Forum posts

Posted 17 years ago2007-08-12 01:32:13 UTC
in Map WIP - Skytower Post #231921
Already tried it, and no it doesn't look cool. It was either pink or blue, those were the only colors that fit the structure.
However, now I've got it. I think I've nailed it. Check this out:
User posted image

User posted image

^Needs moar brightness, I know.
They don't waste space and they look gorgeous ingame. I'm replacing all of the old "saturn" lights with lights like this.
Posted 17 years ago2007-08-11 20:47:50 UTC
in You Laugh, You Lose Post #231899
Hahahahahahahaha!
That TFC video was the best thing I've seen in a while.
Posted 17 years ago2007-08-11 16:32:11 UTC
in One Way Doors Question Post #231873
If you don't want it to open period, just give the door a name. if you want it to be locked but openable form one side, put a trigger_multiple on that side.
Posted 17 years ago2007-08-11 16:08:33 UTC
in One Way Doors Question Post #231868
Trigger it.
Posted 17 years ago2007-08-11 15:59:06 UTC
in 6-D : A Half-Life Puzzle Mod [WIP] Post #231866
1458 polies is nothing. Looking at a scientist while holding the default 9mmhandgun model is over 1458.
Looks like you have a few smoothing problems in some areas. The way I see it, a lot of places that have been smoothed should be sharp. It would solve a lot of those gel-like smoothing issues as well.
User posted image
Edit: Wow, that really got fucked over pretty bad. But you see what I'm pointing at.
Posted 17 years ago2007-08-11 15:50:30 UTC
in One Way Doors Question Post #231864
Name the door, to lock it, and put a trigger_multiple that targets the door on the side of the door that you want to be able to enter.
This post was made on a thread that has been deleted.
Posted 17 years ago2007-08-10 04:25:26 UTC
in Map filled with water? Post #231738
Sounds like you put a big sky brush around everything without hollowing it out, which is usually a bad idea in the first place.
Posted 17 years ago2007-08-09 22:10:08 UTC
in Continually moving ants? Post #231724
Have them move toward a scripted_sequence but put a trigger_teleport somewhere before the scripted_sequence so they continuously get thrown back.
Posted 17 years ago2007-08-08 21:32:11 UTC
in Map WIP - Skytower Post #231660
Dare to compare; which do you think looks better?
Orange sphere:
http://img396.imageshack.us/img396/448/dmskytower03zm0.jpg
Pink rotating circle sprite thingy:
http://img524.imageshack.us/img524/274/dmutopium0000vp6.jpg
Position tweaking will be in store if the spheres are prefered since that's an awfully ugly concentration of light there on the wall next to the sphere.
Posted 17 years ago2007-08-08 15:05:08 UTC
in Post Your Photos Post #231636
Posted 17 years ago2007-08-08 13:03:29 UTC
in Changing light levels Post #231614
What is this for? I know there are a few AMX plugins that can change the map's lighting on a global level, which you might be able to use depending on what exactly you are trying to do.
Posted 17 years ago2007-08-08 00:24:13 UTC
in Gyradell: Node6 Post #231560
Textures and props are where your maps really shine, I'll be waiting for them. I can't give any critiques about the architecture. There's nothing really phenomenal about it. Nothing bad either. I don't want to say "normal" because I might sound like a prick.

The layout reminds me of Frenzy, and if it plays anything like Frenzy then you've got a winner here.
Posted 17 years ago2007-08-08 00:18:51 UTC
in Map WIP - Skytower Post #231559
I stumbled across this and, for some reason, was hit with ideas like a train. Hurray bunnies!
So what was roughly a 90% complete map probably now has a long way to go because I realized how much more I need. R_speeds are getting up there, though. Around 1000 average with maxes of 1650...

Going to change the hole in the tower from a simple hole to a room, either a study or a bedroom. I'm thinking putting that in should give the map more personality and less of a "just a happy place" impression.

No beams. Giant energy beams look cheesy, especially when projected into the sky. But there's waterfalls, one on each side of the tower:
http://img396.imageshack.us/img396/1475/dmutopium1pm6.jpg
They fall paradoxally through the abyss and out of the sky. Its supposed to hint at a key gameplay feature.
I ask some of my college buddies on this one... Turns out the bottom one is top choice because red light with blue shadows makes it look more 3d. What is light stands forward with a red tone while the blue shadows pull it into the blue background.
Damn, I just changed it too :( Although I think it might be a little extreme. I thought it might look more fantastic to have glowing spheres instead of circles with spinning lines. And yet...
http://img396.imageshack.us/img396/448/dmskytower03zm0.jpg
Yep, its ugly. I screwed it up :(
/long post
Posted 17 years ago2007-08-07 15:26:04 UTC
in Map Vault Navigation Post #231518
Are there any plans for game sub-categories in the vault? EG: CS maps are broken into de, cs, as, or Half Life is broken into dm, sp, etc?
Posted 17 years ago2007-08-06 14:07:20 UTC
in Map/Mod of the Month : July Post #231406
Urb I really like that MOTM trophy. It looks surprisingly official.
Posted 17 years ago2007-08-05 17:54:11 UTC
in Map WIP - Skytower Post #231340
Slow mapper is slow. I took Rim's advice and added some conflicting lights. I changed the color of the floating "lanterns" from the light blue that it was before to a light red. What do you think?
OLD:
User posted image

NEW:
User posted image
Posted 17 years ago2007-08-03 15:01:55 UTC
in Bridge Collapse in Minneapolis. Post #231176
Saw it on the news the day it happned. Sad, really.
I'm surprised nobody has tried to call it a terrorst attack yet, though. I was sure that news teams would jump right on that.
Posted 17 years ago2007-08-01 23:41:24 UTC
in Animations for TS(lawl) Post #231037
There is a small movement there, but the video makes it kind of hard to see because it cuts off right after the animation ends. You have to look pretty closely there at the last split second of the video to see it.
Posted 17 years ago2007-08-01 22:56:59 UTC
in Who would win in a fight? Post #231032
Nobody wins.
Posted 17 years ago2007-08-01 22:30:48 UTC
in Who would win in a fight? Post #231029
Dave I see what you did there.
Posted 17 years ago2007-08-01 21:31:05 UTC
in Who would win in a fight? Post #231023
...Gargatua. Human assassins wouldn't even be able to hurt it because they don't have explosives or gluon power.

OSIPR vs. 9mmAR
Posted 17 years ago2007-08-01 17:49:26 UTC
in Animations for TS(lawl) Post #231007
First of all, I'm still working on dm_uptopium. I haven't dropped it, and won't drop it. I'm having some trouble spiffying up the tower; two waterfalls down the side isn't enough, but its still very much alive and kickin'. OK.
There aren't many modellers among us, and even fewer animators I'm assuming, but I wanted to show these anyway. I'm getting critiques from CDG and the TS boards as well. Here we go.

These will be my third complete set of animations, and probably around my 5th or 6th attempt at animating. My earlier animations were for a chainsaw wrench replacement and a mossberg replacement for The Wastes, in case you were wondering. This set is for the TS katana.
Modelled and skinned by Kimono, look him up on FPSB or CDG if you don't know who that is.
Here's the idle in HLMV:
User posted image
User posted image

And here it is ingame(standing still and while running):
User posted image
User posted image

^I really like the effect I have going on here, because when you stand still you can't see the blade, but when you run you can see it very well.
And here's an early preview of slash animation 1 of 3:
http://www.youtube.com/watch?v=JKsNktzfegc
^The actual animation is 66 frames and plays at 60 FPS, the video is slow because I couldn't increase the framerate in MS3D.
The first slash will be essentially what you see above, the second slash will be an upward cut followed by a single spin of the blade back to idle, and the third slash will be a quick underarm stab. The draw will consist of the player puling the sword up from underneath the screen while spinning it twice into its idle position. And finally, the block will have the player quickly forcing the blade perpendicular to the ground(blade pointing upward) and the left hand set flat along the tip of the side of the blade(backhand facing the player).
Posted 17 years ago2007-08-01 17:36:31 UTC
in Who would win in a fight? Post #231006
AH DUN FEEL LAIK IT, K?!
Posted 17 years ago2007-08-01 17:08:33 UTC
in Who would win in a fight? Post #231003
Static lamps have to take the cake. I have a hopeless obsession with those kind of lamps, so I have like 20 different lamps in my room ranging from lava lamps to disco balls to static lamps.

Trillian beats them all. It sounds like you wanted someone to bring up Trillian.
Posted 17 years ago2007-08-01 16:38:59 UTC
in Who would win in a fight? Post #230999
F.E.A.R. wins because the story, gameplay, and visuals all kick the fuck out of Doom III.

Pirates VS. Ninjas (OHSHI-)
Posted 17 years ago2007-08-01 16:12:57 UTC
in Who would win in a fight? Post #230992
Black Mesa, because its literally the original Half life, just a lot better.

shit Vs. crap
Posted 17 years ago2007-08-01 04:18:36 UTC
in You Laugh, You Lose Post #230948
Whatta ya do with it?
Posted 17 years ago2007-08-01 04:18:00 UTC
in HABBO HOTEL? Post #230947
Yeah, no.
Posted 17 years ago2007-07-31 16:08:51 UTC
in Pimp My Shoes Post #230886
@wc: Old
But relevant. Bitch.

Dorian, those are your regular shoes?
Posted 17 years ago2007-07-31 15:10:24 UTC
in Pimp My Shoes Post #230880
You have too many shoes

I have one pair of Nikes and some nice black shoes I use for fancy stuff.
Posted 17 years ago2007-07-30 23:43:31 UTC
in Large Scale Maps Post #230835
I can't talk right now, I have a boner.
Posted 17 years ago2007-07-30 23:30:19 UTC
in Large Scale Maps Post #230833
It works because it makes me hard.
Posted 17 years ago2007-07-30 23:25:17 UTC
in Apache - Trigger Condition Death Post #230832
Espen's right, it isn't dead until it hits the ground and goes boom.
Posted 17 years ago2007-07-30 23:20:22 UTC
in Large Scale Maps Post #230829
I definitely got that phrase backwards there... whatever.

You there! Aaron! Add some obstacles god dammit!
Posted 17 years ago2007-07-30 23:14:44 UTC
in Large Scale Maps Post #230827
The problem with large maps like that is you need to bring the fog/cull distance in so close it looks bad, and severely tone down the brush and texture detail. Like I said, it does not do large maps well.
Ok bad example. Self glorification is bad.
However...

ARGUMENT
IS
DEBUNKED!
Ts_urbannights is a beautful map for its size, and even source maps with ts_urbannights' incredible "playing volume" are far and few between.
Posted 17 years ago2007-07-30 23:02:58 UTC
in Large Scale Maps Post #230823
Large scale outdoor areas just DO NOT work with bsp's. They don't work well for Gldsrc, they don't work well for Source.
Lol biggest map ever

If you could use fog, this would be a lot easier. Like others have suggested, you're going to have to throw in some obstacles to stop the player from simply running from end to end. If this is an action mod, you could try a break in the bridge and a puzzle involving how to cross the gap.
Posted 17 years ago2007-07-30 22:44:48 UTC
in Large Scale Maps Post #230816
It wouldn't work too great. The play would know exactly when they were teleported because you have to set a direction for the player to face after teleporting, and more than likely that direction won't line up exactly with the direction the player was facing before.
Rumpel tried this illusion in AOM. Didn't work out so perfectly for his mod either.
Posted 17 years ago2007-07-30 22:27:21 UTC
in Large Scale Maps Post #230811
What kind of bridge is bigger than the grid provided? That's massive even for a realistically proportioned bridge.
Posted 17 years ago2007-07-30 21:31:48 UTC
in You Laugh, You Lose Post #230803
Oh hell.
User posted image
Posted 17 years ago2007-07-30 17:05:29 UTC
in Map WIP - Skytower Post #230787
I really don't want to do the whole plants-consuming-stone thing, no offense. It just doesn't suit my vision for this map at all.
Posted 17 years ago2007-07-30 00:30:14 UTC
in Desktops of August Post #230747
Look at the servers list, smart ass.
I played there for a while, and the admins sucked balls. So I was kicked after them bitching a lot and running HLguard checks on me every three seconds without finding anything. I rejoined, asked for an explanation, and of course they just said no.
Man, what a shitty server. Kinda disgraceful that poinsongarden is being hosted by them, in my opinion.
Posted 17 years ago2007-07-30 00:01:32 UTC
in Desktops of August Post #230745
Look what I found!
User posted image
Posted 17 years ago2007-07-29 20:07:57 UTC
in Map WIP - Skytower Post #230717
Elysium is the greek equivalent of Heaven, I don't see how combining the name of two ideal places is automatically a "Rimrook" title.

I'm not trying to copy Rimrook, cut it the hell out already.
Posted 17 years ago2007-07-29 20:01:20 UTC
in Map WIP - Skytower Post #230714
Posting this just to tell you I've decided to rename this one dm_utopium.

Utopia + Elysium, lawl.

Hell, its a lot better than the other billion names I went through(Aumigol, Lavendaire, Talonia, and some others not worth mentioning).

I'm trying to find a place to fit a waterfall from the sky, to the tower, to the abyss, then I'll pretty much be done. The waterfall will be a double whammy, functioning as eye candy and a telltale indicator of how to get to the top of the tower.
Posted 17 years ago2007-07-29 19:33:29 UTC
in Steam Account ~ Reverse Phishing! Post #230709
Posted 17 years ago2007-07-29 19:03:48 UTC
in Who would win in a fight? Post #230696
Communists win because at least communism work on paper.

Can't answer Nine's since I'm not exactly sure what he's stating.
Posted 17 years ago2007-07-29 17:51:24 UTC
in dm_cliff Post #230684
The one I use is Steam's dedicated server, just as a stand-alone application. So I guess that's good.
Posted 17 years ago2007-07-29 17:39:22 UTC
in dm_cliff Post #230679
If you've got a good connection then download the stand-alone HLDS from filefront or somewhere.
Posted 17 years ago2007-07-29 17:38:11 UTC
in Who would win in a fight? Post #230678
Sajo vs. current thread

Current thread wins, because Sajo is answering to a fight several posts old.