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 ago2005-10-08 08:18:34 UTC
in vault item: trainComment #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 2Comment #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.
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.
Commented 19 years ago2005-03-19 10:45:51 UTC
in vault item: Rotating Moving WheelsComment #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 20 years ago2004-11-23 06:15:36 UTC
in vault item: Small battle 2Comment #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?
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.
You can easly build light sources in those supports, it adds atmosphere.
Download link updated!
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.
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.
- Thumps.db
- CmdSeq.wc
- GameCfg.wc
Those files are not needed for a map to run.Second: Never heard of wadinclude?
Neat!
Will there be a TWHL Dedication Project Part 2?
Im sure i will participate in that. ^^
Could you make a HLDM (Half-Life 1) map out of it?
And i got to ask, where are you from?
Its time for an official TWHL HLDM/HL2DM/CS/CSS server! (though i only play HLDM and HL2DM)
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
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
Well done!
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.
Damn, the webmaster of http://prefabs.gamedesign.net/ must be dead or something, i submitted this a prefabs ages ago!
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
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.