Comments

Commented 19 years ago2005-08-22 18:02:58 UTC in vault item: awp_zvdk32 Comment #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 ago2005-05-27 11:01:49 UTC in vault item: 3D skybox Comment #7471
There was an example map about 3D skyboxes that was already here. http://www.twhl.co.za/mapvault_map.php?id=2356
Commented 19 years ago2005-05-25 23:38:47 UTC in vault item: zh_field_final Comment #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 ago2005-05-25 23:31:00 UTC in vault item: zh_field_final Comment #7445
Not to mention that you don't even mention it's for CS:S...not everyone that's here at TWHL has it.

Conclusion: No screenie is bad. Nobody knows what the map looks like, and you don't know what game/mod it's for.
Commented 19 years ago2005-05-08 22:10:17 UTC in vault item: "bad surface extents" error Comment #7191
Here...
Commented 19 years ago2005-05-05 19:25:55 UTC in vault item: Complex Comment #7146
Don't rate your own maps. I just have that feeling because there's 3 ratings with 2 downloads.
Commented 19 years ago2005-05-04 17:33:22 UTC in vault item: Burrowing Headcrabs Comment #7137
Borrowing? I think you mean burrowing...
Commented 19 years ago2005-05-03 23:45:34 UTC in vault item: cs_streetcrisis Comment #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 ago2005-05-02 18:01:07 UTC in vault item: Destroyable Mines Comment #7110
The REAL 100th example map.

Anyways, great example map. It can also show how to make terrain. =)
Commented 19 years ago2005-05-02 11:20:55 UTC in vault item: func_tankrocket Comment #7105
It's cause you're running it in CS. CS doesn't have a rpg_rocket.
Commented 19 years ago2005-05-01 00:29:06 UTC in vault item: map_house Comment #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 Arena Comment #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 Absence Comment #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 ago2005-04-29 00:08:50 UTC in vault item: CS Arena Comment #7064
Here's some I made. It's kinda late, so not the best quality. Note that I didn't really texture the bunker, so you'll have to do that.

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
Commented 19 years ago2005-04-28 17:32:45 UTC in vault item: map_house Comment #7060
Or just -wadinclude them, so the custom WAD thing is unneccesary since it only includes used textures, and you don't have to include the extra file.
Commented 19 years ago2005-04-28 08:39:53 UTC in vault item: map_house Comment #7039
CARVER!

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
Commented 19 years ago2005-04-24 21:30:36 UTC in vault item: ANTI-Skybox Comment #6996
Probably not because you'll always be able to see the sky-floor.
Commented 19 years ago2005-04-23 22:41:00 UTC in vault item: De_csns Comment #6971
Commented 19 years ago2005-04-22 08:40:35 UTC in vault item: De_csns Comment #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 17:57:06 UTC in vault item: De_csns Comment #6935
You can find one here: http://nemesis.thewavelength.net/index.php?p=3. I use it too and it works great. Also make sure you have the .NET framework to run this batch compiler.

You might also want to check my anti-skybox example map.
Commented 19 years ago2005-04-21 17:28:03 UTC in vault item: De_csns Comment #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_csns Comment #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_csns Comment #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 ago2005-04-20 17:41:57 UTC in vault item: De_csns Comment #6908
I'd like to, but the download's kinda slow.
Commented 19 years ago2005-04-17 18:54:17 UTC in vault item: ka_battlefield Comment #6807
Walls are made out of sand? How do they stand that way, though?
This comment was made on an article that has been deleted.
Commented 19 years ago2005-04-10 10:31:18 UTC in vault item: Paradrop Comment #6718
The ladder problem: You need a func_wall for the appearance and a func_ladder for the actual climable ladder.
Commented 19 years ago2005-04-07 08:54:31 UTC in vault item: Falling Tower Comment #6668
"-The tower 'disappears' you reach the apex"

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.
Commented 19 years ago2005-04-07 00:03:56 UTC in vault item: Falling Tower Comment #6654
C'mon, I didn't post this for nothing!
Commented 19 years ago2005-04-05 17:20:03 UTC in vault item: Surf Map Example Comment #6629
Nah, I think it's just REALLY hard and must be mastered even though I haven't even made it to the end.
Commented 19 years ago2005-04-04 20:33:42 UTC in vault item: Stained Glass Comment #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 20:32:30 UTC in vault item: Surf Map Example Comment #6594
Looks like fun, though =P
Commented 19 years ago2005-04-04 20:31:58 UTC in vault item: Surf Map Example Comment #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 ago2005-04-03 21:16:19 UTC in vault item: Stained Glass Comment #6555
I mean for the RMF...or you could've used standard textures...I think the stained glass is too bright.

Smart idea with the func_illusionary shadows, though.
Commented 19 years ago2005-04-03 21:12:01 UTC in vault item: Stained Glass Comment #6554
Maybe it would help if you uploaded the WAD...
Commented 19 years ago2005-04-03 21:08:37 UTC in vault item: aim_mbn Comment #6553
Your sky is incorrect. There is a Dust sky called Des, but you are using the default sky.
Commented 19 years ago2005-03-31 10:45:21 UTC in vault item: crosshairs Comment #6483
What? That looks like HL1. There aren't any Gauss weapons in HL2. Those were replaced by that pulse gun.
Commented 19 years ago2005-03-28 23:01:55 UTC in vault item: Half-Life Shorts Comment #6421
There is a bug where the game keeps crashing when running it with steam, and I FOUND THE FIX: Delete the custom.hpk and it will work.
Commented 19 years ago2005-03-27 22:54:11 UTC in vault item: Pipes Comment #6405
Err...confusing and crazy...
Commented 19 years ago2005-03-26 00:02:51 UTC in vault item: Juggle Jolt Comment #6370
Don't rate your own map. If it was a friend, then maybe that could be acceptable. If it was some idiot who decides to do that, then blame them.
Commented 19 years ago2005-03-26 00:01:32 UTC in vault item: CG1 Sniper Comment #6369
Please do not rate your own maps - thanks.
Commented 19 years ago2005-03-26 00:00:57 UTC in vault item: CG1 Skeeball Comment #6368
Don't rate your own map.
Commented 19 years ago2005-03-26 00:00:08 UTC in vault item: CG1 Climb Comment #6367
A rating is for you to see how good the map is, not for us to see how good the map is.

In other words, don't rate your own map.
This comment was made on an article that has been deleted.
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 ago2005-03-18 10:43:28 UTC in vault item: cs_boxrat Comment #6289
Indeed, it is. There's a purple box near the roof, and the sky is light blue...

Oh, ignore the 3 stars...accidentally clicked the rate button and meant to click submit...doh!
Commented 19 years ago2005-03-08 15:06:41 UTC in vault item: Easy Breakable lamp Comment #6234
Could've told us it was for HL2..
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!
Commented 19 years ago2005-03-07 13:07:57 UTC in vault item: Thunder! Comment #6219
Oh yeah, forgot to mention the lightning is completely random.
Commented 19 years ago2005-03-01 19:37:05 UTC in vault item: awp_bunker2 Comment #6166
Freewebs, people. Drag the download link to the address bar.