Comments

Commented 20 years ago2004-08-11 06:46:36 UTC in vault item: New to mapping? Try this... Comment #3276
unless the map is physically uncomplete (i.e. gaping holes or something) it can be classified a completed map Prickly Pimple. Give him some slack
But a cube with an info_player_start entity enclosed could be considered complete. I hope you wouldn't consider that an acceptable map for placement in the completed maps section!
Commented 20 years ago2004-08-11 06:43:18 UTC in vault item: New to mapping? Try this... Comment #3275
why do people say "this is good for a first map"? What is the point to that? A person who has never made a map before may have visualised what they wanted to make for ages before actually making a map before &/or read heaps of tutorials. Also, some people probably don't consider a cube with an info_player_start entity enclosed to be a proper map so it mightn't actually be their first map to be compiled.
Commented 20 years ago2004-08-11 04:40:35 UTC in vault item: My Room Comment #3274
This is not a bsp file i got a lol file! How do i run it?
Commented 20 years ago2004-07-31 02:44:06 UTC in vault item: Level Change Comment #3078
this thing didn't work for me!!!!!!!!!!!!!!!!!!! Level change did not work!!!!!!
Commented 20 years ago2004-07-30 04:53:52 UTC in vault item: Dark Skies Comment #3060
ahhhh... so here's the info we want:

Name: Dark Skies
Game: Team Fortress Classic //not hl!!!
Teams: 2
Style: Rock2
Status: Released
Commented 20 years ago2004-07-30 04:52:00 UTC in vault item: Dark Skies Comment #3059
also you might want to tell us whether it's a mp or sp map.
Commented 20 years ago2004-07-30 02:50:40 UTC in vault item: Dark Skies Comment #3056
dude is this a long series of maps or just one? until you answer that i am not downloading it because it is too big for one map.
Commented 20 years ago2004-07-27 01:20:50 UTC in vault item: High High Comment #2935
lol you commented your own map with "nice map man"!!!!
Commented 20 years ago2004-07-24 22:08:21 UTC in vault item: Hostile Takeover Comment #2850
I reckon it's a great start to a map & I give it a 3.5/5.
Commented 20 years ago2004-07-23 22:51:21 UTC in vault item: aim_relentless beta 0.2 Comment #2837
In the download have a look at how I have used the minimum amount of brush possible for it to look the way it does (in the areas I fixed). For eg: the sky brush in one of the big boxes only just fits over the walls.

And I also tried to have a uniform wall depth of 4 units for the main walls so that it will be easier to find stuff that's astray.

Final note: you should concentrate on mapping precisely & neatly before you worry about leaks because the neatly you map, the less leaks you have to fix.
Commented 20 years ago2004-07-23 22:43:29 UTC in vault item: aim_relentless beta 0.2 Comment #2835
I actually think you should start again for this map because it's bloody hard & time comsuming to correct errors when everything's been set to 1 unit. I like to use 16 unit grids.

It won't take you long if you look at the tutorials on this site or elsewhere. Have you looked at the beginner tutorials?

And you shouldn't start with such a big map for a first map, you should start with something small & work your way up. You could even make lots of little maps & join them to make a big one so you can find errors more easily or cordon a big map.

I'll give you what I've done but I haven't fixed the leaks; the brushwork is quite awful I must say & until you map clean it will be almost impossible to find the leaks.
Commented 20 years ago2004-07-23 07:32:24 UTC in vault item: aim_relentless beta 0.2 Comment #2831
Also, where you have a block representing a wall & you want three blocks for the wall in order to texture the three parts differently, I would make the first block, then clip it into the subsequent blocks so there is no room for error. If you do little things like this every step of the way & try not to use small grid units, leaks won't pop up often.
Commented 20 years ago2004-07-23 06:58:18 UTC in vault item: aim_relentless beta 0.2 Comment #2830
I find that to find those leaks you should first fix those crossing brushes & generally make things tidy before you go on to something else on the map.
Commented 20 years ago2004-07-02 01:11:36 UTC in vault item: underground_1 Comment #2570
Actually you do need >1 for the back wall because It's not shaped like a cylinder (when it spirals back up hl engine won't take it with only 1 brush). So, do you think it's too complex for part of a map or not? (I haven't finished it)
Commented 20 years ago2004-06-25 02:50:24 UTC in vault item: Subway Comment #2478
The map download didn't work 4 me