Commented 20 years ago2004-10-10 01:44:54 UTC
in vault item: NexusComment #4386
Yes, this map is excellent. Unfortunately, I was only able to play an empty LAN game (no Steam and poor connection). The map, apart from horrendous r_speeds in places was quite good. The teleports were also quite good. 4 stars.
Commented 20 years ago2004-10-03 03:55:57 UTC
in vault item: Nightmare: A horror mapComment #4221
Yeah, the sounds were borked for me too. Not bad, not bad at all! I must agree, the textures were...unusual to say the least. I thought that using lumbering, slow zombies wasn't a good idea...didn't keep me on my toes. 4 Stars.
OK this is insane. Utterly insane, and totally pointless. Frankly, whoever is rating this map so many times is incredibly stupid and cruel. Shouldn't we be encouraging people to produce better work rather than bagging them out continually? Sure, some people don't release good work, but this is not cause for members of the community to weild torches and pitchforks and go out on a massive hunt!
This has gone far enough. I've been here for long enough to see this occur and I'm really fed up with it. Please stop, whoever is doing this. You are not creating a good image for yourself or the site. Secondly, you are discouraging the members who actually want to become better at mapping.
At the end of the day, this is about Half-Life Mapping. Nothing else. This is how it should stay. [/rant]
Commented 20 years ago2004-07-08 00:43:26 UTC
in vault item: T.S. Eliot - PreludesComment #2625
The movie is my vision of what 'Preludes' the poem would look like. Read the poem. It describes a twisted world in which human emotions, such as love and compassion are obliterated by monotony. The world depicted in Eliot's poems is grimy and sordid ruled by the parameters of mundane routine and robotic movements. His poems are set during and after the industrial revolution. I am aware of the r_speeds issue. It runs fine on most computers. I did however forget to remove the save and config files and I apoligise for that. Your're entitled to your own opinion.
Commented 20 years ago2004-07-06 19:40:30 UTC
in vault item: T.S. Eliot - PreludesComment #2608
Another warning: Please turn off your computer speakers, the sounds shouldn't be playing. As for the slow part, I forgot to increase the speed of the trains when they went through the slower parts. Sorry all!
Commented 20 years ago2004-06-16 23:47:04 UTC
in vault item: Door Light BeamsComment #2359
Ahh thanks! I'll check this out when I get home (school atm). Unfortunately I have already shown the project in my english class that I needed this effect for but I might put it in for the public release.
Commented 20 years ago2004-06-03 06:02:16 UTC
in vault item: Leak in glockmapComment #2198
Those leaks can be two things:
1.) The entities are located outside of the map: in the void. Put them back in the map.
2.) They could be telling you where the leak starts. Compile you map and type 'pointfile' in the console. White dots appear on your map. Follow those dots. Whenever it intersects a brush there is a leak. Patch em up! Take a look at http://www.slackiller.com/tommy14/errors.htm which will be a great asset later on. Good luck!
Commented 20 years ago2004-05-27 08:49:17 UTC
in vault item: midniteSTREETZComment #2087
I think your problem may be because your map is far too big. It seems to work in software but this is a temporary solution. Scale the map down otherwise Half-Life wont handle it.
Commented 20 years ago2004-05-25 06:30:40 UTC
in vault item: midniteSTREETZComment #2065
A tough one to figure out, vague error that usually shows up when you start the game or during compile, or even when WC/Hammer starts up - you have gone over the memory limit somewhere for some reason. It can be too little RAM (128M is about minimum), a leaf saw into leaf error, too long pathnames, too many textures, too big a level, too big or too many model/sprites, too big a wav sound file - or it could be that old "too many wads" mistake, a huge "noob" brush around the map to prevent leaks, too many SKY faces on hidden brush faces in the level - or even something else. Example: In early versions of NS, the 3D area info location entities were a major cause. If it happens during compile, do not use WC/Hammer to "run" the map, but use a front end or batch file to compile with. You could also get more RAM.
(The following may still be handy, however be aware that Software mode allocates memory dynamicly, so it may automaticly seem to "fix" any error. Therefore the following info MAY lead you into a dead end: Some brush-based entities have rendering properties that, when they interact in OpenGL/D3D video cards, they crash. Switch Half-Life to Software mode first, then load the map. If it loads you now know it is something that is handle different in software, then for Opengl/d3d check water, glows, additive, sprites, transparencies (illusionaries, windows, ect.), env_beams and so on.)
If it happens in opening a level in WC, it may be you have an animating model showing in one view. You must switch to single view instead of multiple, and try different ones until you get past it.
Commented 20 years ago2004-05-14 05:43:44 UTC
in vault item: fy_jihadComment #1873
OK man. I'm not gonna get mad at you considering that you're new. But if you ever rate your own maps again...lo and behold my wrath as well as most members here...
This comment was made on an article that has been deleted.
Commented 20 years ago2004-04-15 00:57:53 UTC
in vault item: awp_lakeComment #1624
Like I said Worldcraft dude, when Bratty said that there was only one download and that was from me! (BTW can anyone help me with my wad trouble? I would really like to try this map as it will be the first since I got CS!!)
Commented 20 years ago2004-04-13 22:03:42 UTC
in vault item: sky_cityComment #1612
This map os far too large for Half-Life to handle! You have to make it much smaller than this otherwise there's little hope that it will compile successfully.
Commented 20 years ago2004-04-07 07:18:00 UTC
in vault item: IssuesComment #1520
Well I think I'll comment first. The first section before coming to the big room with the scientists are pretty average. However, once I arrived at the big room I began to see the greatness of this mod! However, thats all I've done so far. Luckily school ends tommorow so I can play it!
Commented 20 years ago2004-03-24 06:05:01 UTC
in vault item: The Lobby v2Comment #1395
This rating system is screwed. This map has dropped to a 3 star rating even though everyone here has said '4 Stars'. Come on my first map got 3 stars and it was no where near the quality of this one!
Commented 20 years ago2004-03-22 05:15:02 UTC
in vault item: The Lobby v2Comment #1382
"Um, Anthony, texture work is always an issue. That's one reason people complain about noob maps...bad texturing...but still, I like this map a lot. 4 stars."
I meant thats its only in some places, and is quite minor. Yes Seventh I got that too with the lift. Pepper, you need to be able to go in the lift at the end of the lobby and go to the roof! That'd be gr8
Commented 20 years ago2004-03-16 08:08:02 UTC
in vault item: The LobbyComment #1263
Nice map Pepper, the floating shotgun was good but no reflection from it. Oh well, I don't think thats possibly without some insane amount of trickery! Anywho this map was good, a little, well boring, but it captured the lobby scene well. That reflection though....WOW!! 3 and a half stars (rounded to 4)
Downloads: 9
OK this is insane. Utterly insane, and totally pointless. Frankly, whoever is rating this map so many times is incredibly stupid and cruel. Shouldn't we be encouraging people to produce better work rather than bagging them out continually? Sure, some people don't release good work, but this is not cause for members of the community to weild torches and pitchforks and go out on a massive hunt!
This has gone far enough. I've been here for long enough to see this occur and I'm really fed up with it. Please stop, whoever is doing this. You are not creating a good image for yourself or the site. Secondly, you are discouraging the members who actually want to become better at mapping.
At the end of the day, this is about Half-Life Mapping. Nothing else. This is how it should stay.
[/rant]
I am aware of the r_speeds issue. It runs fine on most computers. I did however forget to remove the save and config files and I apoligise for that. Your're entitled to your own opinion.
1.) The entities are located outside of the map: in the void. Put them back in the map.
2.) They could be telling you where the leak starts. Compile you map and type 'pointfile' in the console. White dots appear on your map. Follow those dots. Whenever it intersects a brush there is a leak. Patch em up! Take a look at http://www.slackiller.com/tommy14/errors.htm which will be a great asset later on. Good luck!
If it happens during compile, do not use WC/Hammer to "run" the map, but use a front end or batch file to compile with. You could also get more RAM.
(The following may still be handy, however be aware that Software mode allocates memory dynamicly, so it may automaticly seem to "fix" any error. Therefore the following info MAY lead you into a dead end:
Some brush-based entities have rendering properties that, when they interact in OpenGL/D3D video cards, they crash. Switch Half-Life to Software mode first, then load the map. If it loads you now know it is something that is handle different in software, then for Opengl/d3d check water, glows, additive, sprites, transparencies (illusionaries, windows, ect.), env_beams and so on.)
If it happens in opening a level in WC, it may be you have an animating model showing in one view. You must switch to single view instead of multiple, and try different ones until you get past it.
http://www.slackiller.com/tommy14/errors.htm
I meant thats its only in some places, and is quite minor. Yes Seventh I got that too with the lift. Pepper, you need to be able to go in the lift at the end of the lobby and go to the roof! That'd be gr8
Goodies:
- Great rebuilding of the Lobby scene in Matrix!
- Fun to play
- Camera's
- New textures (I've never seen that water texture before)
- Nice work with the generator and the train
- Architexture]
Badies:- Some bad texture work (not really an issue)
- If you look through the fence on either side of the door leading into the lobby, you can see through the fence into the lobby somehow. Weird
- LOL the table is too high, make it lower to be more realistic
I give it a 4. Well done!3 and a half stars (rounded to 4)