Commented 14 years ago2010-09-17 08:52:33 UTC
in vault item: Castle DisposedComment #18502
Yay its here!
Looking at the mod structure now, i can already tell you that there are a bunch of files that you don't need to play the mod, so remove the following files/directories:
In the cl_dll directory, GameUI.dll and paritcleman.dll are not essential for the mod to run. Remove them.
The gfx directory is empty. Remove it?
models\player directory contains a bmp of the zombie player model named remapped.bmp. Why?
SAVE directory. Don't submit a mod that still have old saved game files in them. This alone saves you 2 mb.
C:\THOR\Half-Life.fgd. What's that? Where did i get that? Take a look in the sound/psiwave directory. Remove that wc file.
sprites directory is empty. Remove it also?
config.cfg. Never include your own config file, i don't want to play using your keybindings, whatever they are, i got my own.
voice_ban.dt. Pointless file. Remove it.
Sorry for being so picky about it but why would you not want to exclude empty directories and pointless files from your mod? Exactly.
And here's something neat: if you want to give the mod an icon, follow these steps: Open listlib.gam and add the following line: icon "resource\cd"
Where cd is the filename without extension. Now create your icon. Make sure it's 16x16 and save it as a Targa tga file in the resource directory. In this case the filename should be cd.tga. Now the mod has it's own icon in the games library list.
I still have to play the mod, which is what ill do now.
Commented 14 years ago2010-09-02 11:30:34 UTC
in journal: #6754Comment #49090
Now make an actually map that scrolls down, like Tyrian, then place ground targets like buildings, turrets, missile launchers and the like, create brushbased enemy fighters that attack in formation and have a massive boss enemy at the end of the level and you got yourself a vertical topdown shmup like Tyrian.
Commented 14 years ago2010-08-25 11:07:40 UTC
in vault item: awp_desert_fightComment #18377
Can't say that it looks good. The first thing you might want to change is the sky. You're using a HL sky and since this is a CS map, use a CS sky, like the one used in Dust, that one actually fits your theme.
Other than that, Meh. Lower the sea level a couple of units. And how about some kind of barrier or fencing around your map as well.
Commented 14 years ago2010-08-01 14:23:48 UTC
in vault item: Aquatos: Aqua LabsComment #18317
Rimrook layout ftw.
You'll need to move the glowing illusionaries closer to the source, they stick stick out too much. Make the illusionaries 1 unit thick and place them next to the source.
Commented 14 years ago2010-07-10 08:48:06 UTC
in vault item: TWHL CubiclesComment #16546
Im personally against having HEV suits and weapons in the rooms. It obstructs the player's view and its useless in other cubicles where's there's no combat. You're just exploring without having anything to shoot at.
And if you insist on having a HEV suit plus weapon(s) in your cube, make it clear and have the weapon automatically removed from the player in the next cubicle.
Commented 14 years ago2010-07-08 16:25:16 UTC
in vault item: SatelliteComment #18233
The point is: dark area's just don't work in multiplayer maps so everything should be lit. For singleplayer maps its perfectly normal to have dark area's, for example, air vents.
But since this is a multiplayer map, you want to light everything up because there's nothing more frustating than having an opponent chasing your ass and the only way out is going through a vent but you can't see when you're supposed to go left or right because its pitchblack dark in there.
So i hate to say it, but skals has a point. Pitchblack dark area's: A no go.
Commented 14 years ago2010-07-08 11:59:46 UTC
in vault item: DN3D Tribute - HollywoodComment #17206
+ Well made + Good use of height
± Weapons ± Ambiance
- Too open - Vertex manip'ed terrain makes it hard to navigate plus its too high for my taste. Its like im constantly climbing mountains. Smooth out walkable parts of the map and use CLIP brushes to cordon off area's where players should'nt go
Commented 14 years ago2010-06-16 16:10:07 UTC
in vault item: DissolutionComment #18193
Pretty darn good.
+ Well designed puzzles + Good use of making the player visit and revisit previously visited area's of the map + Nice texturing
+- I did'nt like the massive pipes in the starting room, add some end caps to where the pipes meet the ground and maybe make them less "sharp" +- I noticed a decrease in performance when looking around in the main area (where you have these flows of liquid) +- I did'nt like the closed doors, the ones that never open. Add doorframes for them and don't make the frames the same width as the wall. The same goes for the doors. This way you'll add depth.
One thing that's clearly different from the original screenshot, are the textures on the pillars. Use the texture application tool to shift the texture down until the two white lines match the same height on the original. You know what im talking about.
Commented 14 years ago2010-05-15 10:07:59 UTC
in journal: #6566Comment #53573
Indeed, $40. Not really cheap.
I think im going to buy the Witch or the Tank or both. I already have the headcrab and the parking ticket for Black Mesa and Aperture Labs. I also want the Weighted Companion Cube as i like Portal a lot.
Commented 14 years ago2010-05-09 09:01:47 UTC
in journal: #6553Comment #52662
Completed Serious Sam: The Secound Encounter on serious difficulty yesterday. I've recorded the final battle with Fraps and ill upload it to my YouTube channel shortly.
Commented 14 years ago2010-04-04 12:57:11 UTC
in vault item: TMA's CubicleComment #18063
Hmmm, good point. I guess trigger_relays are easier to set up (select them all, change all keyvalue). With multimanagers you have to iterate through each keyvalue and change it.
I think there was another reason why i prefered relays instead of managers, but i don't remember. I've created those laser contraption over a year ago in another map and decided to recycle them, albeit slightly modified.
Maybe i should experiment and see which one is better: relays or managers. Know that relays have additional properties such as toggle, toggle on, toggle off as well as kill target.
No wonder they get stuck, you've placed the grunts inside the skybox! Ill fix that. I also turned the window frame into illusionaries to make sure the grunts don't get stuck on that. It's a pretty tight space there.
Commented 14 years ago2010-03-18 12:13:51 UTC
in journal: #6450Comment #38404
They did, but i only brought my video camera.
As turns out, i fucked up, i accidentally left my camera running, and wasted tape. Also, when it was my friends turn to meet Kane, i pushed the record button at which point the recording stopped, since it was already recording, so i didn't get that.
Looking at the mod structure now, i can already tell you that there are a bunch of files that you don't need to play the mod, so remove the following files/directories:
- In the cl_dll directory, GameUI.dll and paritcleman.dll are not essential for the mod to run. Remove them.
- The gfx directory is empty. Remove it?
- models\player directory contains a bmp of the zombie player model named remapped.bmp. Why?
- SAVE directory. Don't submit a mod that still have old saved game files in them. This alone saves you 2 mb.
- C:\THOR\Half-Life.fgd. What's that? Where did i get that? Take a look in the sound/psiwave directory. Remove that wc file.
- sprites directory is empty. Remove it also?
- config.cfg. Never include your own config file, i don't want to play using your keybindings, whatever they are, i got my own.
- voice_ban.dt. Pointless file. Remove it.
Sorry for being so picky about it but why would you not want to exclude empty directories and pointless files from your mod? Exactly.And here's something neat: if you want to give the mod an icon, follow these steps:
Open listlib.gam and add the following line:
icon "resource\cd"
Where cd is the filename without extension. Now create your icon. Make sure it's 16x16 and save it as a Targa tga file in the resource directory. In this case the filename should be cd.tga. Now the mod has it's own icon in the games library list.
I still have to play the mod, which is what ill do now.
Those rocket exhausts, are those a custom particle effect?
Joe: how can you say that. :/
I'd totally play that!
How's that?
Thanks Penguin/Strider. ^^
Just noticed those spam accounts are still there. Why are'nt they deleted yet?
Other than that, Meh.
Lower the sea level a couple of units.
And how about some kind of barrier or fencing around your map as well.
You'll need to move the glowing illusionaries closer to the source, they stick stick out too much. Make the illusionaries 1 unit thick and place them next to the source.
That's unacceptable!
But thanks guys.
Not that i care though.
It's so unfair.
Win.
Also, i prefer to use the base values (the designers standard).
But that's some killer system right there. Enjoy it.
And if you insist on having a HEV suit plus weapon(s) in your cube, make it clear and have the weapon automatically removed from the player in the next cubicle.
But since this is a multiplayer map, you want to light everything up because there's nothing more frustating than having an opponent chasing your ass and the only way out is going through a vent but you can't see when you're supposed to go left or right because its pitchblack dark in there.
So i hate to say it, but skals has a point. Pitchblack dark area's: A no go.
+ Good use of height
± Weapons
± Ambiance
- Too open
- Vertex manip'ed terrain makes it hard to navigate plus its too high for my taste. Its like im constantly climbing mountains. Smooth out walkable parts of the map and use CLIP brushes to cordon off area's where players should'nt go
Unless CS has modified func_tracktrain code, you're better off making this example map for CS.
Count me out.
+ Well designed puzzles
+ Good use of making the player visit and revisit previously visited area's of the map
+ Nice texturing
+- I did'nt like the massive pipes in the starting room, add some end caps to where the pipes meet the ground and maybe make them less "sharp"
+- I noticed a decrease in performance when looking around in the main area (where you have these flows of liquid)
+- I did'nt like the closed doors, the ones that never open. Add doorframes for them and don't make the frames the same width as the wall. The same goes for the doors. This way you'll add depth.
I think thats all. Good job.
That was probably an actual lightning strike judging by the fact that the whole area lit up.
Seriously.
I think im going to buy the Witch or the Tank or both. I already have the headcrab and the parking ticket for Black Mesa and Aperture Labs. I also want the Weighted Companion Cube as i like Portal a lot.
Meh.
I think there was another reason why i prefered relays instead of managers, but i don't remember. I've created those laser contraption over a year ago in another map and decided to recycle them, albeit slightly modified.
Maybe i should experiment and see which one is better: relays or managers. Know that relays have additional properties such as toggle, toggle on, toggle off as well as kill target.
Ill fix that.
I also turned the window frame into illusionaries to make sure the grunts don't get stuck on that. It's a pretty tight space there.
Here you go: http://www.themightyatom.nl/stuff/discostu_cubicles_fixed.zip
As turns out, i fucked up, i accidentally left my camera running, and wasted tape. Also, when it was my friends turn to meet Kane, i pushed the record button at which point the recording stopped, since it was already recording, so i didn't get that.
Oh well.
//Downloads picture to harddisk...
In other words: Captain Terror not making any sense.
I assume you're using it...
As for your map, you're saying you can't compile it, but the screenshot looks like a perfectly compiled map to me. Whats happening?
Check out the Compilator, its an easy to use front end that will make it easier for you to compile maps.