Commented 20 years ago2004-07-25 18:57:16 UTCComment #2874
wrangler, man. this has to be the BEST!! map i've played in a long time. you are a awesome mapper. i think this might just take 1st place. (but i dont want to judge yet.)
Commented 20 years ago2004-07-26 01:59:10 UTCComment #2882
I don't think its 5 stars Floater, look at the texturing. Although, it is a good map, or maybe i'm just blinded by the fact that it is decent and all the other maps lately have been utter crap
Commented 20 years ago2004-07-26 04:54:46 UTCComment #2887
Thanks guys, i appreciate everyone saying good things about my work. Thanks to Trapt as well for pointing out some o fhte texture work that needs to be done and fixed up. Thanks again.
Commented 20 years ago2004-07-26 08:56:22 UTCComment #2899
Looks nice, good scripting. You really show potential. A bit too much scripting for such a small level, but it's sure a good start.
Just a tip... brushes that touch other brushes split up faces, type gl_wireframe 1 in the console (when you run in OpenGL mode, in software mode you can use r_drawflat 1) and see what I mean. This happens with the light cables for example. You should turn these cables into func_walls so they don't split up faces. Your r_speeds are good, so it's not necessary, but it just leaves you with a bit more room for detail when you do, polygon budgetwise spoken. Also, this func_walling of small brushes will speed up the VIS process.
Commented 20 years ago2004-07-26 09:01:07 UTCComment #2900
And another note: the scripting isn't completely failsafe. For example, when the player rushes towards the zombie carrying the barney, the door closes before the zombie has gone through, so he moves through the door. Looks kinda odd. Also, the zombie breaking the door can't be killed when he does so, he dies only after his script. You may want to block the player from getting to them before their script ends.
Commented 20 years ago2004-08-08 16:16:15 UTCComment #3221
what the hell is up wit my maps, screw this, as of tomorrow I'm re-compiling my maps and putting them back up WITHOUT using the CSTRIKE wad in Hammer!!!!! argh! FOOK!!!
Just a tip... brushes that touch other brushes split up faces, type gl_wireframe 1 in the console (when you run in OpenGL mode, in software mode you can use r_drawflat 1) and see what I mean. This happens with the light cables for example. You should turn these cables into func_walls so they don't split up faces.
Your r_speeds are good, so it's not necessary, but it just leaves you with a bit more room for detail when you do, polygon budgetwise spoken. Also, this func_walling of small brushes will speed up the VIS process.