It's a Hide-n-Seek map, habboi. The Ts only have knives because you don't want them killing the seekers, so they should hide from the CTs. The CTs look for the Ts (like hide n seek) and have an m4a1 to kill them..
Commented 19 years ago2005-02-15 20:58:34 UTC
in vault item: aim_patriarch-towersComment #6031
ZombieLoffe, usted no puede incluso descargar ese mapa. No trabaja.
Note: I don't speak Spanish at all, I just used a translator =P. For those who can't understand Spanish, here's the English version:
Translated: ZombieLoffe, you can't even download that map. It doesn't work, and apparently, enter that in the translator and it wouldn't come out the same.
Commented 19 years ago2005-02-09 10:52:45 UTC
in vault item: Monster MashComment #5947
Oh yeah, at least say SOMETHING, like "it's for HL2" or something. My description: a long giant hall filled with HL2 zombies and HL2 headcrabs. And you kill them all. Guess that's what you mean by "monster_mash".
Commented 19 years ago2005-02-09 10:49:24 UTC
in vault item: Monster MashComment #5946
Description and screenshot might be handy. Use one of the screenshots included in your zip, and describe the map. Don't get people guessing, and "any death match" isn't a really good substitute for your missing description.
Commented 19 years ago2005-02-05 16:43:28 UTC
in vault item: fac2facComment #5894
Actually, the ceiling idea won't work because you have the surface with the forcefield, so roofing won't work. Instead, create four new brushes textured in sky that extend the outer walls to a point where you can build a sky ceiling (contradictory?).
Oh, and I don't think there's an env_fire entity in CS. I'm assuming you want to have it on fire? You'd use an env_sprite (point-entity) placed near the tree and give it a fire/flame sprite.
Ingame: type "pointfile" (in console) VHE 3.5 beta: go to Map => Load pointfile, and if it asks you for your pointfile (.pts), tell it where the pointfile is.
Commented 19 years ago2005-02-04 20:56:51 UTC
in vault item: fac2facComment #5882
Here's what I think of the map:
+ Cool idea with the forcefield + The ladder is made correctly + Compiled correctly + R_speeds look ok besides epoly due to all of those weapons. I think some weapons/ammo are unneccesary. + Good idea of killing anyone who gets out of the skybox - Skybox! Don't use a skybox. Instead, just use it like a ceiling. Using a skybox makes more polygons visible. - The idea doesn't always work. I survived it once, and some snarks did too. - You didn't set the direction the players face, so they start facing the same direction.
I'd give it a 4/5 because it's a first map and it looks like you put some effort into the map.
Better hint: Don't even go near making a box. I found the leak anyways...
It's near the bottom-right corner of the map. The brush at the right edge doesn't quite match the bottom edge brush.
Also, you might want to snap brushes to the grid (unless the grid size is 1, which in that case, increase your grid size). That way, it's harder to make leaks because since it's snapped, it usually matches.
Commented 19 years ago2005-01-24 21:43:08 UTC
in vault item: de_sandyheatComment #5723
Oh, and madcow: Are you talking about BSPTwoMap/WinBSP? If so, I've already tried those. I'm not very satisfied with results of both. WinBSP messes up every texture and some brushwork, not to mention it occasionally messes up the appearance of faces by making them flat-shaded (with shades of grey, and at least on my computer). BSPTwoMap makes brushes that make them go outside the grid, so I have to delete them, making GIANT gaps. Thanks for the positive feedback!
Commented 19 years ago2005-01-24 21:29:33 UTC
in vault item: de_sandyheatComment #5722
lucky: Already emptied it a long time ago. Kasperg: Whoops, forgot about those problems. Oh, and the easter eggs are behind both rock faces. To get there, you have to either use free-look or set gravity low. Not very impressive...the one next to A are some invisible crates that blow up when the bomb blows at A, and the one at B is a bunch of random decals that makes up...randomness. Oh, and the boxes are intended to be cover, or else you can't plant the bomb without getting shot.
Note: I don't speak Spanish at all, I just used a translator =P. For those who can't understand Spanish, here's the English version:
Translated: ZombieLoffe, you can't even download that map. It doesn't work, and apparently, enter that in the translator and it wouldn't come out the same.
VHE 3.5 beta: go to Map => Load pointfile, and if it asks you for your pointfile (.pts), tell it where the pointfile is.
+ Cool idea with the forcefield
+ The ladder is made correctly
+ Compiled correctly
+ R_speeds look ok besides epoly due to all of those weapons. I think some weapons/ammo are unneccesary.
+ Good idea of killing anyone who gets out of the skybox
- Skybox! Don't use a skybox. Instead, just use it like a ceiling. Using a skybox makes more polygons visible.
- The idea doesn't always work. I survived it once, and some snarks did too.
- You didn't set the direction the players face, so they start facing the same direction.
I'd give it a 4/5 because it's a first map and it looks like you put some effort into the map.
It's near the bottom-right corner of the map. The brush at the right edge doesn't quite match the bottom edge brush.
Also, you might want to snap brushes to the grid (unless the grid size is 1, which in that case, increase your grid size). That way, it's harder to make leaks because since it's snapped, it usually matches.
Kasperg: Whoops, forgot about those problems. Oh, and the easter eggs are behind both rock faces. To get there, you have to either use free-look or set gravity low. Not very impressive...the one next to A are some invisible crates that blow up when the bomb blows at A, and the one at B is a bunch of random decals that makes up...randomness. Oh, and the boxes are intended to be cover, or else you can't plant the bomb without getting shot.