Commented 21 years ago2003-09-30 04:33:26 UTCComment #272
"Map uploaded successfully!" written in green!!!
Well I got success message, and if it still dosent work, then I dont know whats the problem. It is a zip file containing two files. Make sure that you extract the flashpoint.wad file in your half-life/cstrike folder and the de_village.bsp file in your half-life/cstrike/maps folder since it is a CS map. Still has only one CT spawn point. But the map is supposed only for review on the game flow and r_speeds.
Commented 21 years ago2003-09-30 21:42:52 UTCComment #277
Shows promise.. I like the feel of it, although it is a bit like "Land of the Giants". Everything is so big? Giant crates, huge arches... Is this what you intended? The r_speeds aren't too bad, peak in a few places, but constructive use of hint brushes might fix that. There seem to be some redundant brushes.. stuff you can't see from the ground, but are in the map (rendered). Some of the roof stuff might be able to be removed if you want to save a few poly's... The only other thing I can think of is increasing the max visable distance of the map, as there were a few places that faded out on long view.
Commented 21 years ago2003-10-01 05:44:08 UTCComment #278
Yes, everything looks huge. I am currently making another map with care this time in making good architecture, now that I know that the layout is good.
Commented 6 years ago2017-12-10 04:58:27 UTCComment #21118
Scale everything way down, then see where you're at. Maybe vary those textures up a little too. Wandering through massive corridors that are all textured the same isn't that interesting.
Well I got success message, and if it still dosent work, then I dont know whats the problem. It is a zip file containing two files. Make sure that you extract the flashpoint.wad file in your half-life/cstrike folder and the de_village.bsp file in your half-life/cstrike/maps folder since it is a CS map. Still has only one CT spawn point. But the map is supposed only for review on the game flow and r_speeds.
The r_speeds aren't too bad, peak in a few places, but constructive use of hint brushes might fix that.
There seem to be some redundant brushes.. stuff you can't see from the ground, but are in the map (rendered). Some of the roof stuff might be able to be removed if you want to save a few poly's...
The only other thing I can think of is increasing the max visable distance of the map, as there were a few places that faded out on long view.