Forum posts

Posted 10 years ago2013-10-29 14:34:38 UTC
in Do people still make good old Half Life Post #316548
I still map for goldsource
stop! stop!Can't stop mapping
Posted 10 years ago2013-09-09 08:00:08 UTC
in pushable trick/help Post #315567
well I'd make some 1 unit invisible path around the pushable so that it would go only 1 way
stop! stop!Can't stop mapping
Posted 10 years ago2013-08-26 15:31:32 UTC
in Custom maps server Post #315235
will have a look...trying to populate it...offering admin
stop! stop!Can't stop mapping
Posted 10 years ago2013-08-25 18:37:06 UTC
in Custom maps server Post #315224
Hello guys,

I recently opened up a counter-strike 1.6 server with custom maps and I am looking for players/mappers to have fun on it.The server is on 24/7,lag free and awaiting for you.

DNS: pyro-zone.toolz.ro
IP : 188.212.105.30:27015
SITE:http://pyro-zone-site.webs.com/

Also if you post your maps on our forums they will be added to the server rotation and get a chance to be seen by a considerable number of players.

Waiting for you !
stop! stop!Can't stop mapping
Posted 10 years ago2013-08-22 09:20:26 UTC
in [CS 1.6] cs_minesion Post #315156
not bad,not bad at all
stop! stop!Can't stop mapping
Posted 10 years ago2013-07-03 13:43:23 UTC
in ambient_generic Post #314112
mono,supports 22k...make sure its not stereo...max length is around 1:30,2 mins
stop! stop!Can't stop mapping
Posted 10 years ago2013-06-21 18:14:33 UTC
in Plugin triggering entity Post #314014
thanks again hehe
stop! stop!Can't stop mapping
Posted 10 years ago2013-06-16 06:16:14 UTC
in Plugin triggering entity Post #313990
thanks a lot
stop! stop!Can't stop mapping
Posted 10 years ago2013-06-15 19:55:34 UTC
in Plugin triggering entity Post #313987
I'm a beginner at amx scripting and I'd like if somebody could adapt this plugin ( http://forums.alliedmods.net/showthread.php?t=29536&page=2 ) which is awesome btw but does too many : it checks for all func_buttons on the map and lets you choose which one to press...I'd like a simplified version which would only trigger buttond by their names. Example amx_button button1 or amx_button etc.

Thanks in advance
stop! stop!Can't stop mapping
Posted 10 years ago2013-06-15 07:54:11 UTC
in Practice map in counter-strike Post #313985
cs 1.5 had training
stop! stop!Can't stop mapping
Posted 10 years ago2013-06-09 16:38:25 UTC
in Entity help triggering breakable glass Post #313922
func_door with -1 works once a round...this could be the intermediary...that if I understood your question right
stop! stop!Can't stop mapping
Posted 10 years ago2013-06-01 11:00:26 UTC
in Skyscraper Co-op Project Post #313771
aye
stop! stop!Can't stop mapping
Posted 10 years ago2013-05-30 13:28:16 UTC
in A Hat in Time on Kickstarter Post #313744
yep theres a co-op project for goldsrc and I'm working on a map called de_mesa...de_mesa_beta is on this website hehe :) Good luck on this game !
stop! stop!Can't stop mapping
Posted 10 years ago2013-05-30 13:23:26 UTC
in A Hat in Time on Kickstarter Post #313742
looks cool...gonna check out
stop! stop!Can't stop mapping
Posted 10 years ago2013-05-24 19:15:05 UTC
in Post your screenshots! WIP thread Post #313687
Posted 10 years ago2013-05-19 09:38:55 UTC
in Entities disappear Post #313620
from experience I can tell that solid entities disappear in less than 4096 units (actually 3000 and sth if tall enough) ...also watch for visblocks such as sky and so
stop! stop!Can't stop mapping
Posted 10 years ago2013-05-18 11:04:28 UTC
in Flare effect Post #313606
maybe some env_fade just like the rocket effect in Half-Life 1...might be buggy in cs because of restarting rounds hehe
stop! stop!Can't stop mapping
Posted 10 years ago2013-05-18 09:15:44 UTC
in TWHL Coop Ideas? Post #313602
Spirit of Half-Life google it...basically a hl mod with lots of cool stuff added
stop! stop!Can't stop mapping
Posted 10 years ago2013-05-17 18:02:33 UTC
in TWHL Coop Ideas? Post #313592
yeah...the Move With function from sohl might be helpful...anyways I thought only cs was updated to 1800 ents...funny of me huh
stop! stop!Can't stop mapping
Posted 10 years ago2013-05-17 16:50:44 UTC
in TWHL Coop Ideas? Post #313590
Shall we use spirit of half-life for this?
stop! stop!Can't stop mapping
Posted 10 years ago2013-05-17 10:38:19 UTC
in TWHL Coop Ideas? Post #313582
well thanks for reading the previous posts where I said I'm gonna do the basement
stop! stop!Can't stop mapping
Posted 10 years ago2013-05-16 09:15:05 UTC
in TWHL Coop Ideas? Post #313567
sorry Moaby if I hadn't made myself clear...I'm not a native you know...Anyways I was thinking of the player spawning in front of the skyscraper so that he could see the whole picture (in this first map the skyscraper can be seen from outside). Then, after he enters the front door or the elevator, the level changes to specific floors in order to be able to add more detail...That's it. Also I think Captain Terror's proposal is good.
stop! stop!Can't stop mapping
Posted 10 years ago2013-05-15 18:02:12 UTC
in TWHL Coop Ideas? Post #313556
striker has a point...we should build the whole thing first (not detailing every floor)...just to know what we are going to work on...After player enters it we can trigger changelevels between floors hehe.....Anyways what is going on here? We've spent way too much time on this topic instead of actually starting to do sth/planning who has which floor
stop! stop!Can't stop mapping
Posted 10 years ago2013-05-15 09:41:36 UTC
in TWHL Coop Ideas? Post #313543
why?
stop! stop!Can't stop mapping
Posted 10 years ago2013-05-15 06:43:06 UTC
in TWHL Coop Ideas? Post #313541
well I guess I'll start making the basement then...can we use some HL monsters in this?
stop! stop!Can't stop mapping
Posted 10 years ago2013-05-13 14:57:34 UTC
in TWHL Coop Ideas? Post #313510
well...goldsrc for this one hehe
stop! stop!Can't stop mapping
Posted 10 years ago2013-05-13 13:25:13 UTC
in TWHL Coop Ideas? Post #313508
I admit It's harder to consider other work and make something that can be compatible with it,but I think the end result won't be that random
stop! stop!Can't stop mapping
Posted 10 years ago2013-05-13 11:31:58 UTC
in TWHL Coop Ideas? Post #313502
So I got this idea about how to mix up our work...everybody makes a floor with whatever crazy stuff he got in his mind and then we'll make a pack of all maps and each mapper has to adapt their work considering the upper and lower floor :D ...just an idea tho
stop! stop!Can't stop mapping
Posted 10 years ago2013-05-13 11:30:11 UTC
in TWHL Coop Ideas? Post #313501
I'll make the basement muhahaha...Seriously
stop! stop!Can't stop mapping
Posted 10 years ago2013-05-12 18:29:35 UTC
in TWHL Coop Ideas? Post #313489
why not make it like a mod or sth...just sayin'
stop! stop!Can't stop mapping
Posted 10 years ago2013-05-12 12:51:35 UTC
in TWHL Coop Ideas? Post #313478
Doesn't need changelevels hehe...just use env_renders and depending on what room you are in hide others with render 0 :D
stop! stop!Can't stop mapping
Posted 10 years ago2013-05-12 10:37:29 UTC
in TWHL Coop Ideas? Post #313471
I vote for goldsrc
stop! stop!Can't stop mapping
Posted 10 years ago2013-05-06 18:16:46 UTC
in Reliable Channel Overflowed Post #313434
Edit : Here's your problem : Max Viewable distance 9999 can cause server errors if not left at 4096
stop! stop!Can't stop mapping
Posted 10 years ago2013-05-06 18:14:07 UTC
in Reliable Channel Overflowed Post #313433
Had this problem some time ago on a TFC server playing dustbowl...It was a problem coming from the server .
stop! stop!Can't stop mapping
Posted 11 years ago2013-04-05 05:19:07 UTC
in de_wb_b1 Post #313264
hehe thanks :D ...also lots of improvements since this beta1 version,but not enough to release a beta2
stop! stop!Can't stop mapping
Posted 11 years ago2013-04-03 11:37:09 UTC
in de_wb_b1 Post #313257
ok np but before I do any HLDM map I have to finish the cs map and there's a lot to do :D...don't expect it too soon...anyways because you are that interested in the map I will share with you a secret...when I will have the map in final stage (classic de_) I will make a train surrounding the map with 4 stations : one in T base,one in CT base and one in each bombsite. The train system will be activated only if both CT and T press a button in their base . I will keep the r_speeds as usual if they don't press the buttons, using env_renders to make all the solids in train system invisible to the engine.(and then visible if it's activated)
stop! stop!Can't stop mapping
Posted 11 years ago2013-04-03 05:58:38 UTC
in de_wb_b1 Post #313254
why not but It isn't ready yet :D hehe...will do
stop! stop!Can't stop mapping
Posted 11 years ago2013-04-03 04:58:04 UTC
in de_wb_b1 Post #313252
de_wb_b1
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This is a map I've been working on for a lot of time and I am now pleased to show it in a decent and playable version. However, this is beta stage and I'm still waiting for bug reports and feedback (of any kind).
It is a Half-Life themed map, balanced (worked on that really hard), fun (has a few secrets) and is the result of nearly 3 months of work. Give it a try !
The download includes overview and navigation file for bots. Thanks to shash7 for reccomending me to put the map here.

Download here : http://cdn01.ca.na.stablebox.com/maps/318/de_wb_b1.rar
stop! stop!Can't stop mapping