Forum posts

Posted 7 years ago2017-05-30 18:05:52 UTC
in Post your screenshots! WIP thread Post #335163
@Snehk

Ok, I'll find an another use to that temple then.

"Rukava" is plural. "Rukav" is singular.

@Admer456

You can make curved arched staircases (I hope I called it right) with Jackhammer. So I suppose he used it. Or maybe it's entirely handmade...

@Trempler
"I even made a hollowed Ball DM Map but never released it."
Is it like "killbox" but "killball"?
Posted 7 years ago2017-05-30 16:03:37 UTC
in Post your screenshots! WIP thread Post #335160
@Trempler

Wow, I have never been good at making industrial/sci-fi maps. Nice "curves" on the last screenie btw. Did you use jackhammer?

@Snehk

If you really want to, you can copy anything from my screenshots. And if I don't finish this map, I will send you the map sources so you will find a better use for it. I have also an another temple map where I used custom textures the first time. I don't need it at the moment, so I can throw it to you later.
Deadlands... Can I use it as the name of the map? "masonry" sounds so stupid.

@Admer456

I see what you did here. I'll keep that in mind.

In russian you can say "zasuchit' rukava". It has nothing in common with "suka" though. There's a similar word in belarussian "shukat' " which means "to find", "to look for". Belarussian is, in fact, like russian but it's 3 times funnier.
Posted 7 years ago2017-05-30 15:35:48 UTC
in Post your screenshots! WIP thread Post #335156
And I have finally finished this room:
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@Admer456
"Suka" also means "Female dog". It's rudeness depends on how you use it. But russian-speaking people usually use word "Sobaka" instead.
Posted 7 years ago2017-05-30 13:00:07 UTC
in Post your screenshots! WIP thread Post #335153
Quake 3 really helps me with making that map:
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If only GoldSrc had curves...

@Snehk

Why wouldn't you start designing the levels of the game? I know it's too early to do, but you must have at least an idea of how will some of the most memorable places look.

@Admer456

And that friend used a lot of "truly russian words" I suppose?
Posted 7 years ago2017-05-30 12:40:46 UTC
in Post your screenshots! WIP thread Post #335151
@Admer456
"I'm too young to know that, so I shouldn't say it"
Don't worry. These days almost any 7-8 years-old boy in Belarus/Russia can send you to "Haxyu".

@Snehk

Since you're polish, it will be easy I think. I can understand some words in polish.
Posted 7 years ago2017-05-30 12:28:58 UTC
in Post your screenshots! WIP thread Post #335149
@Admer456

Ah, sweet... This map needs more russian words. Cliffs are a bit flat though.

And about that "boner": believe me, I can find you (at least I can try) hundreds of alternatives to that word in russian if you really want. Didn't get it because of a different language. I know english much worse than you do.
Posted 7 years ago2017-05-30 09:17:19 UTC
in Post your screenshots! WIP thread Post #335144
Also, you'll get to say that you've got your hands on my boner...
What do you mean? I don't get it.
Posted 7 years ago2017-05-30 08:04:30 UTC
in Post your screenshots! WIP thread Post #335142
No thanks. I don't need boner since it's for your project
Posted 7 years ago2017-05-30 03:52:50 UTC
in Post your screenshots! WIP thread Post #335137
@Snehk

Thank you. The map, though, is only 55% completed (approximately). The hardest part is placing the sky brushes and wadincluding these CS textures.
You could send that fish to me though. Would be an amazing easter egg!

@Amder456

Dude, it's only my humble opinion, but that blue light looks really out of place. A yellow one would look much better. Great job overall.

EDIT:
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P.S.
The sky is just a placeholder.

EDIT 2:
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Posted 7 years ago2017-05-29 17:03:12 UTC
in Post your screenshots! WIP thread Post #335134
Sorry for double-posting. Trying to keep this thread alive:
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Posted 7 years ago2017-05-29 07:45:02 UTC
in how do you bhop properly in cstrike? Post #335131
I'm not an expert and know nothing about "bunnyhopping", so this info was pretty useful for me. I know about defrag though, there's even an article about it on wikipedia.
Posted 7 years ago2017-05-29 04:06:35 UTC
in how do you bhop properly in cstrike? Post #335129
Thanks, now I know a little more about q3.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Posted 7 years ago2017-05-28 17:24:43 UTC
in Post your screenshots! WIP thread Post #335109
Redesigned this area a little bit:
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I hope those wooden trims on the left don't look out of place.

EDIT:

Almost finished making this room. Adding pillars right now:
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Posted 7 years ago2017-05-28 14:18:59 UTC
in Brush Sizing in Hammer 3.4 Post #335118
Yeah, sorry, forgot about it. I never used Sledge though so I can't recommend it. What I'm sure about is that hammer is obsolete and there's no point to use it now.
Posted 7 years ago2017-05-28 12:10:09 UTC
in Brush Sizing in Hammer 3.4 Post #335116
As far as I know that's how hammer works, and you can't fix it. You should use Jackhammer instead. It's like hammer, but it's 10 times better. Jackhammer is free, but if you want to support the developer, then you can buy the steam version.
Posted 7 years ago2017-05-28 08:44:02 UTC
in how do you bhop properly in cstrike? Post #335114
If you really like bhopping, play Quake 3. Wonderful game.
Posted 7 years ago2017-05-27 20:53:45 UTC
in Post your screenshots! WIP thread Post #335107
@Admer456

Oh, I know that texture.
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P.S.
Don't even ask me why do I use the Brotherhood of Nod logo as the trigger texture.
Posted 7 years ago2017-05-27 20:07:55 UTC
in Post your screenshots! WIP thread Post #335102
PI_GRNMETALT from de_piranesi.wad will look good on the arches. It's also good for the pillars.
Posted 7 years ago2017-05-27 20:01:24 UTC
in Post your screenshots! WIP thread Post #335100
Those arches look a bit dust-like. I'd suggest you to replace them with generic ones. You also said to me in the shoutbox that the map shouldn't have a lot of detail. But looks nice overall.
And yes, a few more questions:

-Do you use any custom textures?

-Are those windows actually a part of the texture?
Posted 7 years ago2017-05-27 19:13:06 UTC
in Post your screenshots! WIP thread Post #335098
Nice enemy for a dark forest environment. It also fits various tombs/crypts. I like this model. Reminds me of a one of STALKER 2 mutants:
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Posted 7 years ago2017-05-27 17:19:33 UTC
in Post your screenshots! WIP thread Post #335094
I really don't know what to write here
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Posted 7 years ago2017-05-27 16:34:05 UTC
in Post your screenshots! WIP thread Post #335092
Still too cute to be an enemy. Isn't it going to be dark-fantasy?
Posted 7 years ago2017-05-27 07:51:39 UTC
in Bug compilation problem svencoop Post #335087
@neophus775

As far as I know the only difference between the steam version and the free one is that the steam version has achievements. Achievements in a damn level editor...
Posted 7 years ago2017-05-27 07:38:08 UTC
in Post your screenshots! WIP thread Post #335086
Thank you. But the "temple" is now a separate map.
Posted 7 years ago2017-05-27 06:54:33 UTC
in Post your screenshots! WIP thread Post #335083
I need to stop abandoning my projects
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Posted 7 years ago2017-05-27 04:56:10 UTC
in Bug compilation problem svencoop Post #335082
I've tried it with hammer directly
Have you been using jackhammer before? If so, then it's horrible that you switched back to hammer. You could put a levelchange on your map at this point though, and then work on the second part.
Posted 7 years ago2017-05-26 16:44:54 UTC
in Bug compilation problem svencoop Post #335074
Does anything intersect with the sky brush?

This can also be a VIS problem, I have no idea. Try to do a full compile, maybe this can help.
Posted 7 years ago2017-05-26 16:18:07 UTC
in Bug compilation problem svencoop Post #335072
There's no need to create a separate thread for your map, post your WIP screenshots there instead: http://twhl.info/forums.php?thread=14851&page=last

In that thread you can also see what others are working on. Good luck.
Posted 7 years ago2017-05-26 15:38:36 UTC
in Bug compilation problem svencoop Post #335070
@Solokiller

Thank you. I will use the SC compilers instead.

@neophus775

Glad your problem has been solved. May you throw in some screenshots? Just curious.
Posted 7 years ago2017-05-26 15:10:09 UTC
in Bug compilation problem svencoop Post #335067
@Solokiller

Oh, you mean the VHLT compilers I use are worse than the SC ones? Do they have the features the original VHLT compilers offer? If so, I'll switch to the SC compilers. Would be nice if I could use them with the vanilla HL.

About the problem map, I don't think that reducing the texture scale will help. His map is almost twice as large as the largest map you can make.
Posted 7 years ago2017-05-26 14:47:27 UTC
in Bug compilation problem svencoop Post #335065
planes 57126/32768 1142520/655360 (174.3%)
Looks suspicious. Very suspicious....
It seems your map hits the limits hard. Or I don't get something.

EDIT: Aha! Here it is:
Warning: Number of world faces(33649) exceeded 32768. Some faces will disappear in game.
To reduce world faces, change some world brushes (including func_details) to func_walls.
How big your map is?
Posted 7 years ago2017-05-25 19:33:03 UTC
in Post your screenshots! WIP thread Post #335052
Ok, here's what I'm doing now, just to add some seriousness:
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Posted 7 years ago2017-05-25 18:49:50 UTC
in Post your screenshots! WIP thread Post #335049
Isn't it too small to be the secret final boss?
Posted 7 years ago2017-05-25 13:11:19 UTC
in Post your screenshots! WIP thread Post #335043
I think Admer means cartoony messup-mods.

Shaders... That's good I'm not a Q3 mapper, lol.
Posted 7 years ago2017-05-25 10:42:51 UTC
in Post your screenshots! WIP thread Post #335041
I hope no.
Posted 7 years ago2017-05-24 22:25:13 UTC
in Post your screenshots! WIP thread Post #335039
Now you need to code it...
Posted 7 years ago2017-05-24 16:15:23 UTC
in Post your screenshots! WIP thread Post #335035
and just happy to meet you in the endgame!
Sounds like a good ending.
Posted 7 years ago2017-05-24 15:28:34 UTC
in Post your screenshots! WIP thread Post #335032
@Snehk

Is it gonna be a high-level boss? xd
Posted 7 years ago2017-05-23 22:00:08 UTC
in Post your screenshots! WIP thread Post #335028
Hmm, de_storm textures, eh?
Yep. Did I say I'm converting dm_masonry to HLDM? No worries, I'll credit these wads. There aren't just de_storm textures btw, there are some from cbble, chateau and other maps (mostly trims).

Looked at the map from the top 2D view and you know? It would be too big for HLDM because the "temple" is really massive, so I split the map in two different maps.
Posted 7 years ago2017-05-23 21:36:12 UTC
in Post your screenshots! WIP thread Post #335025
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I decided that those pillars were looking too odd, so I removed them. Any suggestions? I'm just really confused and have no idea how to detail them. I can also leave them as is to make r_speeds lower.
Posted 7 years ago2017-05-23 19:44:44 UTC
in Post your screenshots! WIP thread Post #335022
Converting dm_masonry to HLDM since the layout sucks for a cs map. Ascension had a better one.
Posted 7 years ago2017-05-23 14:34:26 UTC
in Post your screenshots! WIP thread Post #335018
Oh, so you need to actually speak to participate in such tournaments? Ok, I'll better buy Half-Life. Because imagine a voice of a 14 years-old nerd with a heavy russian Red Alert-like accent. Being able to connect to the TWHL HLDM server is all I need =).
Posted 7 years ago2017-05-23 14:33:52 UTC
in What is your way of making displacements Post #335019
Yeah, never use VHE anymore. When I first tried to map for Sven Co-op I had to use VHE because I didn't want to create a separate profile for Jackhammer. Getting back to VHE was very hard.
Posted 7 years ago2017-05-23 04:03:25 UTC
in Post your screenshots! WIP thread Post #335013
@2muchvideogames

Dude I know. I wish I could make an es_ map. The concept is really good. We could organize a game with TWHL members only, like PUG. Sadly, I use non-legal HL and CS at the moment. Is cs 1.6 free on steam?
Posted 7 years ago2017-05-22 19:25:49 UTC
in Post your screenshots! WIP thread Post #334999
@Admer456

A CS level with a helicopter? Interesting.

Dm_masonry (lol, I'm really bad at naming my maps) is inspired by Quake 1 which I finished yesterday. It was way more satisfying to play Quake 1 then Quake 2. I like Q1 the most.

Making a passage to the middle:
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And then I will copy-paste all this to the other side of the map and retexture it a bit.

P. S. Multirockets from Dissolution of Eternity are so overpowered.
Posted 7 years ago2017-05-22 12:10:22 UTC
in What is your way of making displacements Post #335008
I use BEVEL just to make sure everything works right. "-cliptype precise" really helps btw.
Posted 7 years ago2017-05-21 22:07:16 UTC
in What is your way of making displacements Post #335001
@EsprimoP

Thank you. There are some tricks I didn't mention:
You actually can move vertices horizontally, but only at the top view:
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And you can also rotate a segment at the top view to smooth the corners if you need to:
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Also, I once compiled what I made with this method and didn't encounter any problems with BEVELed terrain. So I suggest you use it most of the time, just retexture it a bit to look not as annoying as it does in zhlt.wad.
You also should thank Admer for that method. He gave me the idea and I would never think of that texturing method if not him.