The point would be to shine up what's dull. Newer games probably have nicer levels to start with. I like the "remaking a level" in general but it would help if it's base map was recognizable/ if more people were familiar with the base map.
Haha, Well almost any map is better than the standard half life ones, that's for sure. I played in the server last night on undertow and boot camp and boy were they visually painful.
Atlest I only submitted my latest one which even I am only semi fond of. It would be nice to test it though.
The only thing I don't like about the server is that you cannot side scroll in mid air as you can in single player. I think there are mods that allow it, it'd be nice if they were implemented in the server.
While i agree with you and Rufee that the room should basically be a single volume, I'm not going to enforce that rule if someone builds an amazing multi-volume entry(like with the last rooms).
To think I was still using vm for fancy terrain. Well I knew of displacements in source but never used them. The first time I ever mapped in source I remember using vm to create terrain. That was years ago, and then I went back to gold source.
I don't think it's a typo, I think doodle suggested a really big area. I didn't oppose it because it's only the maximum size and you can always make it smaller than that. You could make an office room, or an entire air hangar.
I'd personally prefer a given texture set, just because I suck at making them and am new to source.
Having us making the following corridor is a good idea to disperse the work load unless you want to make them Captain. And I'd like to make my own door, I think it's an interesting part of the design that allows the creator further influence on their theme. Also tacking for example a wooden door in a space station or vice versa might look odd. At the same time it might pull it all together so who knows.
It would be cool to put them in a certain order, like we vote on them and last place is viewed first and first place is viewed last. So it progresses in quality. We could do so from a single screenshot of each. Just an idea.
Edit: WARNING: couldn't open cstrike.wad. I tried your method again Archie and it updated two files but it seems to still be missing content.
I'm just running a system restore at this point.
I think it couldn't recognize why it wasn't working because it was only missing files. At first Archie's method seemed to be working but it ended up not doing anything.
I recently downloaded a skin for the ak-47 and put it in my models folder. Then cs would not work. I tried swapping the models back but it still wouldn't so I tried uninstalling cs, then reinstalling and it still doesn't work giving different errors each time.
The backsplash is the half life one, I think it is missing content.
Does anyone know of a good free uninstaller so that I can completely remove it's content before reinstalling it via steam?
I've tried absolute uninstaller but it simply uses steam's uninstaller which doesn't work.
Hehe that would be hilarious. Actually I've seen the icthy reskinned as a shark before. I was just planning on flat masked func_rotatings or tracktrains similar to the fish in the foyer of my dreams competition entry.
Cool, yes it is a little similar from what I can see online.
This wip is from a few hours of work and one really rough sketch. I've also always wanted to map a night club with a fish tank like this one. Unfortunately I have to keep details limited because it is part of a large map.
Cool I'd like to see that! You jump into the skull's mouth off a cliff edge. The area is much darker, I brightened the image in ps bc I could hardly see it on my other monitor.
I mapped this same thing years ago but never finished the map. That rmf/bsp is long gone by now.
Yea I had removed the map because it wasn't compiled with vis. Yes that would be awesome to port it for csgo and cs source some day.
I wanted to make a new map for cz and 1.6 but didn't want to before uplading my previous work. Let me see if I can round up all the content needed for the maps. I'll just focus on de_dust_thunder for now.
Note, I used env_sprites as models so if you open the map in hammer it will crash unless you change your models folder to something like models1. Then when you want to play the map just change it back.
Also all but two of the models are included in cz so only the extra two are needed for cz but I think ten models are needed for cs1.6. I'll include them in the correct folders.
I'm trying to compile a large complex map with vis included. The compile ran over night in hammer 3.4 but still didn't finish.
I tried installing and using batch compiler but keep getting the error "error writing batch file C:Program Files(x86)Batch CompilerCompile.bat. I've used bc on a different computer and it worked fine. I checked nem's forums and other people reported the same error.
Anyone know a different compiler I can try or a solution?
Clearly Source is much more powerful, but it depends on what you prefer. I like gold source because compile times are miniscule. I also prefer entire ideas/ designs rather than detail and graphics, not saying I don't appreciate source mapping.
I also prefer gold source for the pure nostalgia. It is also genuinely challenging to make a map look good in gold source, which I wouldn't call a bonus but it leaves no excuses for poor design.