Forum posts

Posted 13 years ago2010-12-02 02:05:39 UTC
in Reactor complex teleport Post #287543
Woa, the first time I'm correct about something from the first time. Thanks for clearing up the fog for me Atom. :)
Posted 13 years ago2010-12-01 16:24:10 UTC
in Reactor complex teleport Post #287519
This is something I've wondered at since I first played Half-Life, and I'm still pretty much in a wut state, so to speak. So, uh, It's about teleporters.. and Black Mesa.. and Gordon. Yeah, I think you've got the general idea.
No? OK, so let be break it down - does anyone know how the Lambda teleport was set up, in terms of entities? I have my theory, but have never tried it out to see if it really works. Is the player teleported into a tight room textured with a "white" texture and lit in green? And then a trigger in that same room activates the trigger_changelevel entity to load the Xen level?
Posted 13 years ago2010-11-29 05:33:15 UTC
in A Valve question. Post #287462
Ah, how I wish I had RtB right now. :P

Thanks tschumann, I appreciate it. :)
Posted 13 years ago2010-11-28 17:11:26 UTC
in A Valve question. Post #287436
Don't get side tracked now.. let's focus on 'developing' developers. Breathe in... breathe out.. In... Out... see, much better! ;)
Posted 13 years ago2010-11-28 16:48:30 UTC
in A Valve question. Post #287434
Hahah, yeah. You could even say Gabe Newell cotributed to the maps too, no? ;)
Posted 13 years ago2010-11-28 15:47:16 UTC
in A Valve question. Post #287430
Hello mappers,

I've been specificly interested in the Half-Life design cycle, and most importantly, DM maps. Valve's work suits as an inspiration for my maps, so do you guys know who's "fault" are they; Any shots in the dark? ^^

I know David Johnston did design on Bootcamp but the others are quite perplexing to me frankly.
Posted 13 years ago2010-11-26 17:14:12 UTC
in Thinking along the lines of.. r_speeds Post #287323
I am very very sorry for the responce delay.. and necroing this thread. I just dropped here to inform you I won't be doing any mapping for some time in the future as my comp is curently scrap metal, sadly it is. :/

Though I'm glad you wish to help. Thanks! I will make sure to use the external compiler from now on.. whenever I get the chance to map again that is. :P
Posted 14 years ago2010-11-09 03:07:41 UTC
in Thinking along the lines of.. r_speeds Post #286922
No, I'm not using batch compilers. And are they better than the built-in Hammer compile interface?

And sorry for not specifying earlier - this is a HL: Deathmatch map, I'm using ZHLT, and both the halflife/zhlt.wad files. Lag seems to be only in that area. Maybe I haven't ceiled something correctly? ;(
Posted 14 years ago2010-11-08 15:58:23 UTC
in Thinking along the lines of.. r_speeds Post #286907
So hello there to all of you fine mappers out there. I am having r_speed problems with one of my map areas that I can't seem to get over yet. I have tried NULL texturing, but it seems it does almost nothing for the issue.

Can I please have it checked? The area in question is the one with the rounded wall joint on the 2nd floor and the poster board in the middle of the room.

FileFront mirror:
http://www.filefront.com/17493912/laborant.map

Thanks in advance!