I would delete these brushes and make new ones. That's where the error points to. If that doesn't work, find any semi-complex VMd parts and remake them.
Commented 18 years ago2006-06-20 16:41:52 UTC
in vault item: Freeman's TombComment #12277
great idea, very atmospheric. One of the few maps that actually scared me alot and stuff. Goes to show you that you don't need super nice mapping to make a good mod.
Commented 18 years ago2006-06-18 22:11:24 UTC
in vault item: HL2 Buttonpad for HL1!Comment #12271
I disagree with posting of prefabs in any way on this site. Even though your next prefab might be sooo amazing, I still want a new idea I can use in my maps. Example MAPS!
Commented 18 years ago2006-04-06 16:48:00 UTC
in vault item: PANDEMIC Main HallComment #11444
Think about a game you have played that had a mansion or chateau or something in it. Return to castle wolfenstein had an excellent chateau. They Hunger had great mansion chunks as well. Also when designing something that might look realistic, it helps to draw it out first, and really think about it. Basically you're designing a freaking house lol Imagine if there was an exterior, if the mansion was built on slopes would there be any rooms that dip below others with stairways? What I'm saying is make it architecturally interesting, instead of being symmetric.
Commented 18 years ago2006-04-04 15:48:25 UTC
in vault item: PANDEMIC Main HallComment #11425
It didn't feel very..hmm..mansionish to me. It sort of felt like i was in like a museum or something. From the looks of it, it seemed like you built the main walls and the ceiling, and then filled the room up with stuff. Try building realistic layouts and rooms, and add off of those. Having a set constraint takes away from the potential of the map. I dunno, if you cut the huge ceiling off, I might of had a different opinion. That ceiling just doesn't say "mansion" to me.
Also, if you are looking to make it scary, you might want to try a different color scheme. The colors of the textures you are using are very..hmm..warm and comfy. Make the lighting darker, even sometimes akward. If you are going to keep the curent lighting, make sure to light the areas under the walkways, I thought I saw doors under there, and make the ceiling not so bright and overpowering. -Just a little idea, have a board squeek when you walk on it every now and then.
Commented 19 years ago2005-10-28 06:54:12 UTC
in vault item: XavesComment #9629
First of all it's not fullbright. Second of all, it does have a xen feeling. Maybe you should download things and not judge from screen shots?
The idea is awesome, I've never seen something like that before. I had the urge to try to jump into the waves as opposed to on them, but the opening was too small. Oh well. Maybe try adding some low gravity. It was pretty short, I must admit, but I think if you cleaned it up a bit and made the caves less like a box, then it would fit perfectly into a xen mini-mod. 4 stars for the idea.
Commented 19 years ago2005-07-22 10:34:49 UTC
in vault item: Torture that AlienComment #8206
Yeah usually first maps are like, well, not as good as this. You did everything right, fuc_walls where they should be, plus intermediate entity configurations to boot! Except for the fact that the explosion killed me.
However this is only a bsp, so other mappers can't really learn from this, consider uploading .map or rmf?
Commented 19 years ago2005-07-17 22:53:59 UTC
in vault item: Cathedral compo13Comment #8144
I just wanted to say to those of you who thought it needed something, I didn't have any room in the map for anything else. Patches were near maxed, and compile time was about 9.5 hours. I was going for pure detail.
Commented 19 years ago2005-05-10 22:20:20 UTC
in vault item: Cathedral compo13Comment #7216
For the cieling struts- I made three columns the same shape right next to each other the height of the ceiling at its highest point. I then broke them into several columns on top of eachother. Then I wentto the side view and VM-d the top verteces to make a curved look. then I went to the front view and fanned the two side column sets the same length outward.
SIDE
/
/
/
|
FRONT
| /
| /
|/
then i copied and pasted them to equal distance pillars on the walls. the measurments and fine tuning took quite a while
Commented 19 years ago2005-05-08 13:56:26 UTC
in vault item: Cathedral compo13Comment #7187
I made this map when I had all my HL editing stuff on my computer. I re-installed windows, but the map is still uploaded to the webspace, so I don't have a screen shot. Of course I tested it before I installed windows again. The competition has been closed for a looooong time.
Commented 19 years ago2005-04-30 18:00:26 UTC
in vault item: ANTI-SkyboxComment #7074
A single box is 6 wpolys i believe. Also, the engine won't render any face that is completely covered by another face. if you have 2 boxes the same dimensions right next to eachother, the engine won't "create" the faces that are touching.
Commented 19 years ago2005-04-10 10:54:38 UTC
in vault item: Broken RMF (fy_spikes)Comment #6720
when you run the map, don't select expert. Then go down to where it says HLVIS and check fast, It won't even do leafthread, which takes the longest of all the stages.
did you make a skybox around the map or make it connected to the bottoms of the ground?
Commented 19 years ago2005-04-10 00:43:07 UTC
in vault item: Nightmare: A horror mapComment #6706
this map reminded me of american mgees alice, or at least being on some kind of hallucinogen. real good map i liked the feel. screaming woman and flying face got me the most.
Commented 19 years ago2005-04-09 18:28:33 UTC
in vault item: Broken RMF (fy_spikes)Comment #6705
thanks! yes i made those with hammer. open my or your rmf. copy everything. make a new map and paste everything into that map. when you export to a .map file, the crap should be gone. this worked for me. i bet most of your ideas could be made, it's just that there are few mappers who can make their ideas without some loss in appearance/size.
Commented 19 years ago2005-04-09 16:23:03 UTC
in vault item: Broken RMF (fy_spikes)Comment #6700
ok here it is. obviously this isnt hardly usable but it gives you the general idea of how to make a map look like yours but still be able to work. make an outline of flat brushes that follow the edges of the "path". once you have the main area mapped out, start adding spikes to the walls. Try to make the spikes cover the walls enough so they look like your map enough, completely cover the walls, and have variences in height. (i didn't do that)
eventually you will have a map that looks sort of like yours, but slightly less visually appealing and it runs. you will also be able to make it 10 times bigger.
Commented 19 years ago2005-04-09 15:03:06 UTC
in vault item: Broken RMF (fy_spikes)Comment #6699
eeeek! there is more polygons in that small space than half of the entire HL1 game! I don't know what exactly your problem is besides the aaa texture, so I am guessing it is compile time or an error. Trust me on this, the terrain you generated in that map is actually real easy to make, it's just a bunch of spikes around a small path.
Take a look in 3d mode and fly around. You'll notice that the intire map is divided into many small triangles, and the spikes on top of those. The compile has to render each and everyone as a seperate brush, and since they are conncected split them up and the brushes that they split up need to be splitted, then light has to bounce everywhere on the map. It probably doesnt work becuase it's just an insane map. Don't use generators. Period.
Since I am feeling generous, I'll try to make a copy of this map but with realistic properties.
Commented 19 years ago2005-04-05 19:14:31 UTC
in vault item: Stained GlassComment #6630
i just use photos of real stained glass windows for textures. it looks so uch better and is easier. make 'em glass, then put a sky behind them and you have nice colrs and light.
Commented 19 years ago2005-02-06 01:56:22 UTC
in vault item: TrapmapComment #5908
Well I'm in the room you start in. You get too see real short movies of the different rooms. How do I get to the rooms from the starting point? I also don't get the file cabinet room.
http://img206.imageshack.us/img206/6424/untitled222hu8.jpg
Also, if you are looking to make it scary, you might want to try a different color scheme. The colors of the textures you are using are very..hmm..warm and comfy. Make the lighting darker, even sometimes akward. If you are going to keep the curent lighting, make sure to light the areas under the walkways, I thought I saw doors under there, and make the ceiling not so bright and overpowering. -Just a little idea, have a board squeek when you walk on it every now and then.
Amazing curves though
The idea is awesome, I've never seen something like that before. I had the urge to try to jump into the waves as opposed to on them, but the opening was too small. Oh well. Maybe try adding some low gravity. It was pretty short, I must admit, but I think if you cleaned it up a bit and made the caves less like a box, then it would fit perfectly into a xen mini-mod. 4 stars for the idea.
However this is only a bsp, so other mappers can't really learn from this, consider uploading .map or rmf?
the measurments and fine tuning took quite a while
did you make a skybox around the map or make it connected to the bottoms of the ground?
open my or your rmf. copy everything. make a new map and paste everything into that map. when you export to a .map file, the crap should be gone. this worked for me. i bet most of your ideas could be made, it's just that there are few mappers who can make their ideas without some loss in appearance/size.
eventually you will have a map that looks sort of like yours, but slightly less visually appealing and it runs. you will also be able to make it 10 times bigger.
Take a look in 3d mode and fly around. You'll notice that the intire map is divided into many small triangles, and the spikes on top of those. The compile has to render each and everyone as a seperate brush, and since they are conncected split them up and the brushes that they split up need to be splitted, then light has to bounce everywhere on the map. It probably doesnt work becuase it's just an insane map. Don't use generators. Period.
Since I am feeling generous, I'll try to make a copy of this map but with realistic properties.