Commented 19 years ago2005-08-22 18:02:58 UTC
in vault item: awp_zvdk32Comment #8650
No offense, but I honestly thought this was for the original CS.
I don't have CS:S, but here's my suggestion based on the screenshot:
The map looks pretty bland. Take advantage of the HL2 engine! Add a 3D skybox with trees and hills and whatever that would fit. Use a few barrel props like in the original de_dust for CS:S. (note that I said a few, don't litter the map with them or else it's not fun) Turn your ground into a displacement map, make it a bit bumpy, and seal the bottom with the NODRAW texture. Add some scenery in the level, too. Maybe like a few palm trees or some cars will do it. (not too many or it will block the view) Some little details could also do. Maybe add dustmotes in the house thingy if you don't have them or put some overlays at appropriate places. If you don't know how to do any of the above, search on how to do the above.
Commented 19 years ago2005-05-25 23:38:47 UTC
in vault item: zh_field_finalComment #7446
I can spot a few things wrong with this submission.
1. No screenie. 2. No real description...just telling people to read the description (how long does it take to do a Ctrl+C and a Ctrl+V?). 3. Practice before you map. Make small maps, make test maps, do whatever that makes you ready for GOOD QUALITY maps. A map from someone who learned how to map for 3 days (you even laugh at yourself at that) that takes 1 hour to make is probably not going to be GOOD QUALITY. That's like taking a spelling test after 3 days of starting spelling. Read the tutorials, make small maps before going on to big maps, and then go for it when you feel ready. 4. The NAV file is not the same name as the BSP file. CS:S would probably not recognize that.
Commented 19 years ago2005-05-03 23:45:34 UTC
in vault item: cs_streetcrisisComment #7120
Is it CS:S? It looks like the original CS (sky, building) but the top looks like CS:S (I'm pretty sure in CS:S, the top was farther from the right edge of the screen).
Commented 19 years ago2005-05-01 00:29:06 UTC
in vault item: map_houseComment #7084
habboi: Actually, it would be okay to carve doorways, considering that they are rectangular and not round. It's just horrible to carve anything except rectangles in rectangles.
Commented 19 years ago2005-05-01 00:25:58 UTC
in vault item: CS ArenaComment #7083
Here's the same one except I tried different textures for the room and the bunker. I also fixed the face-splitting. The bunker has a func_wall floor (oxymoronic), the barricades have a 1-unit gap, and the supports are func_walls.
Commented 19 years ago2005-05-01 00:19:45 UTC
in vault item: Gyradell: Human AbsenceComment #7082
Actually, it's the clip tool, not the clip brush tool.
The shortcut for that is to just use Shift+X, which is the shortcut for the clip tool. Use the shortcut twice (assuming you just went into the clip tool) to easily go into the split-brush mode.
Commented 19 years ago2005-04-22 08:40:35 UTC
in vault item: De_csnsComment #6948
Where is what?
The batch compiler: I just gave it to you. The .NET framework: It's probably on the same website as the batch compiler. The anti-skybox example map: It's in the example map section. Where else are example maps put in?
Commented 19 years ago2005-04-21 17:28:03 UTC
in vault item: De_csnsComment #6933
"and when i use the vis and rad mode to compile the hammer crash "not responding""
Actually, it's just working their code off too hard to respond although they are still working. Just leave it alone (try replacing that skybox with a real sky, and maybe it'll work faster for RAD), or if you are really worried, use a batch file/batch compiler to compile your map.
Commented 19 years ago2005-04-20 21:30:26 UTC
in vault item: De_csnsComment #6919
"it's fast... ist only 2.70 Mb" Well, while I was downloading, it only went 4 KB/s. I'm not saying the file is big, I'm saying the download was slow.
"if I not to put no texture I go to appear those squares rose color..." I don't get what you're saying. What I said about using the texture "null" might've been confusing. I think what you mean is if you put no texture on a face, it'll turn white? What I meant about using "null" is using an actual texture that is named "null", not giving it no texture at all. If you have a somewhat new version of Zoner compile tools, it should come with a WAD named zhlt.wad. Inside there is a texture named "null". What you do is use the texture application tool (the one with a picture of a checkered cube colored differently), select the face you want to strip the face of, and apply the null texture to it. That way, when you compile it with the compile tools that came with the zhlt.wad, the compiler will take away that face so the engine doesn't render it.
Commented 19 years ago2005-04-20 18:13:09 UTC
in vault item: De_csnsComment #6912
Okay, I got it. A few things that could help (the first ones are more important):
1. COVER THE BOTTOM OF THE MAP! You still need to seal it even though nobody will see the sky over there (another reason why skyboxes are horrible). Even better, don't even touch a skybox. All you have to do is make one big brush covering the top of the map. That's probably the EXACT reason why the map is lagging: You have a GIANT FREAKING LEAK at the bottom of the map. That won't run VIS, which is probably the reason why the map is lagging. No VIS calculations result in the engine rendering the WHOLE map, even if you are just in one tiny corner. 2. Your pipes that eject toxic are splitting the wall everywhere! Make a 1-unit gap between the wall and the pipe or turn it into a func_wall. 3. func_waters split themselves into 64x64 chunks to simulate waves and are always rendered, even if you are in a tiny corner. If you don't need the waves, use a func_illusionary with skin set to -7 instead. 4. Apply the texture "null" to any faces that won't be seen by players. That will also help render less. Some of them include the underside of that grid thing and bottoms of crates (that are parallell) that are turned into entities. 5. Scale some textures, like ground textures, up.
Commented 19 years ago2005-04-04 20:33:42 UTC
in vault item: Stained GlassComment #6595
I was thinking of that, too, but I don't think it would work. He has the whole window set as a func_breakable, so you could only give it 1 colored shadow.
Commented 19 years ago2005-04-04 20:31:58 UTC
in vault item: Surf Map ExampleComment #6592
I figured out. Here's steps:
1. Make a block 256 x 128 x 192. You probably should be able to switch the first 2. 2. Join the top vertices into the middle. 3. Use shear on the side (x/z) view to bend it. (or front (y/z) if you swapped the first 2 on step 1) 4. Repeat to make the whole slope.
Oh, and is it okay to make bends or will it screw up the whole surfing process?
Commented 19 years ago2005-03-20 18:19:11 UTC
in vault item: PVP (Player Vs. Player)Comment #6316
Make it more interesting! Use lots of detail since it's only going to be 1 on 1. That means you have enough polys to spare since you will only be able to see 1 player model, so that wouldn't contribute as much to the epolies.
Commented 19 years ago2005-03-08 00:40:45 UTC
in vault item: Thunder!Comment #6223
Yeah, didn't want to use custom resources, as mentioned in the readme. If you actually want me to use custom resources, go ahead and tell me, but give me more comments!
I don't have CS:S, but here's my suggestion based on the screenshot:
The map looks pretty bland. Take advantage of the HL2 engine! Add a 3D skybox with trees and hills and whatever that would fit. Use a few barrel props like in the original de_dust for CS:S. (note that I said a few, don't litter the map with them or else it's not fun) Turn your ground into a displacement map, make it a bit bumpy, and seal the bottom with the NODRAW texture. Add some scenery in the level, too. Maybe like a few palm trees or some cars will do it. (not too many or it will block the view) Some little details could also do. Maybe add dustmotes in the house thingy if you don't have them or put some overlays at appropriate places. If you don't know how to do any of the above, search on how to do the above.
1. No screenie.
2. No real description...just telling people to read the description (how long does it take to do a Ctrl+C and a Ctrl+V?).
3. Practice before you map. Make small maps, make test maps, do whatever that makes you ready for GOOD QUALITY maps. A map from someone who learned how to map for 3 days (you even laugh at yourself at that) that takes 1 hour to make is probably not going to be GOOD QUALITY. That's like taking a spelling test after 3 days of starting spelling. Read the tutorials, make small maps before going on to big maps, and then go for it when you feel ready.
4. The NAV file is not the same name as the BSP file. CS:S would probably not recognize that.
Conclusion: No screenie is bad. Nobody knows what the map looks like, and you don't know what game/mod it's for.
Anyways, great example map. It can also show how to make terrain. =)
The shortcut for that is to just use Shift+X, which is the shortcut for the clip tool. Use the shortcut twice (assuming you just went into the clip tool) to easily go into the split-brush mode.
I had a cool idea (if possible and probably is) where you can break the wooden supports on the blockades and it falls on whoever's there =D
Never carve.
Also, it's funny how you made a skybox yet the map would still leak. Take off that skybox by learning here: http://www.twhl.co.za/mapvault_map.php?id=2950
http://twhl.co.za/mapvault_map.php?id=2950
The batch compiler: I just gave it to you.
The .NET framework: It's probably on the same website as the batch compiler.
The anti-skybox example map: It's in the example map section. Where else are example maps put in?
You might also want to check my anti-skybox example map.
Actually, it's just working their code off too hard to respond although they are still working. Just leave it alone (try replacing that skybox with a real sky, and maybe it'll work faster for RAD), or if you are really worried, use a batch file/batch compiler to compile your map.
Well, while I was downloading, it only went 4 KB/s. I'm not saying the file is big, I'm saying the download was slow.
"if I not to put no texture I go to appear those squares rose color..."
I don't get what you're saying. What I said about using the texture "null" might've been confusing. I think what you mean is if you put no texture on a face, it'll turn white? What I meant about using "null" is using an actual texture that is named "null", not giving it no texture at all. If you have a somewhat new version of Zoner compile tools, it should come with a WAD named zhlt.wad. Inside there is a texture named "null". What you do is use the texture application tool (the one with a picture of a checkered cube colored differently), select the face you want to strip the face of, and apply the null texture to it. That way, when you compile it with the compile tools that came with the zhlt.wad, the compiler will take away that face so the engine doesn't render it.
1. COVER THE BOTTOM OF THE MAP! You still need to seal it even though nobody will see the sky over there (another reason why skyboxes are horrible). Even better, don't even touch a skybox. All you have to do is make one big brush covering the top of the map. That's probably the EXACT reason why the map is lagging: You have a GIANT FREAKING LEAK at the bottom of the map. That won't run VIS, which is probably the reason why the map is lagging. No VIS calculations result in the engine rendering the WHOLE map, even if you are just in one tiny corner.
2. Your pipes that eject toxic are splitting the wall everywhere! Make a 1-unit gap between the wall and the pipe or turn it into a func_wall.
3. func_waters split themselves into 64x64 chunks to simulate waves and are always rendered, even if you are in a tiny corner. If you don't need the waves, use a func_illusionary with skin set to -7 instead.
4. Apply the texture "null" to any faces that won't be seen by players. That will also help render less. Some of them include the underside of that grid thing and bottoms of crates (that are parallell) that are turned into entities.
5. Scale some textures, like ground textures, up.
That was the point. The person wanted it to break when it reached the bottom.
"would it be possible to have the tower fall forward or to the side"
Yeah, I'll update that.
1. Make a block 256 x 128 x 192. You probably should be able to switch the first 2.
2. Join the top vertices into the middle.
3. Use shear on the side (x/z) view to bend it. (or front (y/z) if you swapped the first 2 on step 1)
4. Repeat to make the whole slope.
Oh, and is it okay to make bends or will it screw up the whole surfing process?
Smart idea with the func_illusionary shadows, though.
In other words, don't rate your own map.
Oh, ignore the 3 stars...accidentally clicked the rate button and meant to click submit...doh!