Commented 15 years ago2009-02-18 11:48:39 UTC
in vault item: Rooms Coop - MuzzComment #17299
Thanks all.
Yeah, you're right about the reactor itself, CT, it still has a somewhat unfinished feel to it, mainly because i tried to keep the r_speeds reasonable, and stopped adding detail to it. Also, i was getting the "Too many entities in visible packet list" message (even on Full VIS!). I used a lot of func_illusionary entities to make the map compile as quickly as possible and to create as less leafs as possible. I can keep adding detail to the reactor, but in turn, something else has to go. I was thinking about the server room. If i remove that, i get some more wpolies to spend.
Commented 15 years ago2009-01-29 13:31:59 UTC
in vault item: LightComment #17261
You have a couple of monstermakers that don't have a targetname and no monster type specified. Im not sure if that is causing the SPAWNED A NULL ENTITY error, but if it is, either make the monstermakers work or delete them.
Why do you have those in your map if they don't serve a purpose?
Do you have a problem with your lights or something as well?
One other thing i noticed: try not to capitalize entity names and targetnames. Use lower case characters only, and no weird chars like !@#$%^&* etc. Not that you have those, its just so you know.
And finally, a word of advice: move the VIS groups and the Texture Bare to the left, to enlarge the 2D and 3D windows.
Commented 15 years ago2009-01-11 12:53:08 UTC
in journal: #5563Comment #60165
You can even spawn monsters HLDM, but only those that have been precached.
For example:
give monster_headcrab spawns a headcrab below you and you'll get stuck in it. If want to have serious fun with monsters in HLDM, install Entmod. Entmod has made it a whole lot easier to spawn stuff:
Commented 15 years ago2008-12-22 14:20:05 UTC
in vault item: hlife_hotdog_compo26Comment #17190
Holy cow. I just played your map again, and damn, horrible performance. So i switch to D3D and guess what? It ran great! This opens up new possibilities: even more detail!
Anyway, i enjoyed your mod. I liked the color laser puzzle the most, great use of env_beams.
Insane system reqs. Compared to my current system that is. Hunter told me L4D system reqs have the same system reqs as Ep2. But no, the minumum system reqs for L4D are twice the system reqs for L4D. Crazy.
Commented 16 years ago2008-10-29 09:25:49 UTC
in vault item: cs_awesomeComment #17076
Oh god, use different textures for that red-yellow building, it doesn't fit in the map at all, compared to the other building, plus, its a reactor style texture. You don't apply a clock texture to a floor brush either, do you?
Commented 16 years ago2008-10-24 11:37:33 UTC
in journal: #5427Comment #54985
Its the button labelled tl.
If texture lock is enabled (button is in its pressed state), textures on brushes will move with the brush and retain their allignment when you move those brushes around. Textures will not move with brushs if TL is off.
Commented 16 years ago2008-10-24 09:24:04 UTC
in journal: #5427Comment #54984
Skals, thats not the point. Your Xen textures look boring, flat and blocky. If you used triangles instead (read Daubeh's Tetrahedron Terrain tutorial) and vertex manipulated it to create height and depth, it would look a whole lot better.
Also, why is there an ugly seam in your xen brushes? Forgot to turn off Texture Lock or something?
Commented 16 years ago2008-10-19 11:10:40 UTC
in vault item: Dm_ComboComment #17043
Ok.
This map has one major issue that should be taken care of: r_speeds. R_speeds in this map r_crap, peeking over 2500. Thats too high for a DM map.
To fix, try texturing unseen faces with the BEVEL texture. The BEVEL texture acts like NULL, but it doesn't generate clipnodes. I know it sounds technical, but it may lower r_speeds.
Another way to lower r_speeds is to increase the texture scale of the concrete-ish texturee. This may look ugly at first but since most of the map makes use of a plain texture, it doesn't really matter.
I'd say try to get the r_speeds below 1500.
Now for the things i like:
Great entity work and architecture. I found out that the teleporter teleported me to the red part most of the time, allowing me to get the gauss and gaussjump over the entire map.
So, overall its a good map, but the high r_speed make it kinda unplayable. Work on that and you got yourself a fun, fast-paced deathmatch map.
And the default skybox texture really needs replacement.
And finally, try uploading jpg screenshots next time. Jpg's are smaller, and load a lot faster.
:/
Yeah, you're right about the reactor itself, CT, it still has a somewhat unfinished feel to it, mainly because i tried to keep the r_speeds reasonable, and stopped adding detail to it. Also, i was getting the "Too many entities in visible packet list" message (even on Full VIS!). I used a lot of func_illusionary entities to make the map compile as quickly as possible and to create as less leafs as possible. I can keep adding detail to the reactor, but in turn, something else has to go. I was thinking about the server room. If i remove that, i get some more wpolies to spend.
Ill see what i can do.
Thanks again.
Why do you have those in your map if they don't serve a purpose?
Do you have a problem with your lights or something as well?
One other thing i noticed: try not to capitalize entity names and targetnames. Use lower case characters only, and no weird chars like !@#$%^&* etc. Not that you have those, its just so you know.
And finally, a word of advice: move the VIS groups and the Texture Bare to the left, to enlarge the 2D and 3D windows.
http://twhl.co.za/forums.php?thread=9888
My version is balls compared to yours.
If you can, complete it. Im not going to continue on mine.
For example:
give monster_headcrab spawns a headcrab below you and you'll get stuck in it. If want to have serious fun with monsters in HLDM, install Entmod. Entmod has made it a whole lot easier to spawn stuff:
entmod_create monster_alienslave X Y Z 1
Softy...
I have a cold right now (catched it on the 31st) and im just gonna wait until the battle is over, if you know what that means...
And i think it is a good thing that Scott can identify PC components. I think it raises the chance of getting a job in the ICT business.
Can't wait for the "My son can identify various parts of a HL map (world brush, brush entity, point entity etc)!" post!
Bunch of whiners, god. :/
Its freakin awesome!
Oh well, congrats!
You can do better than that. Add some depth, all you have are flat walls. Boring, man.
Anyway, i enjoyed your mod. I liked the color laser puzzle the most, great use of env_beams.
Good job.
Get me Bill, Francis, Louis and Zoey! On the double!
You can call Christmas a white Christmas when its snowing on the December 25th.
Raver's avatar needs PNG transparency badly.
So Black Mesa is not dead yet. Good.
And wow, its looks great, but really bad performance. R-speed r over 4500 at the start location. Bad.
If texture lock is enabled (button is in its pressed state), textures on brushes will move with the brush and retain their allignment when you move those brushes around. Textures will not move with brushs if TL is off.
Also, why is there an ugly seam in your xen brushes? Forgot to turn off Texture Lock or something?
The first screenshot for example, is too blocky. If you vertex manipulated those xen parts, it would look much more... alive.
This map has one major issue that should be taken care of: r_speeds.
R_speeds in this map r_crap, peeking over 2500. Thats too high for a DM map.
To fix, try texturing unseen faces with the BEVEL texture. The BEVEL texture acts like NULL, but it doesn't generate clipnodes. I know it sounds technical, but it may lower r_speeds.
Another way to lower r_speeds is to increase the texture scale of the concrete-ish texturee. This may look ugly at first but since most of the map makes use of a plain texture, it doesn't really matter.
I'd say try to get the r_speeds below 1500.
Now for the things i like:
Great entity work and architecture.
I found out that the teleporter teleported me to the red part most of the time, allowing me to get the gauss and gaussjump over the entire map.
So, overall its a good map, but the high r_speed make it kinda unplayable. Work on that and you got yourself a fun, fast-paced deathmatch map.