The landmark MUST be in the same place in both maps. Once you've placed it in one, copy the map and rename the new one to the one you're transitioning to, then edit the changelevel, delete any stuff you won't see in the new map, add new stuff.....
That's not true, jobabob. I've felt this before, although I rarely feel it nowadays. Just play a few games, get some inspiration, get inspiration off other people (Without stealing ideas), and then bring bits of it together. It probably won't all come in one map though.
I'm making an opfor map pack, and it starts off with a big parade (With Blackadder Goes Forth music!). However, I was just wondering, how would I get three rows of fgrunts/recruits/blackops etc. to walk forward at the same time? I was thinking of scripted sequences, but wouldn't the front row get in the way? Would the front row march forward, then the second row, then the third? I want them all to leave at the same time and stop at the same time. Also, there will be a person in front of each section, so they might get in the way as well...
BTW, does anyone know if the recruits and drill instructors have the same skeletons? I want to give the drill instructor a saluting animation. And does gman have the same skeleton? That would be even more convenient...
You can't make any of the existing brushes entities, but of course you can retexture them. You'd be almost guaranteed to lose if you stuck with those awful colours.
I like the VERCers. Bagpuss doesn't like me all that much sometimes, but I don't hate him or anything, and I have no real problem with him. Basically, I get on with them fine.
Siberia was brilliant. How about you make: Siberia (difficult, but good), Chicago (nice 'n' easy to map), NeoTokyo (very hard to map, but it has brilliant design), Atomsmasher (Possibly my least favourite level because it's so hard, but it was a good one), and possibly Robot Factory (You might need spirit for those cameras on rails).
I created a masked texture (One of those blue background ones) called {Barbedwirecoil, but the blue shows up in game, even though it's rendermode solid fx amount 255. Can anyone help?
No offence....so what? Saying no offence doesn't mean I won't be offended. I DO have friends, I just don't play games with them very often. Now sod off before I kill you.
Um, try UseSentence and choose something from sentences.txt like !BA_IDLE1 (Don't use this, it was an example). You must have the ! though. If you want custom TEXT to appear, it's see player unconditional, target the game_text.
For some reason, whenever I get electrocuted, a 0 appears instead of a lightning bolt. Whenever I drown, I'm freezing to death. Whenever I'm in a radioactive area, I'm being electrocuted. Burns seem to appear correctly though. Can anyone shed any light on this? I once fixed it, can't remember how though. I don't want to reinstall hl AGAIN...hmm....maybe that'll work.....
Won't stop monsters either. For that, you need a func_monsterclip with a texture other than clip/origin/translucent. Let's say aaatrigger, that's what I use. Also, to clip a monster, you must tick their monsterclip flag. And with ZHLT, the edge of a sky brush acts as a clip brush automatically, so you wouldn't need 'em for skies.
If you have large sky areas and the player isn't likely to fall through them, you can speed up your compile by using the -noclip command. Clipped skies were introduced around ZHLT 200.(ed:Andy)
Yes. 4 grunts at least. And for opfor you should use a blackops osprey with male blackops. The normal osprey drops evil grunts I ASSUME, but I could be wrong...
ONE: Only one rating per person per map. TWO: Kaptain_Krunch should be banned from rating THREE: Some people complain about people rating their map one. If the map is bad, that's fine.
This is Vassy but I can't be bothered to log in. It seems to be well known already on VERC, but I'll still put up a tutorial if I can find out anything else.