Forum posts

Posted 12 years ago2012-02-17 16:44:37 UTC
in Competition 32 Post #303516
Spanks!
Posted 12 years ago2012-02-17 12:35:17 UTC
in Competition 32 Post #303509
cz server? oooo, ip? Dang i'm at school all day today. I'll be in the server tonight for sure.
Posted 12 years ago2012-02-17 02:17:22 UTC
in Competition 32 Post #303483
Decompile that bad boy and see what you can come up with! If I made this map as a model in rhino, I could export elevation drawings from it and add lineweight in illustrator! I could even make section drawings of the map.

It's funny, I sometimes use hammer to make drawings for school. I just change it to black on white and make everything black by grouping it and "hiding it" and then editing it's color to black. It's like "layers" in halflife. Maybe I should write a tutorial.

Here's an image I got from a 3d model, couldn't open it large bc I don't currently have illustrator.
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Edit: ohh, hahaha you made them look like they are hanging on the wall. yea! :biggrin:
Posted 12 years ago2012-02-17 01:38:42 UTC
in Competition 32 Post #303475
Hahaha thanks pal. My secret is that I have no life. ;) And yes, I have the goose as well. I found it raiding my pantry for an oreo and captured it.
Posted 12 years ago2012-02-17 01:15:42 UTC
in Competition 32 Post #303470
Woot :lol:

Mine's in el vault too!
Posted 12 years ago2012-02-16 23:38:12 UTC
in Competition 32 Post #303459
Yep, same here. I could have easily finished forever ago hadn't I procrastinated by playing cs the entire time. I did a lot of work in a short period of time.
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Posted 12 years ago2012-02-16 10:38:50 UTC
in Competition 32 Post #303437
Just when i'm ready to submit, something strange happens. Every 30 sec.s or so my map very briefly lags and you can hear it. I've erased everything I did last but nothing worked. Oh well, i'm submitting now and maybe I can figure it out later, maybe it's my computer, I need sleep. :lol:

Edit: submitted :ciggie:
Posted 12 years ago2012-02-16 04:04:19 UTC
in Competition 32 Post #303427
I think my only solution now is to eliminate wave height. This will look silly by the water falls though...

I checked out de_aztec_cz and it's water has no waves which is prob. for the same reason. I also noticed a really bizarre grass effect in the water. Like, grass sprites appear as you walk, it looks super horrible.

I also textured every face of my water except the top with null which significantly lowered the patch count. Weird that it even works.
Posted 12 years ago2012-02-15 12:41:14 UTC
in Post your screenshots! WIP thread Post #303400
You know you can do this very quickly by creating a pipe with the arch tool, chop it up into many segments and vertex manipulate it.

Is that how you did it? Though both ends become parallel with my method instead of the pipe actually curving.
Posted 12 years ago2012-02-14 22:17:30 UTC
in Competition 32 Post #303392
No, they are not all the same entity. If you do so it makes major problems, like the entire map becomes func_water. I've gotten it to work like this before.

That's a good idea Blitz but it would interfere with circulation. I am completely done with the rest of the map now though so I should have some time to figure it out tomorrow after school. I have to spend the rest of today cramming for a testicle.

I also want to figure a way to label the map ie a banner with my name and twhl.info on it. I was thinking of maybe newspaper on the ground that had it written on it as news print. Or a banner like in de_dust2_cz. Or something.

And for goodness sake I wanted a secret too! Dagnabit.

And unfortunately I cannot have scenes outside the map because it is way too brush intensive to add more stuff. And i'm out of wad memory. Oh wells, maybe I can eventually make a source version of this map, it practically looks like source.

Edit, Yea atom i'd rather have a few glitches than a laggy map. I'll experiment with it tomorrow. Hey, maybe it's the texture... eh?
Posted 12 years ago2012-02-14 20:29:50 UTC
in Competition 32 Post #303387
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The diagonal body of water used to connect by the vertices but I extended them beyond to connect with straight edges rather than diagonally. The problem ocurred before as well.
Posted 12 years ago2012-02-14 12:26:18 UTC
in Competition 32 Post #303375
Jus tried and didn't work. :aghast: I mean, could make it a huge func_water under the entire map to void the problem but then it would be wasteful and probably cause more errors. Plus i'd have to box it in. Any other ideas? Otherwise I may just have to end up doing so.

Also, it's weird because sometimes when I texture a brush with null it casts a shadow and sometimes it doesn't. It was great to give shadows to models, I wonder how to always make it cast a shadow.
Posted 12 years ago2012-02-14 08:45:41 UTC
in Competition 32 Post #303373
I'ts getting to the point where making gold look good is like making sh** taste good. Add sugar, and then more, and more, and more until it tastes good.

Last bug I need to fix, my water textures won't allign for anything. They are seperate entites touching eachother with wave height of 1. They are textured the same, I even re built the entire thing without any vm to avoid imperfect texturing and the water edges/ waves still don't allign. Any idea?
Posted 12 years ago2012-02-13 05:59:54 UTC
in Competition 32 Post #303354
Yea unfort I have a project due tom, and a test wednesday. And work tuesday, so I guess that gives me the day it's due to finish it. What time is it due thursday?
Posted 12 years ago2012-02-11 19:55:13 UTC
in Competition 32 Post #303281
Nipper is "my" hero.

http://www.nipper.thedarkterritory.com/

Check this vid, I think it's his latest weird map.

http://www.youtube.com/watch?v=TlJLZhV69mU

Edit: Sorry I have'nt reviewed your map yet Skals, jsut been busy. It was really nice. Very nice lighting! I don't understand how you got the shadow edges so smooth!

A quick thought, I think some of the buildings were chamfered a little bit too much, instead of being a corner detail it became building design and they all began to look to similar. And the very nice river shouldn't be blocked by the high wall. Very cool buildings on the hill! And some of the doors were way out of scale. And where that one board didn't break, it's understandable why not but you could do something different because it seemed silly for two to break but one not to. And the lights beaming through the windows even though the blinds were down. I guess it is coming through the cracks? Sorry for saying everything bad, it is a very nice map, though I didn't have time to understand the layout yet.

It is a peaceful map because of the warm lighting and nice ambience. I just testplayed it a bit with bots and when I am confronted sometimes there is nowhere to hide. Maybe you could add some more bozes and props. One exaple/ I was on the roof by the boards and a bot began attacking me and I had nowhere to hide or jump down in time.

I also noticed the other view of the river which I didn't notice at first. Very nice!

Edit: Wow, I skied my map and compiled with no leaks the first time! That's unheard of.

Edit: Anyone know generally how many entities you should have up to in your map for counterstrike?
Posted 12 years ago2012-02-11 03:34:10 UTC
in Competition 32 Post #303278
Awesome. Looks like you could use some enclosure, maybe some radio towers, airport stuff etc.

That crazy effect was cool. Everytime I think about counterstrike I think about nipper and his crazy maps like huhhh and whaaa. You guys know what i'm talking about?

This was a map I was doing sort of inspired by his maps, but it was lost to a hard drive crash ! ! ! ! ! ! ! ! ! ! ! ! :aggrieved: http://i996.photobucket.com/albums/af82/m_chumchal/yeahhh0002.jpg
Posted 12 years ago2012-02-11 02:12:34 UTC
in Competition 32 Post #303273
I'm about finished. I can't believe i've gotten this far with a sky box. Now to sky and clip it in. :pwned: Then i'll come back and add more detail without constantly hitting max_patches. Skipped school to work on it all day. I need to hurry and finish because I have homework due monday, a test wednesday and work.
Posted 12 years ago2012-02-10 16:48:27 UTC
in Competition 32 Post #303260
Anyone know how to get material sounds in condition zero? I copied and pasted the materials document from my halflife sound folder into cz sound folder and it doesn't seem to work.

Edit: Ohh, just extract materials document from cs with gcf scape and use that one. :biggrin:

Helpful tip. Quick guide and help for using counterstrike models.

Use gcf scape to explore the existing models. Use an env_sprite with the model name. This only works with cs models. If you do it with custom models you have to change the name of your folder that contains the custom model, just add a 1 at the end. Other wise it will crash hammer. Compile and then before playing the map, erase the 1 in the file name.

To orient them in the 4 standard directions, use these values for pitch yaw roll. Otherwise the model will flip random directions.

Direction varies but these are the basic four directions.

(0,0,0) "do nothing to it", (180,270,180), (180,0,180), (180,90,180).

This should save you some time.

To give your model mass, make a brush that overlaps where it is. Make it a func_wall and compile to see how it overlaps the model. Keep adjusting and retrying until it works and then change it's settings to rendermode texture and value zero. If it is metal, you can edit the materials document and texture the brush with that texture. You can also make the brush a func_breakable and add explosion if you like. Make it's trigger on break the env_sprite/ model and set the env_sprite in flags to "starts on".

Perfect for exploding barrels. There's even gib models for the exact barrels but you can figure that stuff out, I think i'm too lazy to care about the gibs matching. But if I have time.....
Posted 12 years ago2012-02-10 00:36:28 UTC
in Competition 32 Post #303240
Cool man! Sorry to hear disco, yea it takes a lot of will power to get a map completed. If I worked on the map as much as I played counterstrike, i'd have been done a long time ago.
Posted 12 years ago2012-02-09 04:35:22 UTC
in Competition 32 Post #303233
Awesome map, but letting bots duke it out doesn't do much good being that they use auto aim. Lighting, obstacles, height differences etc. don't hide them from eachother. It helps to run with the bots. Also think about every instance ie. the bomb is planted, where would the ct's be? Would they have enough time to reach and defuse it. Is there cover to defend the site and the bomb? Short cuts? One way routes. etc. Are there enough func_vehicles? ;)

I also just trace my fingers from dif routes in the hammer grid at the same pace to see where players collide. You want the players to be able to easily advance on eachother. A horrible example of this is cs_assault. There's literally 3 entrances into the complex, all of which are absolutely awful which creates horribly strung out rounds. The door is squeaky, the ducts make noise and the front door is way out in the open. It is such a horrible horrible horrible map! Unless your clever enough to make it fun but I don't think that's how it should be.

One of my bomb sites seems a little too accesible by the terrorists. I may have to alter the layout a tiny bit. Is the test server up?

Edit: Just got an idea i'll try. You can use a timer and time how long it takes to run to a certain area for both teams. Finding out exact collision points. And make adjustments ie. moving start locations or adding obstacles. In one bomb site it has tons of cover and as the ct's can reach it before the t's it would be really hard for the t's to enter. So I made two door entrances on the same wall and even a 3rd entrance on the other side. And if you figure it out, there is yet a 4th! entrance to the bomb site for the terrorists.
Posted 12 years ago2012-02-06 22:13:36 UTC
in Competition 32 Post #303201
Nice work monkey rabbit. Looks delicious.
Posted 12 years ago2012-02-05 20:53:48 UTC
in Competition 32 Post #303180
Yea I did because of cz's rain entity. Sorry Archie :lol:
Posted 12 years ago2012-02-05 04:40:05 UTC
in Competition 32 Post #303166
Thanks a lot potatis, now i'll waste all day tomorrow playing cs with you guys instead of finishing my map lol. :lol:

Is it a cz server?
Posted 12 years ago2012-02-04 20:59:39 UTC
in Competition 32 Post #303161
My map is turning out epic :plastered: . I can't wait to play them in a server.
Posted 12 years ago2012-02-03 21:14:40 UTC
in PlanetPhillip HL1 competition Post #303152
Looks cool, need to take a break from competitions after comp 32 for school though.
Posted 12 years ago2012-02-03 02:00:23 UTC
in Competition 32 Post #303130
Saweeut! Should be able to play it tomorrow night. Been unbelievably busy with school and work so getting this thing done will be a miracle.
Posted 12 years ago2012-02-02 05:56:58 UTC
in Competition 32 Post #303122
Anyone know why condition zero freezes when I try to play my map with bots? It does so when they are "analyzing the map". It worked when it was only a fleshed out version but now it is fairly complex.
Posted 12 years ago2012-02-02 03:02:46 UTC
in Competition 32 Post #303118
It'd be nice if someone had a server. Maybe I can try to temp. host one. May not have time for it to be worth it though.
Posted 12 years ago2012-01-31 18:10:14 UTC
in Competition 32 Post #303077
Funny, I did the same thing as skals. But for other reasons. Very good tet, it's just crazy enough to work :glad:
Posted 12 years ago2012-01-31 03:36:51 UTC
in Competition 32 Post #303069
That idea sounds awesome, reminds me of 007 I think.

Skals is correct though I concidered de_train. Running into some issues though, like why would a terrorist bomb a mosque :lol: .
Posted 12 years ago2012-01-29 07:36:49 UTC
in Competition 32 Post #303029
Can you guess? I would have done aztec but I already did one.

Got t and ct base about finished. Now to do everything in between. Well first I better get on some homework, I can't "completely" forget about school.
Posted 12 years ago2012-01-27 14:00:59 UTC
in Competition 32 Post #303003
Congrats on getting it done so fast! I wonder if i'll have time to playtest mine. The best i've done so far is with bots...
Posted 12 years ago2012-01-26 22:38:54 UTC
in Competition 32 Post #302986
Yea, env_sound is something to avoid unless you don't mind it playing through out the entire map or not working sometimes.

I've been working on my counter terrorist base alone for two days straight. Hope to finish it today and start on the terrorist base.
Posted 12 years ago2012-01-25 22:42:54 UTC
in How did you start mapping? Post #302959
Haha, I used the Tony hawk game for ps2's editor as well. It was a lot of fun to make king of the hill maps. I also made ramp "roller coasters" Oh yea I also played roller coaster typhoon. And the sims...
Posted 12 years ago2012-01-25 14:25:12 UTC
in How did you start mapping? Post #302945
I read it on the back of my old halflife box that you could download and use wolrdcraft to make maps. My very first map was a hollowed cube with a xen tree and a light in it.

One of my earlier maps entailed a house with a pool and diving board. There'd be secrets via func_illusionary doors in plants that you could go inside and other random stuff exploring entities. I remember making a map where you started out in some weird part and then fell way down into a night skyed area with a little multi story building. It had an elevator and each level had different stuff in it. One level had giant gummy bears that were func_pushables. Another had, well I don't remember :D

I remember another early map that was "shooting practice" where you start out in a room full of guns and walk down a hallway full of doors. Each door lead to a small room/ environment for a different monster from halflife. You would push a button and for example a headcrab would appear and you could shoot him. His environment was xen like with waterfalls and weird lighting.

Another interesting map was for the map a machine contest. Though I never finished and submitted it, it was an old abandoned merry go round/ carnival area. You turned it on from an old control station that had a tv in it with an animated texture of a badly drawn porno playing... When it turned on one of the horses ran off of the ride and crashed through the ground. You then jumped down the hole into a sewer that took you around and then under the merry go round where you could see the rotating shaft and some extra horses and neat stuff.

I've made probably three maps where you eat shrooms and begin to hallucinate. Things happened like your ceiling growing and shelves beginning to float allowing you to move upwards to a revealed door. Strange lighting occuring. A picture of the devil appearing and his nose growing. Yea creepy stuff...

I've even mapped a giant skull that opened and closed his jaw. You would stand on a platform and jump into his mouth and fall down his troat. I also made a map with water and a ship rocking in the waves. You jumped onto a floating box and into the ship and you could go in a door on the ship but it teleported you to a big interior area with bookshelves and a crossbow "harpoon".

Yes, I made tons of maps. Hammer is really awesome. Didn't release a map until torture. Was pretty young at the time and got some unfair criticism that I didn't know how to handle ie. ignore.

Forgot to mention, I too randomly found twhl, probably from google. Learned almost everything I know about mapping from the beginning from this site, I really do owe a lot to you guys.

My advance is that no matter how good you get at mapping, halflife has some unfair weaknesses and limitations. But, it compiles extremely fast. Get good at hammer for fun but if you plan on going into architecture or game design, look into more advanced programs that can make complicated geometry. I am using rhino and the things I can make in it make hammer look like ms.paint. But the experience i've gained from the wntire experience is quite un attainale elsewhere. So, keep at it. Learn it, master it, and keep doing it. Make maps for their playability if they are to be played along with their aesthetics. Look at surf_icebob for counterstrike for example. It has tons and tons of things you can do "surf wise" and it looks so simple. This took lots of thought, not just random placement of stuff.

Oh, inspiration for me comes from other video games and life experiences. I would point mostly at super metroid, banjo kazooie, zelda"s", megaman2 and halflife. Note their musical qualities as well. Very inspirational.

Edit: Forgot to mention. For the longest time I didn't know hammer could mirror objects vertically and horizontally with ctrl i/l. If you are ever making something symmetrical, construct one halve and then mirror it. I made my entire hunter ship from metroid prime without knowing this...

Also, hammer likes triangles. :D

And utilize the hell out of vertex manipulation. For everything!
Posted 12 years ago2012-01-23 16:04:29 UTC
in Coffee Brewing Post #302900
I make foldger's with a regular coffee maker. Usually pretty weak and then tons of coffee mate and a little sugar. I don't drink it every day though because it tends to not work as well then.

Also if i'm going on a long trip or to church or somethingI don't drink it because it makes me have to use the restroom a lot.
Posted 12 years ago2012-01-21 06:13:05 UTC
in Post your screenshots! WIP thread Post #302860
Looks cool Blitz, an interesting "clean" style. Makes me want to sip warm coffee. Perhaps make it more hilly? And that ice texture looks obviously repeated or something.

Hahaha, I just noticed your avatar captain. Awesome.

Edit: Oh sorry, I said things you already pointed out.
Posted 12 years ago2012-01-20 06:16:39 UTC
in Post your screenshots! WIP thread Post #302845
Yea, especially now that zeeba-G has to beat skals. :furious:
Posted 12 years ago2012-01-20 06:14:11 UTC
in Competition 32 Post #302844
Captain, my steam name is m_chumchal. If you add me as friend you can join the servers i'm in. Wanna play for a little bit tonight? I have a lot of homework but I wanna play for a little bit. Lemme KNOOOWWWWWWWW!

Hotdog how dare you, shame. Nothing touches a twhl competition. :biggrin:

Skals, you are doing many of the same things I am with your map. I feel that you have a strong chance this time, well bc I haven't touched mine besides layout so far anyways. Atleast you are providing me with inspiration. :glad: Congrats on the sexy map so far.
Posted 12 years ago2012-01-19 00:18:41 UTC
in The 2012 Crap Christmas Presents Mini-Co Post #302834
Wow, What an awesome thing to find out. Thanks for the fun competition and congrats to you guys. I'll be sure to review your maps as well.

Oh yea, hehe that "pile of silt" was a pile of gold. By the time I got to texturing I guess I got a little rushed bc the map took so long. Thanks for the great in depth review.

I also admit I sort of regreted the mine cart killing you. But it was fun to try to make it look real and if it simply stopped it would have simply returned you to an explored map. Andif you are as sharp as 2muchvideogames you'd jump out in time lol. Didn't expect anyone to though.
Posted 12 years ago2012-01-18 19:18:16 UTC
in Competition 32 Post #302823
Competitions for counterstrike don't work for me. Everytime i'm logged into steam playtesting my map I hop, skip and jump into a server and play until I forget my name. I'll try to get this done in time if I can just resist counterstrike's yummy temptations.
Posted 12 years ago2012-01-18 19:10:23 UTC
in The 2012 Crap Christmas Presents Mini-Co Post #302822
:zomg: :heartbreak: Hahaha

Iv'e been set up pretty radically for that in my life, but this tops them all. You should get a trophy for that.
Posted 12 years ago2012-01-18 00:12:01 UTC
in The 2012 Crap Christmas Presents Mini-Co Post #302810
So, if you got three entrances that means, Everybodeh winz :D
Posted 12 years ago2012-01-15 09:00:12 UTC
in Competition 32 Post #302724
Well my laptop also runs hot when I play source but other than that I guess I should give it a poke again.

Haha, I was playing my cs map with 20 bots, it made me realize it's a little large. Guess i'll scale it down before "making" it. It was cool because it was playable yet extremely ugly bc it is just a bunch of blocks for scale references.
Posted 12 years ago2012-01-15 03:28:45 UTC
in Competition 32 Post #302713
I've poked at source but the only reason I left it behind was because of long compile times. But that was on an old machine. Gs compiles in minutes if that. How are compile times in source for you guys along the map?

I've had compiles take maybe 10 minutes at the most in goldsource but this was with completed maps on old rigs.

Rabid, i'm sure changing the brick color is fine. Especially because of your valid argument that it will make the layout stronger recognizably.

Edit: http://www.playlist.com/playlist/22927035403

Another playlist from playlist.com for those of you interested in music during mappage. Apparently the site is crumbling beneath my feet. Songs dissapear from it daily.
Posted 12 years ago2012-01-14 09:33:58 UTC
in Competition 32 Post #302681
Hotdog, if you make a hostage map don't put them super far away from base like in italy. Hostages also seem silly in assault because they are too hard to rescue.

The bomb is nice because it helps make for faster rounds and less wait time.
Posted 12 years ago2012-01-14 02:44:40 UTC
in The 2012 Crap Christmas Presents Mini-Co Post #302647
Good to know. Well i'm finished with my entry. Just have to tidy it up and add ambience. I think i'm going to link the map with the original through a teleporter.

Edit, she's in the vault. I utilized the original base map as a museum :D
Posted 12 years ago2012-01-13 22:17:40 UTC
in Competition 32 Post #302667
Wha, yall are both doing planes? Awesome stuff!
Posted 12 years ago2012-01-13 03:11:48 UTC
in Post your screenshots! WIP thread Post #302645
Yea I thought it was a weird spelling when I learned it. The rugged edges ar ebecause I drafted it with a marker and when I color selected to apply the gradient colors white showed through the marker a little bit. I thought it was a cool effect though.
Posted 12 years ago2012-01-12 22:43:49 UTC
in Post your screenshots! WIP thread Post #302641
User posted image
Hand drafted my gf's name, scanned it and altered it in photoshop for a letter I sent her.