Forum posts

Posted 10 years ago2014-04-30 20:43:10 UTC
in Rooms: Source - Rooms II Post #319079
Yes, that is awesome!
Posted 10 years ago2014-04-30 20:05:19 UTC
in Unofficial Competition 34 Post #319073
The point would be to shine up what's dull. Newer games probably have nicer levels to start with. I like the "remaking a level" in general but it would help if it's base map was recognizable/ if more people were familiar with the base map.
Posted 10 years ago2014-04-30 19:07:38 UTC
in Unofficial Competition 34 Post #319071
Yes, however you interpret it. Just spiff it up and make it less "horrible".
Posted 10 years ago2014-04-30 18:28:55 UTC
in Unofficial Competition 34 Post #319068
Remake a hldm map? Could knock it out in time to be played in Archie's server...
Posted 10 years ago2014-04-30 13:14:03 UTC
in HLDM Server! Post #319055
Haha, Well almost any map is better than the standard half life ones, that's for sure. I played in the server last night on undertow and boot camp and boy were they visually painful.

Atlest I only submitted my latest one which even I am only semi fond of. It would be nice to test it though.

The only thing I don't like about the server is that you cannot side scroll in mid air as you can in single player. I think there are mods that allow it, it'd be nice if they were implemented in the server.
Posted 10 years ago2014-04-29 22:57:54 UTC
in HLDM Server! Post #319033
Woo Hooo! Can you add my floating island level?
Posted 10 years ago2014-04-29 15:01:28 UTC
in What's outside your window Post #319021
Mine is to the left of my desk as well. There is a semi mature oak tree which hosts numerous birds and squirrels. :biggrin:
Posted 10 years ago2014-04-28 12:28:30 UTC
in Rooms: Source - Rooms II Post #318967
While i agree with you and Rufee that the room should basically be a single volume, I'm not going to enforce that rule if someone builds an amazing multi-volume entry(like with the last rooms).
Posted 10 years ago2014-04-25 18:33:49 UTC
in Rooms: Source - Rooms II Post #318906
I'm thinking of doing some sort of cave with borgish architecture supporting the walls and ceilings and yellow lighting illuminating crevices.

Here's a quick sketch. I'll have to do tons more.
User posted image
Posted 10 years ago2014-04-25 17:44:52 UTC
in Post your screenshots! WIP thread Post #318905
Player_equip weapons; finding weapons, "aint no body got time fo dat".

At least the basic weapons anyway.
Posted 10 years ago2014-04-24 18:04:48 UTC
in Rooms: Source - Rooms II Post #318895
You bet! It's been enjoyable to read so far.
Posted 10 years ago2014-04-24 13:21:49 UTC
in Rooms: Source - Rooms II Post #318881
To think I was still using vm for fancy terrain. Well I knew of displacements in source but never used them. The first time I ever mapped in source I remember using vm to create terrain. That was years ago, and then I went back to gold source.
Posted 10 years ago2014-04-24 12:19:06 UTC
in Rooms: Source - Rooms II Post #318878
Discovers displacements in source and jaw drops.
Posted 10 years ago2014-04-22 12:42:42 UTC
in Rooms: Source - Rooms II Post #318866
I've made my first 3d skybox thanks to Tetsuo's book and the VDC. I want to become accustomed to source mapping before I begin my room.

Anyone have any ideas as to what they will be mapping?

Also as for more restrictions I suppose the room should focus on one area rather than multiple within the 2048^3 space?
Posted 10 years ago2014-04-21 16:45:38 UTC
in Rooms: Source - Rooms II Post #318852
I agree, 2048 fits better on the grid.
Posted 10 years ago2014-04-21 16:39:49 UTC
in Rooms: Source - Rooms II Post #318850
I don't think it's a typo, I think doodle suggested a really big area. I didn't oppose it because it's only the maximum size and you can always make it smaller than that. You could make an office room, or an entire air hangar.

I'd personally prefer a given texture set, just because I suck at making them and am new to source.
Posted 10 years ago2014-04-21 16:03:18 UTC
in Rooms: Source - Rooms II Post #318848
So far I think this is very well organized. At first 2056 units cubed seemed too large, but this being the "maximum" playable area seems suffice.

It seems more like an area than a room though.
Posted 10 years ago2014-04-21 01:00:24 UTC
in Rooms: Source - Rooms II Post #318831
I like the idea of size constrictions. Just say a certain size for the map itself, but the 3D skybox can take up any size.
Posted 10 years ago2014-04-18 19:46:41 UTC
in Rooms: Source - Rooms II Post #318782
Having us making the following corridor is a good idea to disperse the work load unless you want to make them Captain. And I'd like to make my own door, I think it's an interesting part of the design that allows the creator further influence on their theme. Also tacking for example a wooden door in a space station or vice versa might look odd. At the same time it might pull it all together so who knows.
Posted 10 years ago2014-04-17 21:08:24 UTC
in cs 1.6 not working Post #318747
Thanks for the find, yep exactly the problem. I don't get how installing one skin can cause such an issue.

And it's insane that I cannot just completely uninstall the game.

Actually I found a way online but it is a very lengthy process. I'll try it when I get home from work.

Edit:
I dl'd an old version of cs and installed it, everything seems to be working except for my hud, it's a jumble of words.
Posted 10 years ago2014-04-17 20:08:41 UTC
in Rooms: Source - Rooms II Post #318748
It would be cool to put them in a certain order, like we vote on them and last place is viewed first and first place is viewed last. So it progresses in quality. We could do so from a single screenshot of each. Just an idea.
Posted 10 years ago2014-04-17 15:59:04 UTC
in cs 1.6 not working Post #318744
Edit: WARNING: couldn't open cstrike.wad. I tried your method again Archie and it updated two files but it seems to still be missing content.
I'm just running a system restore at this point. :)

I think it couldn't recognize why it wasn't working because it was only missing files. At first Archie's method seemed to be working but it ended up not doing anything.
Posted 10 years ago2014-04-17 14:53:21 UTC
in cs 1.6 not working Post #318741
I recently downloaded a skin for the ak-47 and put it in my models folder. Then cs would not work. I tried swapping the models back but it still wouldn't so I tried uninstalling cs, then reinstalling and it still doesn't work giving different errors each time.

The backsplash is the half life one, I think it is missing content.

Does anyone know of a good free uninstaller so that I can completely remove it's content before reinstalling it via steam?

I've tried absolute uninstaller but it simply uses steam's uninstaller which doesn't work.
Posted 10 years ago2014-04-17 12:26:21 UTC
in Rooms: Source - Rooms II Post #318736
Oh boy this sounds fun! Why do people map for ep 2, just has more content?
Posted 10 years ago2014-04-17 12:21:44 UTC
in Post your screenshots! WIP thread Post #318735
Hehe that would be hilarious. Actually I've seen the icthy reskinned as a shark before. I was just planning on flat masked func_rotatings or tracktrains similar to the fish in the foyer of my dreams competition entry.
Posted 10 years ago2014-04-17 00:19:42 UTC
in Post your screenshots! WIP thread Post #318715
Maybe nurse sharks or something smaller.
Posted 10 years ago2014-04-16 14:16:53 UTC
in And now, for a little humor. If you dont Post #318708
ZING!
Posted 10 years ago2014-04-16 13:06:47 UTC
in Post your screenshots! WIP thread Post #318706
Cool, yes it is a little similar from what I can see online.

This wip is from a few hours of work and one really rough sketch. I've also always wanted to map a night club with a fish tank like this one. Unfortunately I have to keep details limited because it is part of a large map.
Posted 10 years ago2014-04-15 20:05:01 UTC
in Post your screenshots! WIP thread Post #318688
If you're in the right place at the right time it will "ice skate" behind you haha.

Edit:

Working on a night club for my bizarre map.
User posted image
The glass tube is a shark tank. The textures are place holders.
Posted 10 years ago2014-04-14 18:59:18 UTC
in And now, for a little humor. If you dont Post #318686
You should have said it was an investment.
Posted 10 years ago2014-04-14 17:12:31 UTC
in And now, for a little humor. If you dont Post #318683
I was wondering where it went. ;)
Posted 10 years ago2014-04-14 16:03:47 UTC
in Post your screenshots! WIP thread Post #318682
Yep. Its spaceship will have crash landed somewhere. it's a func_tracktrain...
Posted 10 years ago2014-04-14 13:51:57 UTC
in Post your screenshots! WIP thread Post #318679
Nice work Rim!

This fella will be roaming my map. :biggrin:
User posted image
User posted image
Posted 10 years ago2014-04-13 22:30:49 UTC
in And now, for a little humor. If you dont Post #318675
eww hehe
Posted 10 years ago2014-04-07 20:49:10 UTC
in Post your screenshots! WIP thread Post #318608
Awesome! :)
Posted 10 years ago2014-04-02 23:13:18 UTC
in Post your screenshots! WIP thread Post #318579
No it's just a horrible fog effect. It looks better from above. The player doesn't access below it.
Posted 10 years ago2014-04-02 13:48:39 UTC
in Post your screenshots! WIP thread Post #318565
Cool I'd like to see that! You jump into the skull's mouth off a cliff edge. The area is much darker, I brightened the image in ps bc I could hardly see it on my other monitor.

I mapped this same thing years ago but never finished the map. That rmf/bsp is long gone by now.
Posted 10 years ago2014-04-02 03:26:48 UTC
in Post your screenshots! WIP thread Post #318545
Thanks! :biggrin:
User posted image
Posted 10 years ago2014-03-31 20:07:59 UTC
in Post your screenshots! WIP thread Post #318540
:glad: Blushes
Posted 10 years ago2014-03-31 18:31:43 UTC
in Post your screenshots! WIP thread Post #318537
Bizarre map I started.
User posted image
Posted 10 years ago2014-03-30 19:19:11 UTC
in Compiling large complex map Post #318519
Yea I had removed the map because it wasn't compiled with vis. Yes that would be awesome to port it for csgo and cs source some day.

I wanted to make a new map for cz and 1.6 but didn't want to before uplading my previous work. Let me see if I can round up all the content needed for the maps. I'll just focus on de_dust_thunder for now.

Note, I used env_sprites as models so if you open the map in hammer it will crash unless you change your models folder to something like models1. Then when you want to play the map just change it back.

Also all but two of the models are included in cz so only the extra two are needed for cz but I think ten models are needed for cs1.6. I'll include them in the correct folders.

Btw I really appreciate it.
Posted 10 years ago2014-03-30 19:00:14 UTC
in Compiling large complex map Post #318516
Thanks for the help. I tried compilator but it crashes too.

I will consider sharing the rmf if I can't get it to work but would really like to compile myself as i'm porting the map for cz and cs1.6.

Captain do you have cz?

It's de_dust_thunder that i'm trying to compile with vis.

I also have another map i'd like to compile called de_aztec_temple for both 1.6 and cz.
Posted 10 years ago2014-03-30 13:21:37 UTC
in Compiling large complex map Post #318504
I'm trying to compile a large complex map with vis included. The compile ran over night in hammer 3.4 but still didn't finish.

I tried installing and using batch compiler but keep getting the error "error writing batch file C:Program Files(x86)Batch CompilerCompile.bat. I've used bc on a different computer and it worked fine. I checked nem's forums and other people reported the same error.

Anyone know a different compiler I can try or a solution?
Posted 10 years ago2014-02-28 14:07:22 UTC
in My Book - Source SDK Development Essenti Post #318147
Posted 10 years ago2014-02-06 22:24:47 UTC
in My Book - Source SDK Development Essenti Post #317803
Wow congrats sir! Rushes to wallet.
Posted 10 years ago2014-02-06 16:36:37 UTC
in TWHL SPACE STATIONS Team Mapping! Post #317785
I only use carve to hollow out spheres. Jk, jk...
Posted 10 years ago2014-01-30 14:55:32 UTC
in TWHL SPACE STATIONS Team Mapping! Post #317695
Clearly Source is much more powerful, but it depends on what you prefer. I like gold source because compile times are miniscule. I also prefer entire ideas/ designs rather than detail and graphics, not saying I don't appreciate source mapping.

I also prefer gold source for the pure nostalgia. It is also genuinely challenging to make a map look good in gold source, which I wouldn't call a bonus but it leaves no excuses for poor design.
Posted 10 years ago2014-01-29 21:31:04 UTC
in TWHL SPACE STATIONS Team Mapping! Post #317686
Thinks of gold source community project ideas.
Posted 10 years ago2014-01-13 19:14:50 UTC
in I seem to be seriously wounded Post #317493
If you have fruity loops just try making it. :biggrin:
Posted 10 years ago2014-01-07 04:13:36 UTC
in Post your screenshots! WIP thread Post #317392
Yep those are illuminated textlights. Thanks, i'll post more wip.s soon.

Edit: Bored, decided to make a sphere...
User posted image
User posted image
Not so appealing. I know I should import models lol.