curte2

Half-Life HL
curte2 by Weeman
Posted 18 years ago2006-02-01 07:02:52 UTC • Unfinished • Half-Life
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Name
curte2
By
Weeman Weeman
Type
Map
Engine
Goldsource
Game
Half-Life
Category
Unfinished
Included
BSP, RMF/VMF
Created
18 years ago2006-02-01 07:02:52 UTC
Updated
18 years ago2006-02-17 17:01:53 UTC
Views
1399
Downloads
571
Comments
9
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the map is about 80-90% complete(all i have to add is a helicopter to take the player and land at the LZ, and then descend with the LZ ,as an elevator, into the next map)....any sugestions would be apreciated....

PS: the map might have a leak in it ...dunno if i eliminated it....

EDIT: map is ready....still can't find the leak...please help!!!!Also a bug: when the game_text is triggered hl exits..mmmmhgggh!!!!

9 Comments

Commented 18 years ago2006-02-05 23:13:02 UTC Comment #10814
K. Now I can see why you've not included the bsp, at least I think I do--you have a gargantuan number of invalid solids on this map--If you don't believe me try compiling or hitting alt-p in-editor.

No doubt, caused by the many-sided satellite dishes and microwave thingies--which looked great btw, but totally beyond Hammer's potential.

Make them models, or make them less sophisticated, that would be my advice. Nice-looking stuff anyway.

Have you gotten it to compile yet? It's also good etiquette to include a working .bsp ;)
Commented 18 years ago2006-02-09 03:29:39 UTC Comment #10834
K. A couple of things. You know you can't have entities outside world, right? Well, the ends of your spot light beams go throught the floor. Also your bottom "floor" is only 4 units thick, and while technically it's ok, I would make them thicker--at least 32 units thick.

You still haven't removed those super detailed dishes/microwave antennas.. Tsk tsk! Have you noticed how bad they look in-game, and how your r_speeds are over 3000?! The dishes/antennas are so far away, there is no reason for them to be exquisitely detailed, and as you can see, hammer messes them up anyway.

There's something else going on wrong with this map too, because I tried to compile it with HLfix and it kept giving me an error--the map delete part--for some unknown reason. The compile took super long because of the hurdles you're giving vis--big sky box, over-detailed architecture, etc.

Don't get me wrong, I go against the grain, and make skyboxes all the time, as well use overly complex architecture, but just keep in mind it's a bad practice for the hl1 engine--use models

Good Luck!
Commented 18 years ago2006-02-10 13:53:21 UTC Comment #10842
alternative for the antennas?
Commented 18 years ago2006-02-11 01:10:23 UTC Comment #10846
Just make them simpler. There up and far away enough that the player is not going to notice. I can easily make you a prefab as an example of what I mean if you like.

A model would be perfect for the dishes though. Models are a bit of a pain though I'll grant you. If you don't want to do it yourself, you might pm or start a thread to attract some of our new modelers--this would be very simple for them.

Looking at your map some more, I also noticed the copious amount of func_rotating--and other entities--door entries, possibly some that weren't originally intended--the top of the guard tower!???

My advice would be to go thogh the entity report and change "to world" anything that is unnecessarily tied to entity.
Commented 18 years ago2006-02-11 13:01:53 UTC Comment #10848
the func_door_rotating make the spotlight work....
Commented 18 years ago2006-02-19 12:26:01 UTC Comment #10893
yes..make me a prefab of the antennas.....please....also if you can find the got dam leak....i'd apreciate it...thanks..
Commented 18 years ago2006-02-20 02:07:03 UTC Comment #10903
You're func_rotating lights are still cutting through the floor. Extend that box throught the whole bottom of your floor to make sure they aren't expoed to the void!

And the roof of your right side gurad tower is a func_rotating. I'm pretty sure the roof doesn't need to rotate ;)

Try compiling without those nasty-many-sided-dishes and see if that helps any.

Prefab coming...

PM for further correspondence please :)
Commented 18 years ago2006-02-20 02:08:07 UTC Comment #10904
Include wad too with your .rmf--osprey textures missing...
Commented 18 years ago2006-02-20 05:42:54 UTC Comment #10905
K. This is the way I would do it:

http://twhl.co.za/mapvault_map.php?id=3714

You'll notice, from most angles, you can't tell the difference between your exquisitely detailed dish, and my piece of crap :) More still because these are going to be up on towers far away from the player.

R_speeds are less than half of the original, which is fine, but I thought there would be more of a savings. If you decide to stick with your originals, for god's sake make sure they are func_walls!! Stuff like this adds ages and ages to your VIS time, and probably doesn't make RAD go any faster either :P

You could make them look better still by some texturing tweaks too.

Good Luck!

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