawning monster. Your's don't work.
Commented 19 years ago2005-07-23 08:02:25 UTC in vault item: Torture that Alien Comment #8222
Fact: A zombie is not an alien. Its a mutation.
This comment was made on an article that has been deleted.
Commented 19 years ago2005-07-16 06:07:46 UTC in vault item: Broken by vertex manipulation Comment #8122
Keep trying, you'll get it. :)
Commented 19 years ago2005-07-15 19:16:15 UTC in vault item: Broken by vertex manipulation Comment #8118
Ok i fixed it. Your vertex manipulation was infact very messy. I removed a couple of walls and floors and remade them, with proper vertex manipulaton. Your map is still the same.

There were 3 leaks:

1. Because of the messy vertex manipulation, there was a tiny little crack where the floor meets the wall. Fixed it.

2. You had a func_door on really strange place, i removed it and made a regular brushwall at that spot. If you it was your intension to have a door there, im sorry.

3. The large tube was badly made and its vertices were not lying on the grid, even in the closest zoom level. So i remade it.

I hope this'll suit your needs. :)

Download: http://wdevries.demon.nl/MarkH/Atom_zooi/test2.rmf
Commented 19 years ago2005-07-15 18:46:11 UTC in vault item: Broken by vertex manipulation Comment #8117
Im checking it. Hold on.
This comment was made on an article that has been deleted.
Commented 19 years ago2005-06-22 07:27:58 UTC in vault item: Moving laserbeams Comment #7874
Uhm, i consider a ring beam and a normal beam 2 different things. :)
Commented 19 years ago2005-06-20 05:00:39 UTC in vault item: Unfinished Comment #7840
That is the high defenition weapon (MP5 replacement) from the Blue Shift High Def pack.
Commented 19 years ago2005-06-14 09:55:25 UTC in vault item: ChickenMix Comment #7750
Missing camera.mdl :(
Commented 19 years ago2005-05-25 09:46:33 UTC in vault item: Spellbinder - The Summoning Tower Comment #7436
Im sorry, Lycos has removed my tripod account and everything is gone. If you still want to play it, send me an email. Visit my profile to get it.
Commented 19 years ago2005-05-17 03:53:48 UTC in vault item: l33t: Conclusive Analysis Comment #7306
Only smaller.

Btw, this map reminds me of making a short tutorial about the angular velocity on func_trains. Awesome thing.

Your map scared the crap out of me when i saw that piece of blue pipe coming towards me. Thank god i quicksafed at the beginning of the map. Lol
Commented 19 years ago2005-05-14 11:51:59 UTC in vault item: l33t: Conclusive Analysis Comment #7262
Omg!! That is... teh shit!
Well done!
Commented 19 years ago2005-04-17 08:07:33 UTC in vault item: func_door fun Comment #6803
No BSP?
Commented 19 years ago2005-03-19 10:45:51 UTC in vault item: Rotating Moving Wheels Comment #6300
Heh, thanks. I might. I got an improved version of that map. With some more trees and more.

The rotating wheel affect is achieved by making the wheel rotate around their own axis, next to their normal func_train movement. I only add -180 0 0 to the xyz values of the func_trains. Take a look. :)
Commented 19 years ago2005-03-15 06:18:49 UTC in vault item: All Shuttle Crafts from V Comment #6273
Heh, thanks.

Damn, the webmaster of http://prefabs.gamedesign.net/ must be dead or something, i submitted this a prefabs ages ago!
Commented 19 years ago2005-03-10 12:15:36 UTC in vault item: Lambda: Deadly Reactor, Part 1 Comment #6258
You better get that finsished, it looks awesome. Pretty cool name too.
Commented 19 years ago2005-02-04 05:47:04 UTC in vault item: All Shuttle Crafts from V Comment #5872
Thanks. Yeah, those ships are just extended ones, to carry more supplies and troops. :)
Commented 19 years ago2005-02-03 17:39:39 UTC in vault item: All Shuttle Crafts from V Comment #5865
Bcus its from the sci fi movie "V"! Doh. :)
Commented 19 years ago2005-01-03 08:13:24 UTC in vault item: TWHLmix Comment #5436
Looks like the zipfile got corrupt. I get this error when extracting:

Extracting to "D:\Half-Life"
Use Path: yes Overlay Files: no
skipping: valve\maps\graphs\twhlmix1.nod unsupported compression method 12
skipping: valve\maps\graphs\twhlmix2.nod unsupported compression method 12
skipping: valve\maps\twhlmix1.bsp unsupported compression method 12
skipping: valve\maps\twhlmix2.bsp unsupported compression method 12
skipping: valve\titles.txt unsupported compression method 12
error: no files were found - nothing to do
Commented 20 years ago2004-11-23 06:15:36 UTC in vault item: Small battle 2 Comment #5147
Actually, its pretty fun to make a map like that. Only when you get bored. :) I got a similar map, it features some human grunts, black ops (!!!) and some headcrabs. And no, this is not an Opposing Force map. Anyone interested?
Commented 20 years ago2004-10-07 03:37:55 UTC in vault item: Oficina Comment #4289
Hey mulleboy, relax will ya? New mappers are people too.

As for the map, do you have a leak, or did'nt you ran RAD? Because the map seems to be full bright. But i like your Lab environment. :)
Commented 20 years ago2004-09-07 03:01:57 UTC in vault item: Agamemnon Icarus Glass (Glass Compo entry) Comment #3831
YAWP!
Commented 20 years ago2004-09-06 07:16:10 UTC in vault item: aa2 Comment #3798
Also, midi files don't and never will work in HL.
Commented 20 years ago2004-09-06 07:14:21 UTC in vault item: cs_blackmesa Comment #3797
Hey, is that... the train station as in OppFor?