Forum posts

Posted 16 years ago2007-10-27 20:17:08 UTC
in Competition 24: Map from Layout Post #237138
And fix those giant cubes of rock in the back of the bottom screen :glad:

Mine will be submitted in a a couple days, when my windows expires.

Fuck.
Posted 16 years ago2007-10-27 12:53:58 UTC
in The orange box again. Post #237106
"finished"?

Go for every advanced chamber.

Also, we need a thread for time, fewest steps and fewest portals to keep this interesting. If you have no reason to get better at it, Portal is over in a couple hours which would be quite a shame.

Also, maps plskthnxs.
Posted 16 years ago2007-10-27 00:30:26 UTC
in IDEA for 'Super' Mod Post #237083
Seconded.
Posted 16 years ago2007-10-26 22:30:25 UTC
in The orange box again. Post #237071
Ditto to the waiting for the update.
Posted 16 years ago2007-10-26 22:28:49 UTC
in Halloween Costumes Post #237070
Spike: Joined ten days ago, 152 logins.

I think you need a hobby.
Posted 16 years ago2007-10-26 21:16:17 UTC
in Halloween Costumes Post #237064
You gave me an idea when you said "A lot of black".

I'm going emo fag.
Posted 16 years ago2007-10-26 18:00:21 UTC
in Halloween Costumes Post #237056
Only bc chix sayd so.
Posted 16 years ago2007-10-26 16:58:49 UTC
in Halloween Costumes Post #237051
I was planning on being nothing, but I was told by my friend that costumes are mandatory for her party. I didn't argue because she's cute. Damn it.

Now I need ideas.
Posted 16 years ago2007-10-26 14:12:07 UTC
in Competition 24: Map from Layout Post #237048
visdatasize:241433 compressed from 259840
writing c:program filessteamsteamappsbishop_bashersourcesdk_contenthl2mpmapsrccompo.bsp
13 hours, 31 minutes, 11 seconds elapsed

I suspect that to be the culprit. VIS took 13 and a half hours. Something ain't right here.
Posted 16 years ago2007-10-26 06:51:23 UTC
in Competition 24: Map from Layout Post #237042
holy crap, I was all "I'll compile over night because it takes too long"

well, it's still going. granted it's almost done, but it'll be going on an eight hour compile time soon. that seems really long, especially because the map's not even that big.
Posted 16 years ago2007-10-25 18:52:20 UTC
in Hello thread! Here?s the hello thread! Post #237028
90% of us probably. I mean, this is a HL mapping site!
Posted 16 years ago2007-10-25 18:23:13 UTC
in City Map!!!! Post #237023
1: I don't make textures, but there are definitely people here who do.
2: I find your name repulsive. Not "haha gross lol" repulsive, just downright cant-stand-to-read-it repulsive.
3: The map at least sounds cool, but a picture is worth a thousand words if you want to show something off!
Posted 16 years ago2007-10-25 17:28:25 UTC
in Hello thread! Here?s the hello thread! Post #237019
urmomseemcool.lololol
Posted 16 years ago2007-10-25 17:01:14 UTC
in Hello thread! Here?s the hello thread! Post #237015
WUT UP
Posted 16 years ago2007-10-25 12:04:00 UTC
in Competition 24: Map from Layout Post #236995
Matter of opinion... :glad:
Posted 16 years ago2007-10-25 12:02:51 UTC
in The orange box again. Post #236994
We established that. But I didn't say it, because I don't want him to hate me, because he's one of the compo judges. Correct?

I also am waiting for the Official SDK files, as well as the new engine integration into HL2 and HL2DM. I REALLY want the new particle system for my compo map, so I'm SOOOO re-making it in the updated engine.

Particles. DO WANT.
Posted 16 years ago2007-10-25 06:37:42 UTC
in Competition 24: Map from Layout Post #236984
Aw shit, now theres more people to compete against? :furious:

jk guys I can't wait. :combine:
Posted 16 years ago2007-10-24 23:38:05 UTC
in The orange box again. Post #236970
Yes it is. Speaking of Portal, where the fuck are all the custom maps guys??? COME ON!! I can has fix?
Posted 16 years ago2007-10-24 22:45:07 UTC
in The orange box again. Post #236968
It's very important to gameplay, actually. That's the point. Until you leave the chambers and escape into the guts of the facility, the chambers are designed as simple as possible. That means repeating textures so a player can know instantly whether or not a Portal can be placed, for example while in an infinite loop. That also helps set a clear contrast once the player leaves the chambers, there is stuff lying around, dirt and grime, interesting lights and textures and details. It is just meant to reinforce the players feeling that he is really not supposed to be back there, that he is really escaping even though we all know he has no actual freedom and is being led around by a carrot on a stick.
Posted 16 years ago2007-10-24 22:14:25 UTC
in The orange box again. Post #236966
Play with the dev comentary on. It explains quite a bit about how crucial each element of the theme is.
Posted 16 years ago2007-10-24 19:51:27 UTC
in The orange box again. Post #236958
He's right you know!
Posted 16 years ago2007-10-24 10:24:05 UTC
in Competition 24: Map from Layout Post #236942
Oh right. The whole "life" thing. I keep forgetting about that.

Is the sky still as blue as I remember it?
Posted 16 years ago2007-10-24 09:48:17 UTC
in Competition 24: Map from Layout Post #236939
Come on people, get it together! You have a whole week!
Posted 16 years ago2007-10-23 23:01:10 UTC
in Water Joining Question Post #236914
Sweet deal. Good luck with that man, looks tough.
Posted 16 years ago2007-10-23 20:15:32 UTC
in Water Joining Question Post #236907
http://developer.valvesoftware.com/wiki/Water

Here is everything you need to know about water. Hell, it even shows you how to put fish in there. Apparently there is an easier way to make flowing water than the cs_militia way, but it's not as pretty and has many limitations.

Good luck!
Posted 16 years ago2007-10-23 14:45:52 UTC
in Water Joining Question Post #236897
func_pushes for the push, the flow is a bit more complicated. Getting it to flow cs_militia style requires a bit of coding, and even then what you can make is blocky. The flowing white on the the water in cs_militia is actually a model, which allows it to be complex.
Posted 16 years ago2007-10-23 13:49:15 UTC
in Competition 24: Map from Layout Post #236894
CS:S maps are judged by Source standards, I believe. So while Source will let you make something pretty in comparison to Goldsource, if it's shit it's still shit. It's just shit with shiny shit in it. Trust me, these guys are fair as shit. Go back and look at the results of previous Compos to see how the two are judged.
Posted 16 years ago2007-10-22 23:07:42 UTC
in Competition 24: Map from Layout Post #236860
Haha, thats great.
Posted 16 years ago2007-10-22 23:06:57 UTC
in Buildcubemaps borked Post #236859
Well, I was all proud of myself for learning cubemaps and running around with the crossbow admiring the "reflections" in the scope. I did some work on the map and have re-compiled, but for some reason now the buildcubemaps command doesn't work. I compile, load the map, run buildcubemaps, it builds them, I reload the map, and.... they're not there.

It doesn't want to apply them anymore. I know it has nothing to do with the fact that I'm fast VIS and RAD compiling.

Also, how do I include them so when my map is opened they are applied? I want them to be there when the map is judged.

Also compiling is a bitch. It went from an hour to hours and I didn't change much. I just added a metric shit-ton of models and decals. Do those make that huge of a difference?
Posted 16 years ago2007-10-22 21:43:00 UTC
in Competition 24: Map from Layout Post #236850
Posted 16 years ago2007-10-22 21:29:57 UTC
in Competition 24: Map from Layout Post #236849
Tetsu0, you and I have one glaring similarity in our maps! That water! I'll post a screeny to show you what I mean.
Posted 16 years ago2007-10-22 19:59:31 UTC
in TWHL3 Post #236844
Yeah, isn't a tiny colored dot that will be buried in a sea of other tiny colored dots because you don't check the site a dozen times a day like us enough???

Srsly tho, I don't think thats necessary.

Can you make the site pink?
Posted 16 years ago2007-10-22 14:23:57 UTC
in Competition 24: Map from Layout Post #236822
Now I'm just getting creative here. What about incaseing the entire map in a large box of like concrete, and placing some super-bright lights around inside the map itself. Spawn in the cube, and head for the light!

That would probably result in a lot of waiting around for it to compile, but you could fast vis and rad.

Or you could start not listening to my crazy person brain ideas.
Posted 16 years ago2007-10-22 13:32:02 UTC
in Competition 24: Map from Layout Post #236819
Place several different point entities in a grid formation around the map, and when you compile the log will tell you what entity the leak is closest to. If you placed them say in 256 unit intervals, you'll know the leak is within 256 units of that entity. Just thought of that, dunno if it'll work at all or if it's worth the trouble. Any other thoughts?
Posted 16 years ago2007-10-22 07:30:05 UTC
in Competition 24: Map from Layout Post #236809
Mines almost done. I'm working a lot on it, because it's also a learning experience. I've learned how to use cubemaps, soundscapes, 3d skyboxes and more, and it's really fun.
Posted 16 years ago2007-10-21 21:19:23 UTC
in Portal Workaround? Post #236791
Does anyone understand what's going on here?
Posted 16 years ago2007-10-21 20:40:26 UTC
in funallinone doors Post #236790
Oh yeah, I forgot to suggest decompiling a map to see how they set up their entities. Sometimes decompiling is frowned upon, but if you just want to see how the entities are set up there's nothing wrong with it.
Posted 16 years ago2007-10-21 09:00:59 UTC
in The orange box again. Post #236763
But um, it IS a "true" TF game. It's THE "true"erer of the two new ones.

Oh by the way guys, in case this hasn't been established earlier, it's damn fun.
Posted 16 years ago2007-10-20 01:21:57 UTC
in about ambience_generic Post #236709
si. when play everywhere is unchecked, drag the circle in the 2d side views to show how far away the sound will be heard from.
Posted 16 years ago2007-10-19 17:34:35 UTC
in Weird Post #236683
Well I think that's a seperate problem. Using larger textures doesn't cause crashes or failed loads, CZ had them in it's maps.
Posted 16 years ago2007-10-19 06:56:54 UTC
in The orange box again. Post #236647
lol.

Feel free to stop by my clan's new TF2 server guys. I'm usually on in the evenings. Our clan was founded for Team Fortress for Quake 2 so we've got some real vets there. 10+ years!

8.6.77.102:27015

24/7 ctf maps, no cussing (yeah i know i know, but its a family clan) It's a new server and not all our guys play tf2 yet so we need some regs to get it going.

And there's cake.*

*the cake is a lie.
Posted 16 years ago2007-10-17 20:33:00 UTC
in Quiet down and listen to the Aussie Post #236545
I knew exactly what he meant, I was just saying that if he doesn't give a flying shit about multiplayer then he shouldnt much like TF2. Or maybe he was just talking shit about halo to get a few more viewers.

Regardless, his stuff is hilarious.
Posted 16 years ago2007-10-17 12:58:55 UTC
in Quiet down and listen to the Aussie Post #236519
If he gave TF2 a good review I will lol. He gave Halo 3 a poor one saying "But heres the thing, I don't give a flying shit about multiplayer, and neither do a lot of people."
Posted 16 years ago2007-10-16 21:03:58 UTC
in Competition 24: Map from Layout Post #236499
of course you can. I assume, at least. that would be pretty stupid if you couldn't.
Posted 16 years ago2007-10-16 20:19:24 UTC
in 2 questions. One expert, and 1 noob Post #236497
Deleted Scenes has it's own FGD. At least I'm pretty sure, don't hold me too it. As far as spawing with no bullets, you could use a player_strip on spawn and then have the players spawn on top of armory entities with "0" in the quantity. Or something like that. Or it's impossible.

Not an expert question, because I understood it.
Posted 16 years ago2007-10-16 14:30:46 UTC
in Design an Emoticon! Post #236479
hows about +1 and -1 for rating maps. You know, like

+1 layout
+1 atmosphere
-1 texturing
-1 easter egg was nude photo of yourself
Posted 16 years ago2007-10-15 19:53:52 UTC
in Adding light does nothing! Post #236435
well if you paste your compile log, someone can spot the problem right away in these situations.
Posted 16 years ago2007-10-15 17:32:54 UTC
in The orange box again. Post #236429
Old. They made that thing a while ago, I remember doing it and being confused about cake.
Posted 16 years ago2007-10-15 10:48:28 UTC
in CS 1.6 vs CZ Post #236406
CZ is ftw. Same game, prettier. Unlike Source which is much prettier, but practically a different game.
Posted 16 years ago2007-10-12 16:29:17 UTC
in func_detailed map? Post #236220
select the whole map and right click > move to world