Forum posts

Posted 18 years ago2006-02-26 19:16:57 UTC
in SP vs MP Post #165232
I go with multiplayer.
My friend has a server and i get all sorts of imput from the players who play the levels. Constructive critism. I never released any of them in the vault here, why.. i dunno but i definitly like multiplayer more than single player. I often times detail 2 or 3 rooms then just.. run out of ideas. With multiplayer maps. CS mostly... you can always just stick another box here, move the bombsite here, etc etc.

That box or bombsite movement can affect the entire gameplay, and thus the quality of the map.

MP = +5
SP = +1
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2006-02-26 19:10:12 UTC
in How many times have you played HL-SP? Post #165230
HL1 = 3 times, once trying to do it fast. my quickest time was somewhere around 2 hours :
Hl2 = .7 times
i still havent gotten around to beating it.
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2006-02-03 14:43:49 UTC
in CS_Tobenamed Post #161325
Hey guys. Anyone wanna name my map?
i need some ideas for decoration also. It is said that it's nicely designed, nice and big. Its a complex complex (if u get it) and its empty.. you can almost feel the lonliness. Also the textures are boring in that REALLLY big room, cuz its all steel, and i havent the inspiration to texture it correctly....

http://www.twhl.co.za/mapvault_map.php?id=3543

theres the link to the level, last update has been a while, but i didnt do anything to it. because.. im outta ideas. those boxex dont fit, i need a bombsite or 2 also. so any imput?
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2006-02-03 14:39:22 UTC
in New map: De_Nexus (based off SC) Post #161324
no.. theres a light env in there... i think its close to the back wall, next to the nexus
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2006-02-03 14:04:51 UTC
in New map: De_Nexus (based off SC) Post #161318
well they're both main characters.. but i mean c-mon.. tetsuo destroyed much of neo-tokyo with his MIND! oooooh...

anyway. on topic. i got the vespene guysers finished. Ill upload the update in a bit. im in school right now.... and... getting yelleda t but i dont care.

To gargantua, im workin on it. I just wanted to finish up the main layout and the mian building design bewfore i carry on any further with detail. =] Thanks for the support
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2006-01-28 12:57:02 UTC
in direct3d, openGL, software.. wtf Post #160089
seventh, you have double my ram, and a higherclass videocard.
lol..
well.. ill take a look at that tweak guide when i have some time to actually sit down.
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2006-01-28 12:52:24 UTC
in Guess the line! Post #160087
Gj tycell :)
btw keneda said that
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2006-01-28 05:51:37 UTC
in Guess the line! Post #160051
im going to bed. im pming coffee with the answer so the game can carry on without me. its open to guesses until its correct!
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2006-01-28 05:50:11 UTC
in How can I represent MAGIC FX Post #160050
holy sheep shi....
i GOTTA try that
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2006-01-28 05:47:03 UTC
in Guess the line! Post #160049
Yeah i took that picture after we rocked battle of the bands.

now guess the damn movie
HINT BIG TIME: look at my name
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2006-01-28 05:41:32 UTC
in Guess the line! Post #160047
lol..

---------------->

bawls in the grass
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2006-01-28 05:40:19 UTC
in rotate forever? Post #160046
o. wow thanks :nervous:
dam im dumb
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2006-01-28 05:37:02 UTC
in Guess the line! Post #160044
just went.. :lol:
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2006-01-28 05:36:38 UTC
in direct3d, openGL, software.. wtf Post #160043
no the 200usd is just those 3 upgrades.. computer was like.. 2grand i think
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2006-01-28 05:35:38 UTC
in Guess the line! Post #160041
allright allright lets go with a movie quote

"He's our friend, we should get to kill him"

Tell me the movie, and character who said it.
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2006-01-28 05:34:13 UTC
in direct3d, openGL, software.. wtf Post #160038
i spent.. 200 USD on my comp... wireless mouse/keyboard, ati 9500 and an extra 256 ram
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2006-01-28 05:32:47 UTC
in Guess the line! Post #160036
oh dam. my bro listens to eminem all the time
white america man
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2006-01-28 05:31:58 UTC
in Guess the line! Post #160035
mr.good. dont judge a book by its cover. hit up www.myspace.com/breakingbenjamin and listen to their songs
anyway.. on with the game
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2006-01-28 05:27:40 UTC
in Guess the line! Post #160029
omfg!
YEA!!
my favorite band!!
i wil like.. be youre best friend if you didnt google that
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2006-01-28 05:26:57 UTC
in Guess the line! Post #160027
wow you guys really dont know good music
this is one of their most popular songs too
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2006-01-28 05:21:20 UTC
in Guess the line! Post #160022
ooo, its a great band, born out of willks barr pensylvania.

only clue
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2006-01-28 05:20:17 UTC
in direct3d, openGL, software.. wtf Post #160020
thanks strider.. and coffee.

i concur
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2006-01-28 05:17:58 UTC
in direct3d, openGL, software.. wtf Post #160016
but.. like.. whats a page file? or the HDD?
im not really keen on computer acronyms
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2006-01-28 05:16:59 UTC
in Guess the line! Post #160015
SONG: "Just stay away from the white line, I can tell your worst side's your best side. I never heard anyone, I never listened at all"
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2006-01-28 05:14:18 UTC
in direct3d, openGL, software.. wtf Post #160013
page file?? HDD? WTF? :zonked:
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2006-01-28 05:13:20 UTC
in direct3d, openGL, software.. wtf Post #160012
no
im not overexadderating.
like.. it takes me long enough to load the level.. if i shoot my gun i see the muzzle flash for like 2 seconds.. dont even get me started on the little arachnid thingys, anytime i shoot, do something... i can walk fine.. in a corridor with nothing happeneing lol
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2006-01-28 05:11:45 UTC
in direct3d, openGL, software.. wtf Post #160010
hazardous, how do i switch off those antiscoptric filterings whatevres... like i got that ati menu thing near my clock, but it only lets me change the settings not realy disable it. My friend had the SAME card and he runs everything on high detail except for model, and he has like.. wait no he doesnt lag :)
im pretty sure he has the same ram as me too..
maybe it is my processor.. :confused:
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2006-01-28 04:58:14 UTC
in Guess the line! Post #160002
gump, forrest gump, tom hanks.
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2006-01-28 04:55:15 UTC
in direct3d, openGL, software.. wtf Post #160001
ok open gl.. but WHY?
what's the difference :confused:
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2006-01-28 04:48:14 UTC
in direct3d, openGL, software.. wtf Post #159999
ok. i havent messed around with these because i break things when i mess around. ask anyof my friends who own computers.
anywaymy machine is.. ok.. 512 ram, pentium 4 1.6ghz, and an ati radeon 9550 graphics card.
im wondering which mode i should run it in... direct3d or opengl.. because i have no clue what the differences are.
if someone can explain a little bit of it?
im just curious because it seems my comp's gonna explode when i run half life 2. i even tuned down EVERYTHING to low, including res to 800X600 (as low as im willing) and im still skippin around like a schoolchild on a playground.

I got ad-aware, spybot, and norton 06' they're all updated and i scan regularly.. so spyware/virus' are out of the question..
oh yeah i got a dell if thats any help..

basically.. will switching either the card mode or the engine mode affect gameplay? if-so, why and how?

thanks :nuke: :nuke:
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2006-01-28 04:36:39 UTC
in rotate forever? Post #159992
Is there a way to have a brush rotate forever?
like a door_rotating or something?
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2006-01-26 13:36:05 UTC
in New map: De_Nexus (based off SC) Post #159681
so what you're saying is, from each part of the map, in wireframe, see what areas i can block off from where?
im in school so i gotta go quick, just got yelled at. ktnx bye :nuke:
Later that day...
OK wow.. that hint brush took nearly 750 wpoly's off one part of the map.
Just... ok here are some pics.

THANKS ANDY FOR THE HINT TUTORIAL!

Before...
http://i22.photobucket.com/albums/b329/tetsuosho/hl_before.jpg

and After...
http://i22.photobucket.com/albums/b329/tetsuosho/hl_after.jpg

Thats crazy.
OK i got to go to work. Im out early tonight, so i'll edit some more when i get home
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2006-01-26 00:43:02 UTC
in New map: De_Nexus (based off SC) Post #159609
Allright. I read the Tutorial on HINT brushes and that applys to corridors. I even went as far as to look at the Pyramid Hint Brush Extention. hence Extension, that also applys to corridors. Im not sure exactly how i would go about placing a hint brush in the nexus' walls...
Or anywhere else in my map for that matter, its completley outdoors.
Eh, im too tired ill think more tomorrow. :roll:
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2006-01-26 00:26:02 UTC
in New map: De_Nexus (based off SC) Post #159608
Thats such a great idea!!
yeah the broken seige tank can add some cover fire also.
Im not too familiar with hints.. Ill check out the tutorial.
Until then, anyone wanna give me a crash-course?
or is there no such thing?

Thanks for all the input
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2006-01-26 00:24:33 UTC
in New map,de_Dam with screen: Some idea&#3 Post #159607
LOL thats exactly what i was talking about.. theres a generator in one of those screenshots. :-P
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2006-01-24 20:29:32 UTC
in New map: De_Nexus (based off SC) Post #159416
Just updated the map.
HAVE NOT UPLOADED YET!

this due to extremely low r-speeds.. laggy as all hell.

im not even done yet cries

here's a link to the newest picture, ill update the map later

http://i22.photobucket.com/albums/b329/tetsuosho/de_creep.jpg
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2006-01-24 19:46:57 UTC
in New map,de_Dam with screen: Some idea&#3 Post #159409
DUTY
sorry
didnt proofread
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2006-01-24 19:21:51 UTC
in New map,de_Dam with screen: Some idea&#3 Post #159404
If its a dam, its probably a hydroelecric plant.
Why not stick some generators in there? That should make for some interesting gameplay.
Imagine "Call Of Dudy" If you have ever played that game, the level where you're actually inside the dam. Im not saying copy it exactly, but draw some inspiration.
Hope it helps
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2006-01-24 18:32:06 UTC
in New map: De_Nexus (based off SC) Post #159397
The Nydus canal is just a straight foward teleport.. i was thinking of making an actual tunnel underground with a bunch of func_push's, but i deemed it too much for a counterstrike map.

Ill check out alexb911's map.. i dont think im going to have much else than a teleport.

and a blinky green light
EDIT
no its not going to anything like that.. im picturing a lot of green and much more... dimensional.. (circular) no offence alex
but again, im probably going to stick with a teleport, and if gameplay deems it necessary, ill make a cave. Ill actually make 2 versions of this map. one with, one without. See how it affects the gameplay whatever, But in the meantime, back to my spawning pool.
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2006-01-24 14:28:14 UTC
in New map: De_Nexus (based off SC) Post #159369
sorry, this is a protoss/zerg map.
If you guys really want to see some Terran Archatecture, Let me know, ill crank out a hl-dm map or something.
some tanks, couple of spider mines, maybe a missile turret here and there.
whatever.

Yeah im gonna put the vespene on hold right now, and gonna start the Spawning pool, where ironically, the Terrorists will spawn.

]

ill keep you guys posted.
soon to come (hopefully if i find time)

Custom textures.
and if anyone would like to make some for me, ill give you 50% credit on the map. Because looks ARE everything
Except gameplay and r-speeds
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2006-01-24 01:56:01 UTC
in NEW MAP! "Poison Garden" Post #159306
if only you can just draw maps and have them function..
it would look sweet just in b/w
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2006-01-24 01:53:51 UTC
in New map: De_Nexus (based off SC) Post #159305
this map is enormous >.<

test compile times with rad running on fast are taking like 7 minutes!!
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2006-01-23 17:53:24 UTC
in New map: De_Nexus (based off SC) Post #159261
Well, whatever. Its renamed Creep and i just updated it
With a functioning Nydus canal.. ooh..
ANd im working on modeling the vespene guysers right now, but those arent coming out to well.. anyway i got to head to work. Check out the new update.
any questions.. concerns..
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2006-01-22 19:14:11 UTC
in New map: De_Nexus (based off SC) Post #159133
ok ok ok
i apologize for not checking my sources, this is now renamed: de_Creep
because of the creep duh
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2006-01-22 14:10:52 UTC
in New map: De_Nexus (based off SC) Post #159095
I have a new map in the works. Im still building it and the level so i didnt put in the CS entities yet. Im testing in Half-Life just for the look and feel.
Its a level based off Star Craft. Poses Good versus Evil; Protoss Versus Zerg.
Protoss base features many sniper positions, and a quick entry and exit to the SINGLE Bombsite. This presents new challanges, but there are few choke points to get caught up in. Zerg features inclue Nydus canals. For all you guys who are unsure of Nydus canals, they teleport you from one destination to another, and back again. Useful for quick retreats, or attacks. There is (will be) a decent amount of... things on the map... Such as a skeleton of a huge animal... a vespene guyser... Y-forked river used for transport and cover. Tunnels through the rock walls..

If anyone has any imput on this level, please let me know, you can also give some constructive critism, tips, blah blah.

Map link = http://www.twhl.co.za/mapvault_map.php?id=3650

And i just updated today

Enjoy
-Tetsu0
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2006-01-22 00:02:15 UTC
in Coplanar face, but brush doesnt exist Post #159010
sweet, thanks
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2006-01-21 16:56:35 UTC
in Coplanar face, but brush doesnt exist Post #158954
oh well..
I did fix that problem, i did the replace textures thing, but instead of replacing the textures, i marked them all then deleted them, i can always re-make them later. i really just wanted to test compile it.

some more problems surfacing in my map right now:

the conveyor on my waterfall.. the texture goes in 3 directions.. none of them are correct...
Vis doesnt like me

ill upload my map to 'unfinished stuff'
it'll be called nexus , and ill edit this post with a link when im done
EDIT
Link to map = http://www.twhl.co.za/mapvault_map.php?id=3650
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2006-01-21 11:42:55 UTC
in Coplanar face, but brush doesnt exist Post #158902
:confused:
Ok As you read from the Topic, When i compile, theres a brush with a coplanar face, but when i go to Map>Go to Brush Number, the Brush doesnt exist. I read through a forum post, and it said something about deleting an origin, and i had a func_wall with an origin (it was a door_rotating but i changed my mind) so i deleted the origin and re-assigned that to a func_wall.

I download HLFIX, which sopossedly fixes these sorts of errors before actually compiling the map, i switched the HLFIX to #2 in line in the expert compiler. I THINK i set it up right. But im getting a messgae "Access is denied"

heres the log:

** Executing...
** Command: Change Directory
** Parameters: "C:SierraHalf-Life"

** Executing...
** Command: hlfix_exe
** Parameters: "c:program filesvalve hammer editormapsnexus"
  • Could not execute the command:
hlfix_exe "c:program filesvalve hammer editormapsnexus"
  • Windows gave the error message:
"Access is denied."

** Executing...
** Command: C:PROGRA~1VALVEH~1hlcsg.exe
** Parameters: "c:program filesvalve hammer editormapsnexus"

hlcsg v3.3 rel 3.3 prerelease (Oct 9 2005)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlcsg ---
Command line: C:PROGRA~1VALVEH~1hlcsg.exe "c:program filesvalve hammer editormapsnexus"
Entering c:program filesvalve hammer editormapsnexus.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ legacy ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
nullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

3 brushes (totalling 24 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%...Error: Entity 24, Brush 3, Side 3: has a coplanar plane at (549, -1847, -32), texture XENO_6FLR
Error: brush with coplanar faces
Description: The map has a problem which must be fixed
Howto Fix: Check the file http://www.zhlt.info/common-mapping-problems.html for a detailed explanation of this problem

(6.33 seconds)

--- END hlcsg ---

** Executing...
** Command: C:PROGRA~1VALVEH~1hlbsp.exe
** Parameters: "c:program filesvalve hammer editormapsnexus"

hlbsp v3.3 rel 3.3 prerelease (Oct 9 2005)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlbsp ---
Command line: C:PROGRA~1VALVEH~1hlbsp.exe "c:program filesvalve hammer editormapsnexus"
>> There was a problem compiling the map.
>> Check the file c:program filesvalve hammer editormapsnexus.log for the cause.

--- END hlbsp ---

** Executing...
** Command: C:PROGRA~1VALVEH~1hlvis.exe
** Parameters: "c:program filesvalve hammer editormapsnexus"

hlvis v3.3 rel 3.3 prerelease (Oct 9 2005)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlvis ---
Command line: C:PROGRA~1VALVEH~1hlvis.exe "c:program filesvalve hammer editormapsnexus"
>> There was a problem compiling the map.
>> Check the file c:program filesvalve hammer editormapsnexus.log for the cause.

--- END hlvis ---

** Executing...
** Command: C:PROGRA~1VALVEH~1hlrad.exe
** Parameters: "c:program filesvalve hammer editormapsnexus"

hlrad v3.3 rel 3.3 prerelease (Oct 9 2005)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlrad ---
Command line: C:PROGRA~1VALVEH~1hlrad.exe "c:program filesvalve hammer editormapsnexus"
>> There was a problem compiling the map.
>> Check the file c:program filesvalve hammer editormapsnexus.log for the cause.

--- END hlrad ---

** Executing...
** Command: Copy File
** Parameters: "c:program filesvalve hammer editormapsnexus.bsp" "C:SierraHalf-Lifevalvemapsnexus.bsp"

The command failed. Windows reported the error:
"The system cannot find the file specified."

any suggestions?
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2005-11-30 21:42:26 UTC
in cs_underground? i want some help =] Post #149995
New areas!!!

1) Hallway from room 6 - t-spawn's stairs

2)T-spawn and outside completed
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2005-11-30 17:50:26 UTC
in cs_underground? i want some help =] Post #149963
http://www.twhl.co.za/mapvault_map.php?id=3543

That is my new level.

There are lots of catwalks and the level is wasy to get the hang of.
It's based off a lot of ideas. You can see inspiration from inferno, dust, piranesi...

The layout is all drawn out, but im willing to make changes based on your imput. I host my own server, so i'll debut it on that. (i actually get some players.)
I just really need some obsticales or eye candy to make the map better. i know its really boxy right now, but thats where the collective (you guys) comes in. Give it a d/l. i included everything in there, bsp, map, max, rad, blah blah blah.
yeah. If u could help with details?
im open to any suggestion. texturing, whatnot.

thanks!!
-Tetsu0 :badass:
Tetsu0 Tetsu0Positive Chaos