Forum posts

Posted 12 years ago2012-01-12 22:20:33 UTC
in The 2012 Crap Christmas Presents Mini-Co Post #302640
Wait, wha? So just create brushes with clip texture around hefty jiggamaconstructions and it will lower clip node count?
Posted 12 years ago2012-01-12 22:17:43 UTC
in Competition 32 Post #302639
haha
Posted 12 years ago2012-01-12 07:19:30 UTC
in The 2012 Crap Christmas Presents Mini-Co Post #302630
Thanks guys, just wait! I just finished the structure and am working on detail. This will probably take all day tomorrow. I'm trying to hurry bc I have lots I want to do before school starts including comeptition 32.

Edit: Looks like i've got an epic battle against max clipnodes already. So much for vigorous detail.
Posted 12 years ago2012-01-12 02:45:51 UTC
in The 2012 Crap Christmas Presents Mini-Co Post #302624
Weird nulled skybox to avoid leaks. Not properly trimming brushes. Using vertex manipulation's scale tool with alt e which creates brushes that cannot be edited. Going extremely complex for gold bc of it's tiny size.

Only 4 hrs work.
User posted image
User posted image
Posted 12 years ago2012-01-12 01:07:11 UTC
in The 2012 Crap Christmas Presents Mini-Co Post #302622
I'm doing all the nono's in hammer to get this thing done, it's great.
Posted 12 years ago2012-01-11 23:46:50 UTC
in Competition 32 Post #302620
Can't compete with that. Might as well drop the mouse for good.
Posted 12 years ago2012-01-11 19:49:44 UTC
in Competition 32 Post #302615
Ok, so crashed planes (check). ;)
Posted 12 years ago2012-01-11 04:18:31 UTC
in Competition 32 Post #302602
Here's how to improve de_torn's layout. Make it WAY smaller...
Posted 12 years ago2012-01-11 03:51:56 UTC
in The 2012 Crap Christmas Presents Mini-Co Post #302599
Oh crud, thought we had longer. Lemme take a look see.
Posted 12 years ago2012-01-10 20:19:49 UTC
in Competition 32 Post #302584
That's good. Yea cs maps that are too big just tend to have really long rounds and long dead waiting times. Though maps that are too small and simple don't provide enough routes to sneak and allude.

To keep defuse maps balanced seems easy. Give ct a little extra strength and shorter distance to bomb sites. Give terrorists multiple routes.
Posted 12 years ago2012-01-10 20:01:55 UTC
in Competition 32 Post #302581
Add me as friend on steam "m_chumchal"
Posted 12 years ago2012-01-10 08:33:50 UTC
in Competition 32 Post #302575
I'm focusing on gameplay as well as looks, guess we'll see.
Posted 12 years ago2012-01-10 02:04:30 UTC
in Competition 32 Post #302569
Finished layout pretty much.
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I have LOTS of work to do!
Posted 12 years ago2012-01-09 23:07:36 UTC
in Competition 32 Post #302562
Rain is the best thing that condition zero brings to the table. I've always tryed to make it but it used up all my wad memory. Oh, and snow.

Looking very nice skals!

I'm trying to finish the skeleton so I can start adding the flesh!
Posted 12 years ago2012-01-09 06:21:23 UTC
in Competition 32 Post #302550
Here's a playlist I just made if anyone wants to check it out. Will play it while I map. http://pl.st/p/22908227595
Posted 12 years ago2012-01-08 23:48:35 UTC
in Competition 32 Post #302544
And my map has a floating ball sack that you can't plant the bomb on and a flamingo you can't go by to try to snipe the right side of the eye of a terrorist that got pissed because he risked it all to fall behind and wind up dying immediately.

I tried to tell him to stop but he got shot right when I thought I taught him to turn around and take the underground route. But it was too late and his fate was forsake because of the mistake he made.

So I ran in and killed some players with a spray of an ak and a grenade and layed behind to find the time to think like a leet and sweep them off their feet. So I threw a flash bang and sang in the mike to make them confused and I abused their team and went down in history. :ciggie:
Posted 12 years ago2012-01-08 23:22:03 UTC
in My weekly challenge Post #302543
Agreed with Rimrook. But do what you want, you might be the next nipper! ;) Well the guy's come a long long way and he did it with a simlar method. That guy was a map factory.
Posted 12 years ago2012-01-08 05:10:43 UTC
in My weekly challenge Post #302533
These kind of goals are ok, but don't limit your time to only a week per map. It's possible if you don't work or have school I suppose but if you want to get better, focus on quality not quantity. What I do for example, last summer break I sat down and decided what I would map. I decided on three projects, a micro hotel/ sleeping cell building for a campus, a pool and a beachhouse. The beach house I also built a real life model of it. I produced some quality maps but didn't restrict my time, but at the same time sort of dictated how much work I would out put. And it was pretty successful as you can see, my pool map was map of the month. This gave each map about two and a half weeks though they may have been done faster.
Posted 12 years ago2012-01-05 16:39:31 UTC
in The 2012 Crap Christmas Presents Mini-Co Post #302456
That didn't sound sarcastic. This competition is great because you are given a base map and elements to adhere to. These simple guidelines will make for a fast easy mini competition. Any harder and it might not see the light of day during an official twhl competition.
Posted 12 years ago2012-01-05 16:32:31 UTC
in Competition 32 Post #302455
You just said the layout must be similar to the original which isn't in the directions. The directions state that the "theme" must be similar.

I guess that doesn't mean you couldn't do a similar layout...
Posted 12 years ago2012-01-03 21:55:14 UTC
in The 2012 Crap Christmas Presents Mini-Co Post #302391
This looks like fun and like it wouldn't take too much time out of c32. I'll take a look at it, I has a few ideas.
Posted 12 years ago2012-01-02 09:34:18 UTC
in Competition 32 Post #302351
Is anyone getting somewhere? I've been spending most of my time with my girlfriend before she leaves for school but have gotten most of my map layed out in hammer. Aesthetically so far it is horrible. I'm determined to force it to work though... Guess it can't look too appealing when it is only very basic geometry to show paths and scale.
Posted 12 years ago2011-12-30 04:54:05 UTC
in Making masked textures fast Post #302241
If they weren't angled it clearly wouldn't have made any sense.
Posted 12 years ago2011-12-29 01:43:20 UTC
in Post your screenshots! WIP thread Post #302198
Holy crap you could fly an airplane in there! Though I can't help with the lighting, those wooden beams and collumns may be a little big to exist without some bracketing system. Otherwise the textures appear that they are more than one beam bolted together.
Posted 12 years ago2011-12-29 01:30:28 UTC
in Making masked textures fast Post #302197
Ok awesome, thanks. Yes I always copy and paste into paint first bc it formats it for wally. Guess I should avoid this as well.
Posted 12 years ago2011-12-28 23:19:01 UTC
in Making masked textures fast Post #302192
Yea that's what i was trying to avoid. It lookes like when Archie did his it only created one blue color index.
Posted 12 years ago2011-12-28 23:10:58 UTC
in Making masked textures fast Post #302190
K ill check it out. In ps when I make the mode set to index colors it doesn't make one color sample the blue one but many.
Posted 12 years ago2011-12-28 23:01:53 UTC
in Making masked textures fast Post #302187
Hip hip, hurray! Thanks m8! Damn water mark, I was gonna steal that! ;)
Posted 12 years ago2011-12-28 22:23:47 UTC
in Making masked textures fast Post #302183
I used photoshop to select the background of an image by color select and deleted it. Then I place it over a blue background and merge the layers. Then I copy and paste it into paint and re copy and paste it into wally to make it a masked texture. Wally then brakes the blue color sample up into many blue color samples making the image not masked because the bottom right color sample must be the one defining the blue masked area. Is there any quick way around this ie. to make wally not do this so that I don't have to re paint bucket in every masked area?
Posted 12 years ago2011-12-28 21:05:32 UTC
in What did you get? :D Post #302181
Cordless drill and saw "Lithium Ion batteries" to help build my tree deck. Clothes. Giftcards to oldnavy, academy, whataburger, walmart and starbucks. A set of screwdrivers. Oreo colored Tom's from the gf. A lunch box for school. And some other little things.

Christmas was great but now I am broke. No gas money to get to the stores and spend my giftcards. What I needed was gas cards :glad:

Yes although macs are sexy they are overpriced, mac books usually by around 1000 dollars ;)
Posted 12 years ago2011-12-28 01:56:55 UTC
in Competition 32 Post #302137
Whats your steam name I can find you by?

Edit: Got some ideas sketched out and a basic floorplan of a map. Now for the fun part. Hamma!
Posted 12 years ago2011-12-27 19:17:58 UTC
in Competition 32 Post #302120
Been playing online in a couple servers. I used to play a lot of deathmatch and surf servers so it's fun to play normal ones.

Yea I play condition zero. I have cs source but when I play it on my laptop it gets hot and the fan runs high the entire time.
Posted 12 years ago2011-12-27 00:22:56 UTC
in Competition 32 Post #302089
Can't stop just playing counterstrike instead of actually working on my map lol.
Posted 12 years ago2011-12-22 00:45:20 UTC
in Competition 32 Post #301883
If anyone needs help setting up hammer 3.4 for condition zero, let me know.

Here is the fgd. file you will need. fgd
Posted 12 years ago2011-12-20 09:26:44 UTC
in Competition 32 Post #301795
Gotta procrastinate the start to this one, my gf's in town for the winter break.
Posted 12 years ago2011-12-20 09:25:31 UTC
in The X-Mas Retro HLDM Map Tournament Post #301820
Great video Archie, you guys are hilarious. Good job Joebama! Would be fun to see with some newer maps.
Posted 12 years ago2011-12-19 03:31:03 UTC
in Competition 32 Post #301789
So many choices. All the cs maps have been played through the ground. It would be nice to make a map that actually becomes popular. Needs to have even/ fun gameplay. And bring something new to counterstrike.

I have my idea but still may change it. I'll have to brainstorm around and figure out what's best to go with.
Posted 12 years ago2011-12-18 08:55:01 UTC
in The X-Mas Retro HLDM Map Tournament Post #301736
Way to miss out on awesomeness x_X Dang school.
Posted 12 years ago2011-12-17 07:55:52 UTC
in Competition 32 Post #301659
I'm way in! Too bad i've already made a aztec map. Quick question, I know it says to target maps that didn't have great gameplay but does that rule out one's like dust and inferno? I had a dust map in mind for a long time.
Posted 12 years ago2011-12-13 22:18:17 UTC
in Post your screenshots! WIP thread Post #301545
Cool model skals. What program?
Posted 12 years ago2011-12-13 05:44:05 UTC
in Competition 31 Post #301535
Congratulations mah man Captain Terror! Great entry sir! And to skals and ninja defuse and the rest that participated. Also to the twhl crew for making it happen so quick, how nice! I'll be sure to download all the entries and review them. From screens i'm suprised rim didn't place with his awesome map. Hope i'll have time to enter the next one. I also enjoyed your map doggybag.
Posted 12 years ago2011-12-12 05:50:43 UTC
in Post your screenshots! WIP thread Post #301495
Awesome, checking out. Will keep using the sounds from the hl2 shotgun though. They are wonderful.

I agree cstriker, duke nukem's shotgun's reload owns.

Edit: Got a few miles on her. She's alright.
Posted 12 years ago2011-12-11 08:51:19 UTC
in Post your screenshots! WIP thread Post #301437
I used to like the hl1 shotgun but it looks too plain. It doesn't even look like a shotgun. Guess I got sick of it after using it for 12 years... The hl2's shotgun has nice sounds and looks ok. The hd pack's guns look cartoonish and the glock makes me want to vomit.
Posted 12 years ago2011-12-10 16:58:02 UTC
in Post your screenshots! WIP thread Post #301425
Do you have a better skin for it?
Posted 12 years ago2011-12-09 22:32:08 UTC
in Post your screenshots! WIP thread Post #301420
Because they were dull and boring. And I don't want to completely give away my level.
Posted 12 years ago2011-12-09 22:26:54 UTC
in Post your screenshots! WIP thread Post #301418
Currently working on.

1. New map hl dm, No name yet.

2. Observatory, model in rhino and real model. "redoing a school project because my professor wouldn't let me do my idea" "said it wasn't architecture"...

3. Building a tree deck 25 feet up in a pine tree. Built ladder and designed everything, mapped in hammer. Waiting for battery saw and drill for christmas.

Some pics are photoshopped.

(1.Map)Map pics.
User posted image
User posted image
(2.Observatory)Study model of observatory.
User posted image
What I did for the observatory for school. "model"
User posted image
(3.Tree Deck) Tree deck in hammer.
User posted image
Framework plan. Chalk, 1"=1"
User posted image
Building the ladder.
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Ladder done and project put on hold.
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I actually originally built another style ladder in another pine tree but noticed the tree was dying and sort of girdled it ontop of that so had to find another huge pine and start over.

I'm going to have to rig up some sort of harnessing system in order to build it somewhat safely. And it is on gov. property. But I don't think anyone should find it, it's well hidden. It will also overlook a seasonal creek.
Posted 12 years ago2011-12-06 21:56:23 UTC
in Post your screenshots! WIP thread Post #301350
@ thecoolgman :pwned:

@ Archie, thanks, it really just showed me how crappy my layout was though. Cant, find, onswitch for brain, must think!
Posted 12 years ago2011-12-06 02:12:46 UTC
in Post your screenshots! WIP thread Post #301317
Thanks. Yea its helping me develop the map. I made it real fast in hammer. Those orb things in the second screen are cool, you jump infront of them with a boost from the floor duct thingys and the orb opens and sucks you into it and takes you somewhere. I'm trying to come up with a bunch of new features like that for this map.
Posted 12 years ago2011-12-05 23:07:36 UTC
in Post your screenshots! WIP thread Post #301304
I had a case of "mapper's block". Lol, I made one corridor and got stuck. So I drew a few floor plans and then drew one 3d to figure vertical gameplay as well. Now i'm going to make it in hammer at a really small scale just to model out "movement" and the basic plan. In architecture they call it "parti model". This is pushing me forward a bit.

I used to make maps as I went without knowing any idea of the floorplan which I now find a little missguided. I don't want my map to be too controlled by pre conceived restrictions but I do want control over the way it becomes layed out.

Edit:
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This is the purple area.
User posted image
Posted 12 years ago2011-12-05 22:36:34 UTC
in HL3 Rumour Post #301308
Thats a black and white idea, it's either true or not lol.