You know you're mapping good stuff when you get Urby's attention.Heh, I'm just a sucker for classic Half-Life.
I took a 64X64 block, and put a 64X64 texture on it, and it fit perfectly with no resizing.I uhm... Yeah...
Yeah, Valve did it around 2003/2004. The entity you're looking for is prop_staticOh you.
No true Australian would put Foster's on their car. Not even for a joke!But a Scotsman might... and did.
so was the valve/models folder copy pasted into the twhltower folder, and replaced the v_models with the Blue Shift ones? Waste of space in the rar.Done to ensure that HD model settings don't override the LD ones. Potentially breaking animation sequences.
I think putting the name of the floor and the maker on the outside of the floor would help identify the maps greatlyOk. Wanna play the mod again? You'll see I've put them in now? No need to download again. It's magic.
Becuase obvious trigger_teleport usage?Having seen the VMF I can confirm that there isn't a single teleport in Jessie's map. It all takes place within the restrictions detailed at the start of the challenge. She would have been disqualified otherwise.
I wonder how much cooler and kick ass it can be if there's ever such a thing for the Source Engine (which I'd gladly take part in if ever).Would definitely be awesome to see that happen. Wouldn't be anything to do with me though. I'm not a Source mapper.
@Jessie I'm pretty sure using teleporters counts as cheating. We were limited to a 1024x1024 area.Not sure why you even brought that up...
...his floors are all really solid.A good characteristic for a floor to have, I find.
The jumping tile puzzle in the riddlers room is too sensitive, especially considering there's a low doorway leading into itFor the record, this has actually been edited already, as Malle's original submission had the first tile even further away from the door...
What happened to progressive learning/difficulty and "teaching without teaching" with the new gen games?One of my favourite YouTube videos actually touches on this very issue, using Mega Man X on SNES as the example. I'd say it's worth a watch if you haven't seen it already: Clicky!