Forum posts

Posted 1 month ago2020-09-03 16:50:46 UTC
in Need playtesters for a CS 1.6 map Post #344693
I will join the play test if i'm home. Why haven't I play tested this map yet, it's awesome man!
Posted 7 months ago2020-03-03 00:43:11 UTC
in Post your screenshots! WIP thread Post #343839
I agree Bruce, but no one is going to download that mod to play it. Maybe they will if they see it though. I don't want to post it though unless it's with perfect quality and yes I know about the secret. Fsr, noclip doesn't work in Scientist hunt though and you need more than one player to see the secret. Guess i'll have to show that part in half life or something.
Posted 7 months ago2020-03-02 20:02:46 UTC
in Post your screenshots! WIP thread Post #343837
Ha, I dream about maps too. I was dreaming about Endless Rain Scientist Hunt a few nights ago. I will post a video of the map on youtube tonight if I can get OBS working in Lossless quality for those that would like to check out my favorite map.
Posted 8 months ago2020-02-24 20:53:43 UTC
in Shameful mapping confessions Post #343779
cntrl + i/l, that's right! I rebuilt the hunter space ship from metroid prime in hammer before I knew about the mirror commands. Talk about dedication.

Also, [ ] to increase/ decrease the grid size. Now when I map I keep my fingers on the buttons.

I also just found out on my last map that while using the wasd keys in the 3d window to move the camera around, you can also use the mouse scroll wheel to go faster.

Another nifty trick is to hold shift and drag click your mouse to create a new camera instead of zooming over to the location you need to view.

Another one, use the arrow keys while dragging vertices with vertex manipulation. cntrl click the window you want to drag them in. Also, someone discovered you can shift window click new vertices in vm. This allows you to grab combos of vertices that would be impossible otherwise.

I could go all day with new things I discover along the way. Lastly, when creating a masked texture in photoshop, instead of making the masked areas blue, I just make the masked areas a similar color to the outer edges of the texture. Then in Wally I click blue with the paint bucket tool to avoid colors turning semi blue along the edges of the mask.

If you have a CAD program, use it to make your texture line work match up with your brush geometry!
Posted 1 year ago2019-09-12 16:11:16 UTC
in The ~Video Game Music~ Thread Post #343122
That's cool froghair. Yea I love Pocket Tanks, it's such a cool concept and a very well done little game. That's a cool story.

Maybe this toon will evoke some reminiscence.
CJ's Elephant Antics Song (nes game)
This was one of the first games I ever played and my brother and I used to call the boss of the first stage "The Big Guy"

It came on a game cartridge with 4 arcade games including Go Dizzy Go, F-16 Renegade and Stunt Buggies. All of their music is worth a checkout but CJ's Elephant Antics was the most bizarre and memorable in my opinion. And the game was pretty cool. The "Big Guy" climbed up and down a rope and spit green blobs at you as some really spooky music played.
Posted 1 year ago2019-09-06 22:49:40 UTC
in The ~Video Game Music~ Thread Post #343107
We used to love playing this game at my neighbor's house against each other. And the menu title theme music was so cool!
Pocket Tanks Menu Title Theme Music by DNA groove
Posted 1 year ago2019-08-14 03:47:14 UTC
in Competition 38: The Whole Splash Life (Mini) Post #343000
Congrats to the winners. 3rd place by default ftw. :glad:
Posted 1 year ago2019-08-14 00:55:19 UTC
in Competition 38: The Whole Splash Life (Mini) Post #342998
I just sat down to test the other two entries.

Thanks for the feedback! Come play in M3| Server this friday night after 6:30 pm Central and many people will be on. We can play fy_splash.

Add this cs 1.6 server to your favorites - Server IP:

Also, dm me if you want to test it sooner.

Will update with my review on your maps.
Posted 1 year ago2019-08-13 20:02:04 UTC
in Competition 38: The Whole Splash Life (Mini) Post #342996
Sweet! Good luck to everyone. Was fun to enter!
Can't remember but I think you might need a env_global entity.
Posted 1 year ago2019-08-01 22:16:35 UTC
in Competition 38: The Whole Splash Life (Mini) Post #342953
This game is worth a look at for inspiration. I've watched the entire video a while back.

Posted 1 year ago2019-07-25 17:18:22 UTC
in I need some assistance in my train sequence. Post #342913
Not sure, haven't used them in a while, maybe do the same thing with it with the multi manager. I'll check when I get home tonight.
Posted 1 year ago2019-07-25 14:01:01 UTC
in Competition 38: The Whole Splash Life (Mini) Post #342911
Well, I figured when the player finds the hidden auto sniper their endorphins would make them want to buy anything they see. ;) Also seemed fitting with all the fish and what not hahaha!
Posted 1 year ago2019-07-24 23:37:47 UTC
in I need some assistance in my train sequence. Post #342908
There's two options to get the sound to loop. You could edit the sound or just trigger it multiple times with a multimanager.

Goldwave method:
To edit it, just download goldwave. Open the sound file in goldwave and go to "edit" add cue point to start and "edit" add cue point to end.

Then save as a .wav, with the setting 16 bit mono. The cue points will make the sound loop.

Multimanager method:
With multimanagers, add a trigger_start and multimanager. Make the trigger_start target the name of the multimanager. This turns it on. Then make the multimanager trigger the sound at .001 seconds and again when at the duration of the sound. Also make the multimanager trigger itself immediately after it last triggered the sound. In its flags check "multithreaded." Just toy with it till it works. There's a tutorial on TWHL for multimanagers if you need help with them.
Posted 1 year ago2019-07-24 17:49:16 UTC
in Competition 38: The Whole Splash Life (Mini) Post #342904
:zomg: Dude, that looks terrific!

Kinda scary looking. Maybe you could put some kind of monster in the water.
Posted 1 year ago2019-07-19 02:34:32 UTC
in Competition 38: The Whole Splash Life (Mini) Post #342875
Posted 1 year ago2019-07-19 01:54:53 UTC
in Competition 38: The Whole Splash Life (Mini) Post #342873
When a cs 1.6 map is loaded, a camera shows a view of the map before you select your team. Is there a way to orient this view?
Posted 1 year ago2019-07-15 14:52:26 UTC
in Competition 38: The Whole Splash Life (Mini) Post #342863
I finished my entry. Will submit by Friday. :D
Posted 1 year ago2019-07-10 03:17:50 UTC
in Competition 38: The Whole Splash Life (Mini) Post #342851
Posted 1 year ago2019-07-09 16:41:34 UTC
in Competition 38: The Whole Splash Life (Mini) Post #342849
I decompiled de_boatseason2c to see what they did and they used strange witchcraft wizardry where they basically placed the boats a certain distance away from land brushes that kept them floating above the water. I replicated this but did not like how the cliffs dropped into the water. I wanted the beaches sand to gradually slope into the ocean.

So the only thing I could do is set the func_vehicles on the outside of a "net" that they cannot go over, just a func_wall... To make them float you just set the paths on the ocean floor and then set the vehicles height above track to the distance in units above the entities. In order to allow the player to get back on the vehicles when they fall off I had to create a step on the back of the jet skis...

With the original method when you drive the boats onto land they act as a regular func_vehicle but with the method I used, they float the "height above track" over the land. Being Jet Skis, they shouldn't be able to drive over the land anyway so I just blocked the area off with the nets.

And lol yes I should win by default for func_vehicles. ;) Is anyone else entering?
Posted 1 year ago2019-07-09 14:03:47 UTC
in Competition 38: The Whole Splash Life (Mini) Post #342847
Yep, they're buggy as hell! I spent the majority of time just figuring out how to make them float above the water without being able to access the beach. This is a fy map for cs 1.6. Will be fun in the server I play in.

Although they're so buggy, they make for some fun hilarious game play online.

The waves look really cool as I made the scroll wave texture follow a wavy shaped brush on the water's surface. It is only really visible when the player rides out to the water though fsr. Additive textures are always buggy. Heck, everything is always buggy in gold source. My seagull models aren't flapping their wings like they should. I guess I just need to open the model and see if the animation is different than its idle.
Posted 1 year ago2019-07-09 03:46:36 UTC
in Competition 38: The Whole Splash Life (Mini) Post #342845
User posted image
Messing around with some water effects. Used a scroll additive texture to somewhat replicate waves. Also used PS to delete the dark parts of the water texture and made them scroll along the ocean floor to somewhat look like light shining through the surface of the water. And I made Jet Skis. :)
Posted 1 year ago2019-07-02 01:25:41 UTC
in Competition 38: The Whole Splash Life (Mini) Post #342830
Gah Penguin that competition was ages ago! Haha I remember your "wavy wall" design.

My entry at the time was highly inspired by Hondo's Endless rain scientist hunt "endlrainsh".

My entry idea is just a remake of a certain map for cs 1.6 that involved jetskis. :D
Posted 1 year ago2019-07-01 22:52:58 UTC
in Competition 38: The Whole Splash Life (Mini) Post #342828
Water you guys talking about? :lol:

I've been mapping for counterstrike 1.6 a lot lately and water has always been a dominant element in my levels fsr. I'm not going to declare that i'm going to enter, but I did have a water themed level in mind I was considering doing anyways. I just might have to do this map after all!
Posted 1 year ago2019-06-06 22:03:31 UTC
in Gun with laser? Post #342703
If it was an enemy turret that the player didn't control but shot at you, you could probably create two tanks overlapping eachother, one shot a laser doing zero damage and another one that shot. It would appear to be aiming at you with the laser. However to make it the one you control, is not solid flag available for turrets? Because if so, just make the whole func_tank render as solid and use a masked texture for the laser beam. Or additive.
Posted 1 year ago2019-06-04 17:04:33 UTC
in Post your screenshots! WIP thread Post #342689
That dirt/ grass texture is cool! ! !
Posted 1 year ago2019-02-23 22:14:46 UTC
in Post your screenshots! WIP thread Post #342075
Myles Chumchal - Concentric House 1Myles Chumchal - Concentric House 1
Just testing a cool house.
Posted 1 year ago2018-12-29 06:08:42 UTC
in Looking for a cs 1.6 map. any help? Post #341517
Is it better than mcdonalds_playplace? I just played mcdonalds_playplace and it was pretty fun but i'd prefer it be smaller.
Posted 1 year ago2018-11-20 05:09:09 UTC
in Laptop For Friend Post #341286
Thank you guys so much for the help. I do not know anything about the lap top, she just wanted to buy it while she was in town and asked me if it was capable to handle photoshop and 3d modeling. I told her " let me ask my friends on TWHL." lol. It's just a cheapo from Walmart but if she can fix my old laptop then maybe she'll be better off.
Posted 1 year ago2018-11-20 02:04:31 UTC
in Laptop For Friend Post #341282
Is this one good enough for Photoshop, After effects, Illustrator and maybe some 3D programs?

Lenovo ideapad 330s 15.6" Laptop, Intel Core i5-8250U Quad-Core processor, 20GB (4GB + 16GB Intel Optane) Memory, 1TB Hard Drive, Windows 10 - Midnight Blue

349.00 USD @ Walmart.

Thanks for the advice guys.
Posted 2 years ago2018-10-01 00:25:07 UTC
in Post your screenshots! WIP thread Post #340967
My weekend was pretty fishy.
User posted image
User posted image
User posted image
User posted image
Posted 2 years ago2018-09-19 15:47:09 UTC
in Post your screenshots! WIP thread Post #340917
Thanks muh man. I'll post the map after testing it in a server and then i'll also share the ip.
Posted 2 years ago2018-09-19 13:37:28 UTC
in Post your screenshots! WIP thread Post #340914
Posted 2 years ago2018-09-16 16:35:41 UTC
in Cs 1.6 - Spawn with dif. weapons each round Post #340898
Double Edit: I was able to get different doors to open each round, i'll share how it's done when I have the time. I figured I could have each door trigger a different game_player_equip each round but it crashes halflife for some reason. So instead, you just enter a region through the open door that triggers a game_player_equip...

Edit: Hmm, it gives each player all the guns each round.

I know this should be doable because i've seen maps where different doors are triggered open each round and it doesn't require special servers to run. Like the map fy_trifecta.

Let me analyze the map further.

Thanks Rim, yea I decompiled a couple maps but still couldn't figure it out.

Thanks Potatis, i'll test that method right now and let you know if it works.
Posted 2 years ago2018-09-15 23:04:32 UTC
in Cs 1.6 - Spawn with dif. weapons each round Post #340889
Does anyone know how this is done? I've seen it done before.

Basically I want players to spawn with all knives only the first round, mp5's the next round and so on.

I know how to strip the player's weapons and give them a weapon each round but what i'm looking for is the cycle of different weapons each round.
Posted 2 years ago2018-09-14 03:37:53 UTC
in Post your screenshots! WIP thread Post #340874
I love A-frame homes so decided to design one in counter strike... for like the fifth time. :)

Posted 2 years ago2018-08-29 17:38:03 UTC
in Competition 35: Vanilla Half-Life Post #340736
@Urby, I think textures beginning with ! emit light. So, just make your water texture not start with ! and create a brush over the water area and make it a func_water entity. You could use a func_conveyor and make a nice scrolling water texture to add some movement to it or do something else like an animated texture.
Posted 2 years ago2018-08-24 17:15:58 UTC
in Competition 35: Vanilla Half-Life Post #340648
I'll add that with the "advanced" method, you can note that they used walls for interior of areas on multiple sides. I've seen this used professionally like by Hondo for his map endlrainsh "endless rain scientist hunt" for his old scientist hunt mod. This method is typical in actual architecture and can create awesome environments.

At the end of the day, it all depends on the mod/ type of gameplay. Beginner was somewhat used for maps like fy_iceworld and it has consumed thousands of hours of gameplay. Intermediate is great for maps with harder clash points to overcome.

Layout theory ultimately depends on how the map will be played and enjoyed.

cs_assualt although does not have long corridors might suggest similar gameplay to intermediate layout in this example. The clash points are friggin impossible...
Posted 2 years ago2018-08-13 16:38:47 UTC
in Competition 35: Vanilla Half-Life Post #340526
Too bad i've never played Half Life Black Mesa. I'm sure that would help stimulate some inspiration for anyone entering. I've been too busy these days to map much. Just simple maps for cs 1.6 servers. Good luck to those who enter, i'd love to check out the entries when they're done.

If this was for both sp and dm I think it might gain a little more traction but that's just my opinion.
Posted 2 years ago2018-05-04 21:18:28 UTC
in Post your screenshots! WIP thread Post #339494
Posted 2 years ago2018-05-02 02:51:13 UTC
in Post your screenshots! WIP thread Post #339475
scoutzknivez remake in progress video

Been working on a scoutzknivez remake in my spare time. scoutzknivez_minaret coming soon. I used an interesting technique to map the onion dome. I used a six part shape per side and it is hollow so you can surf around inside it.

If you enter the region above the onion dome it opens the door on the minaret for a few seconds to access a m3 and uzi.
Posted 2 years ago2018-02-28 15:29:30 UTC
in Who Wants my old laptop? Post #338892
That's fine, I can use a external keyboard/mouse and just keep it plugged in. Awesome, thank you so much Brett!!! You rock!
Posted 2 years ago2018-02-28 15:09:28 UTC
in Who Wants my old laptop? Post #338890
I'm interested! Could use it to 3D model on the go. My last lap top crapped out on me and I haven't been able to afford a new one since. We tried fixing my old one but it's still slower than ever and the graphics on it are horrible.

I have a good desktop but my friend that sold it to me wants to buy it back.
Posted 2 years ago2017-12-13 17:28:17 UTC
in Need to test on a dedicated server Post #338364
I've hosted servers through and had better luck with

Just launch the server, will cost you around 10-15 bucks and then cancel it before the month is up so you only have to pay for one month.

They're pretty easy to set up and test. From what I remember, it basically gives you a online portal to host your level and level information such as .bsp file, sound files, WAD etc. There will also be a section to edit the server's settings such as the map cycle and stuff.

Posted 3 years ago2017-08-25 17:34:21 UTC
in Post your screenshots! WIP thread Post #337046
Instant, your screens are awesome and inspirational!
Posted 3 years ago2017-06-27 17:04:26 UTC
in Competition 34: HL Re-Imagined Post #335771
Thanks for asking Windawz. I scrapped it when my models were too complex to import. I didn't want to restart the models and the whole concept of that scheme was "interactive animated models" i.e. a claw that could grab the player and move them around... I have too many deadlines right now to keep up with more like the competition but i'm glad I made an attempt.

I only play surf maps and scoutzknivez these days so my map is sort of a surf like map, but with floating islands and bounce pads.
Posted 3 years ago2017-06-27 15:04:31 UTC
in Competition 34: HL Re-Imagined Post #335768
I've come back to my original idea surf_bounce and have been working on it here and there so might have something in the vault in a few months.
Posted 3 years ago2017-05-26 14:36:12 UTC
in how do you bhop properly in cstrike? Post #335064
Posted 3 years ago2017-05-24 20:41:21 UTC
in how do you bhop properly in cstrike? Post #335037
Oh yea, and make sure your wait for vertical sync option is unchecked.
Posted 3 years ago2017-05-24 15:18:28 UTC
in how do you bhop properly in cstrike? Post #335031
There's a ton of settings to change in CS for more precise movement but the first step is to get a mouse that you can adjust the dpi settings with. I have the Death Adder Chroma and set my dpi to 2500 and sensitivity to I think 1. I'd have to double check the sensitivity though.

Bind scroll down to jump, scroll up to duck and left alt key to "use strafe modifier".

I have all the settings written on a scratch piece of paper that I collected from multiple sources and people online. If I find it which I highly doubt I will then I will share it with you.

For practice, just hop into a scoutzknivez server. The lower gravity "around 220-200" allows good practice. They also run sv_airaccelerate very high "I practice with it at 900 if I create a server" but not sure what they run. Set sv_maxspeed to 99999 as well for practice although you won't achieve incredible speed without the low gravity. I don't actually know a "relative" speed to set it at, just crank it up really high.

You don't want any mouse aiming acceleration so however that's achieved with in game settings is what you have to go for so that you have more mouse control.

To BH you just have to never lose momentum so when you get tired of scroll jumping you can also scroll duck every time you hit the ground while whipping your mouse in circles or figure eights etc. and holding the strafe modifier key you bound. You can then continue to bh after doing this.

There's also what's called the long jump, i'll have to test if it works without low grav. though. There's a ton of techniques you have to learn and combine in fluent motions.