Commented 20 years ago2004-08-07 09:00:51 UTC
in vault item: My RoomComment #3202
"If your thinking of making a rat's map out of this then you need to add more passage ways (like the ones that rats crawl through) and u gotta gets some guns and stuff."
Commented 20 years ago2004-08-06 08:33:22 UTC
in vault item: My RoomComment #3184
Hmmm, floater, i scaled the map by 8, thats big enough.
For those of you who have trouble downloading the file, ill rename .zip to... err... .lol. So you can download it, and then re-renamce .lol to .zip again.
Nah, i won't make a real mod out of it. I can talk about it with Sharak, who was a great supporter, but i don't think i will make a real mod out of it.
Commented 20 years ago2004-07-06 11:39:15 UTC
in vault item: WallClimberComment #2602
He did not gave me a drink, so i shot him!
Use more textures, not just one for one big room. And make the ladders transparant. You can do this by turning them into func_walls, render mode solid, FX amount 255. The add a new brush in front of the ladders and turn these into func_ladders. Give these func_ladders the aaa_trigger texture.
Commented 20 years ago2004-05-30 07:04:35 UTC
in vault item: The PlaytestComment #2126
/me quotes: "Ok, I dunno if this is the secret, but I found some crazy keybindings!"
Heh, CP has send in his own config.cfg file, with all of his keybindings. It was to late to fix, since he allready submitted his map. So here's mij advise for everyone:
Commented 20 years ago2004-01-30 17:27:11 UTC
in vault item: commander_keen_testlevelComment #861
Allright. Added an extra room. Also added some more pwnd textues, which brings the amount of textures to 330. I quit working on this testlevel. Use the textures if you want. But don't forget to credit me.
Commented 20 years ago2003-12-10 17:44:43 UTC
in vault item: a01&a02Comment #544
Well, if you want the player go through the next level, make sure that the player IS inside the trigger_changelevel. If the player is not inside, it won't work. Also important, the info_landmark has to be on the same spot in both maps. How to fix: cover the whole map with the trigger_changelevel entity so that player is always inside it. But don't cause any leaks.
And one other thing, you have a major skybox, so i guess r_speeds are pretty high. Especcialy with all those leaves.
Very nice work!
Noooooo! OW btw, she can't. She Married... SHOCK HORROR
Floater, Angeline is not my idol, Alizée is. And only her.
You would'nt understand. Anna Kournikove! Teehee, yer crazy?
Well, DUH! What do you think im doing these days?
Yay for floater.
The Download must work now.
For those of you who have trouble downloading the file, ill rename .zip to... err... .lol. So you can download it, and then re-renamce .lol to .zip again.
Its perfectly normal to have a sink in other room then just the bathroom, here in Holland.
A rats map version is in the making...
And im NOT obsessed! Im just a fan of her. She's a french singer.
Ratmap... Hmmmmzz. I might build one based on this one.
Nah, i won't make a real mod out of it. I can talk about it with Sharak, who was a great supporter, but i don't think i will make a real mod out of it.
Use more textures, not just one for one big room.
And make the ladders transparant. You can do this by turning them into func_walls, render mode solid, FX amount 255. The add a new brush in front of the ladders and turn these into func_ladders. Give these func_ladders the aaa_trigger texture.
Also, the map needs at least one light source. If there is no light source at all, the map will either be full bright or pitch black.
"Ok, I dunno if this is the secret, but I found some crazy keybindings!"
Heh, CP has send in his own config.cfg file, with all of his keybindings. It was to late to fix, since he allready submitted his map. So here's mij advise for everyone:
Never send your config.cfg file with your mod.
Animating and transparant texture don't work together! Argh!
Iv'e been working on the testlevel map. Added some more stuff. Ill upload later, buzy now.
Also, the wad is updated with textures from Keen 1 and 2.
For singleplayer maps one info_player_start is enough.
Also important, the info_landmark has to be on the same spot in both maps. How to fix: cover the whole map with the trigger_changelevel entity so that player is always inside it. But don't cause any leaks.
And one other thing, you have a major skybox, so i guess r_speeds are pretty high. Especcialy with all those leaves.