Commented 17 years ago2006-12-21 17:49:40 UTC
in vault item: Level change errorComment #13766
Your use of brushes tied to trigger_changelevel and the info_landmarks appears to be fine and should work.
The problem you're having with the maps is that you use the AAATRIGGER texture to surround your level. That texture does not "seal" the level properly.
Change the texture of the inside of your big surrounding box (all six surfaces) to another texture, such as BABTECH6. That solves the problem (I tried it).
By the way, a big surrounding box around the entire level is not a recommended practice (in spite of what some tutorials say).
Unrelated: your monster_scientists are too close to the surrounding walls. Move them away.
Commented 18 years ago2006-07-04 02:06:37 UTC
in vault item: TrapshootingComment #12450
Can you line up pigeons on a conveyor and push them one at a time into the launcher. Use a multimanager to move the conveyor, push a pigeon into the launcher, launch.
Commented 18 years ago2006-07-03 09:43:41 UTC
in vault item: Cable Shakes on BlastComment #12435
To the best of my knowledge, a grenade by itself doesn't affect a move-rope (unless it's microscopically - I couldn't see it). So: no, it's not to exaggerate the effect; it's to cause it!
Commented 18 years ago2006-05-21 12:34:26 UTC
in vault item: RopesComment #11972
The move_rope and keyframe_rope entities need to be shaken to get the cables to move.
Take a look at the sdk_cables.vmf example map. Maybe you can set a physbox near the cables or parent the physbox to an anchor point, detect damage to the box (an OnDamaged output) and trigger movement in the anchor points.
Commented 18 years ago2006-05-21 12:17:45 UTC
in vault item: RopesComment #11971
The move_rope and keyframe_rope entities need to be shaken to get the cables to move.
Take a look at the sdk_cables.vmf example map. Maybe you can set a physbox near the cables or parent the physbox to an anchor point, detect damage to the box (an OnDamaged output) and trigger movement in the anchor points.
Commented 18 years ago2006-04-26 18:20:39 UTC
in vault item: Shadow ExampleComment #11594
For what it's worth:
Playing around with the LOS texture, I found that it does have an effect on the metropolice. I added an LOS area away from the trigger_prox's which does, indeed, create a shadowed area.
When in that shadowed area, the NPCs will draw and aim at the player but do not fire. Weird. Other than for shadowed areas, it would seem to have limited use blocking line-of-sight of NPCs.
Commented 18 years ago2006-04-26 17:59:09 UTC
in vault item: Shadow ExampleComment #11593
Good example. I like the idea!
Note: only 1 ai_relationship is really needed. The default disposition of metropolice to the player is "hate."
The map can be simplified by deleting one of the ai_relationship entities. For the remaining ai_relationship, set disposition to "Like," "Start Active" to NO, and trigger that ai_relationship with the trigger_prox's (entering the prox triggers Apply, leaving triggers Revert).
Interesting use of textures. More than just the familiar ones.
I liked the large size of the chamber and the "machine." Good use of rotating entities and lasers/beams.
Big minus on the elevator, however. I tried to open the elevator door when I entered and, because the button was close enough, the elevator rose up. Also, I got stuck (unless it was part of the sequence) near the top of the elevator and had to move around a bit before it completed its journey.
Suggestion: make the elevator bigger; use clips to keep the player from getting stuck; either place the button where it can't be triggered from outside the elevator or use a trigger brush to trigger the elev when the player enters the elev.
Good effort. It would make a good addition to a bigger map.
Finally dl'd and ran this map. Ran it up to 1024x768 in OGL when it started to drop frames. Dx is okay all the way up and really shows off the texturing.
Commented 19 years ago2005-09-04 18:43:57 UTC
in vault item: Deadly CargoComment #8858
okay. Starts inside the train now. That works better!
Perhaps this shouldn't be under Completed Maps as it needs work.
E.g., the textures in the yard need to be adjusted and sewn together.
The most noticeable thing is that the path the player is apparently supposed to follow isn't forced. I escaped, got down into the yard, got into the goodies area (behind the chain-link fence), killed the crabs and zombie and.. that was it. No way out (apparently). Players should never be trapped somewhere with no option but to reload or quit.
When I noclipped around, things started happening (combines, etc.). A lot of them were killed by something other than me. Shot each other, maybe? Didn't see any rebels.
In any case, if there's a sequence you want the player to follow, set up the map so the player has to go through trigger areas, etc.
-the bottom of the elevator (at the bottom of the initial sequence) is coincident with the brush underneath it (the textures are overlayed) -At the start of the 2nd map, the ceiling in front of the lab door is pretty low. -anything supposed to happen in the lab door area with the hatch to the left in the dark? -in the station, the gate on the trigger side doesn't drop down when the tram is triggered. -tram stops at the next map transition after getting aboard. Maybe a fade-out, do the transition, fade-in? That could hide the slight drop you get when the new map loads also -include the nodegraphs. I got a nodegraph rebuild at the start of several maps -when the tram arrives at the last platform, nothing happens. Barney doesn't open the door, etc. I noclipped onto the platform and, after a minute or so, the scientist started his ai and conversation with Barney. -in the tram tunnel: you put a lot of effort into the piston thing with the steam sprites. Bring up the lighting a bit so it can be seen better -the doors of the tram are well-synced. nice job. -everything is just a little undersized: hallways, doors, platform sizes, etc. Kind of hard to resize them all now, I know. Something to think about in further maps? -good job with the opening/closing of various doors through which the tram goes. Good syncing of sound. -the lighting at the last platform is dim compared with the illumination of the tram as looked at from the platform. -the outdoor scenes are good: lighting, things to look at during the ride, etc. -I'll run through it again soon
Commented 19 years ago2005-09-03 11:37:12 UTC
in vault item: Deadly CargoComment #8842
Something's amiss. The player start is on top of the concrete above the train, looking at a combine troop in midair, constant train sound with the train stationary, and able to see into the void.
A mini-puzzle to get the reaction started, followed by a bit of thinking and trying things to figure out how to survive.
Very nice use of tracktrains, sprites, lasers, etc., to give it a classic HL1 feeling not found in a lot of maps. The construction of the consoles (angles, mixed textures) was nicely done.
Commented 20 years ago2004-08-29 13:34:12 UTC
in vault item: StargateComment #3680
Excellent start.
Spaces and hallways very small. Very dark in the stargate areas. Difficult to see controls, etc. Computer console textures need some alignment. Walkthrough teleporting and wormhole effects are very good! Timing on the red and green button by the tank controls needs some tweaking, perhaps? It was still cycling when I came back through the portal. Positioning of the switch for the 'rising rings' teleporter needs tweaking is needed, or some way of forcing the player to stay centered in the rings. I ended up riding up on the rings instead of having them rise around me. Miss the teleportation the first time.
Use of the various buttons (red/green, power) not real clear. Primarily due to timing, I think.
Overall, a 3-1/2 right now. I give it 4 because of the excellent ideas!
Commented 20 years ago2004-08-21 09:11:49 UTC
in vault item: Security CameraComment #3486
Thanks much. I have to give much credit to Patrick Canne in a VERC tutorial for the primary setup. I added the idea of sequencing cameras and the info_targets. Next rev gets backward and repeat sequences.
Commented 20 years ago2004-08-04 22:55:35 UTC
in vault item: SmallfortsComment #3161
Interesting assymetrical design (like casbah). 3v3 probably good. However, I found it a little difficult to get around easily - narrow hallways, shallow water, etc. Doors are slow. I hate getting hurt leaving my own spawn area! Horizontal doors (sniper area?) opened at different rates. Also suggest naming your zip files with the bsp name. Considering it's your first effort - 3 stars.
Commented 20 years ago2004-08-04 22:38:21 UTC
in vault item: slidez_lComment #3160
Good to excellent texturing. Looks very playable. Lighting is well-done though maybe a little unusual. Personal preference - I don't like the difficulty in coming out of the water access (hung-up on edges) in the flag room. I also got hung-up on some of the signs which are not flush. If that's intentional, it's unusual for TFC. Rated 4 stars.
Commented 20 years ago2004-08-04 17:50:44 UTC
in vault item: concfortComment #3157
I like soldier RJ stuff in particular so this map pretty well limits the classes that can go after a capture. Soldier, scout, medic. Was able to pipe-jump a demoman. Didn't try an engineer. A pyro could make hay of the sniper-loft-capture area though. Suggest adding an alternate return route as some damage incurred just getting to the other fort. Maybe make yard door blowable and un-blowable by demos? Routes out after respawn and in after capture seem a little tedious. Maybe a little more decoration? Hidey-holes for SGs? Hallways very cramped.
Commented 20 years ago2004-08-04 17:28:46 UTC
in vault item: LoadingbayComment #3156
Locked my machine up (Windoze XP) good and proper. Required a powerdown(!) - looking for fullmoon-something-or-other somewhere-or-other. Might consider moving this to "In progress.."
Commented 20 years ago2004-08-04 17:17:16 UTC
in vault item: RazorsedgeComment #3155
sorta small. And without ammo, looks like a bloodbath kind of DM arena. 16 shells is pretty small number to do any killing of spies. Nice texturing and lighting, though my far clip plane was short and sky flickered a bit.
Commented 20 years ago2004-08-04 17:03:08 UTC
in vault item: BulaComment #3154
Not a bad first TFC map, Geek. IMHO, the grate by the front window (front sniper area, no?) needs to be widened to allow snipers to range from side to side completely without falling off platform.
The problem you're having with the maps is that you use the AAATRIGGER texture to surround your level. That texture does not "seal" the level properly.
Change the texture of the inside of your big surrounding box (all six surfaces) to another texture, such as BABTECH6. That solves the problem (I tried it).
By the way, a big surrounding box around the entire level is not a recommended practice (in spite of what some tutorials say).
Unrelated: your monster_scientists are too close to the surrounding walls. Move them away.
If you construct the gate in simple steps (as shown in the map and description), it's actually pretty simple.
Lemme know if it doesn't work for you.
Take a look at the sdk_cables.vmf example map. Maybe you can set a physbox near the cables or parent the physbox to an anchor point, detect damage to the box (an OnDamaged output) and trigger movement in the anchor points.
Take a look at the sdk_cables.vmf example map. Maybe you can set a physbox near the cables or parent the physbox to an anchor point, detect damage to the box (an OnDamaged output) and trigger movement in the anchor points.
Playing around with the LOS texture, I found that it does have an effect on the metropolice. I added an LOS area away from the trigger_prox's which does, indeed, create a shadowed area.
When in that shadowed area, the NPCs will draw and aim at the player but do not fire. Weird. Other than for shadowed areas, it would seem to have limited use blocking line-of-sight of NPCs.
Note: only 1 ai_relationship is really needed. The default disposition of metropolice to the player is "hate."
The map can be simplified by deleting one of the ai_relationship entities. For the remaining ai_relationship, set disposition to "Like," "Start Active" to NO, and trigger that ai_relationship with the trigger_prox's (entering the prox triggers Apply, leaving triggers Revert).
I liked the large size of the chamber and the "machine." Good use of rotating entities and lasers/beams.
Big minus on the elevator, however. I tried to open the elevator door when I entered and, because the button was close enough, the elevator rose up. Also, I got stuck (unless it was part of the sequence) near the top of the elevator and had to move around a bit before it completed its journey.
Suggestion: make the elevator bigger; use clips to keep the player from getting stuck; either place the button where it can't be triggered from outside the elevator or use a trigger brush to trigger the elev when the player enters the elev.
Good effort. It would make a good addition to a bigger map.
Excellent, excellent work.
..except.. all the cars are going the wrong way..
Perhaps this shouldn't be under Completed Maps as it needs work.
E.g., the textures in the yard need to be adjusted and sewn together.
The most noticeable thing is that the path the player is apparently supposed to follow isn't forced. I escaped, got down into the yard, got into the goodies area (behind the chain-link fence), killed the crabs and zombie and.. that was it. No way out (apparently). Players should never be trapped somewhere with no option but to reload or quit.
When I noclipped around, things started happening (combines, etc.). A lot of them were killed by something other than me. Shot each other, maybe? Didn't see any rebels.
In any case, if there's a sequence you want the player to follow, set up the map so the player has to go through trigger areas, etc.
Good start but needs some work, IMO. 3 stars.
-At the start of the 2nd map, the ceiling in front of the lab door is pretty low.
-anything supposed to happen in the lab door area with the hatch to the left in the dark?
-in the station, the gate on the trigger side doesn't drop down when the tram is triggered.
-tram stops at the next map transition after getting aboard. Maybe a fade-out, do the transition, fade-in? That could hide the slight drop you get when the new map loads also
-include the nodegraphs. I got a nodegraph rebuild at the start of several maps
-when the tram arrives at the last platform, nothing happens. Barney doesn't open the door, etc. I noclipped onto the platform and, after a minute or so, the scientist started his ai and conversation with Barney.
-in the tram tunnel: you put a lot of effort into the piston thing with the steam sprites. Bring up the lighting a bit so it can be seen better
-the doors of the tram are well-synced. nice job.
-everything is just a little undersized: hallways, doors, platform sizes, etc. Kind of hard to resize them all now, I know. Something to think about in further maps?
-good job with the opening/closing of various doors through which the tram goes. Good syncing of sound.
-the lighting at the last platform is dim compared with the illumination of the tram as looked at from the platform.
-the outdoor scenes are good: lighting, things to look at during the ride, etc.
-I'll run through it again soon
The stairs are a bit steep. Take a look at the angle used to build steps in real life.
4 stars
A mini-puzzle to get the reaction started, followed by a bit of thinking and trying things to figure out how to survive.
Very nice use of tracktrains, sprites, lasers, etc., to give it a classic HL1 feeling not found in a lot of maps. The construction of the consoles (angles, mixed textures) was nicely done.
Changes in lighting were very good.
I'd like to see more mini-puzzles like this.
Spaces and hallways very small.
Very dark in the stargate areas. Difficult to see controls, etc.
Computer console textures need some alignment.
Walkthrough teleporting and wormhole effects are very good!
Timing on the red and green button by the tank controls needs some tweaking, perhaps? It was still cycling when I came back through the portal.
Positioning of the switch for the 'rising rings' teleporter needs tweaking is needed, or some way of forcing the player to stay centered in the rings. I ended up riding up on the rings instead of having them rise around me. Miss the teleportation the first time.
Use of the various buttons (red/green, power) not real clear. Primarily due to timing, I think.
Overall, a 3-1/2 right now. I give it 4 because of the excellent ideas!