Half-Life HL
Sandyfalls by Wrangler249
Posted 18 years ago2004-07-25 05:29:46 UTC • Unfinished • Half-Life
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Wrangler249 Wrangler249
18 years ago2004-07-25 05:29:46 UTC
18 years ago2004-08-11 18:19:52 UTC
5.00 (1)
full star full star full star full star full star Download

You are in SandyFalls Sherrif Dept. when something goes wrong. Get outta there.
Tip: "Use" stuff

ps:this is teh map for Floaters Compo!and you aint meant to survive


Commented 18 years ago2004-07-25 06:41:47 UTC Comment #2855
This is pretty cool!
Commented 18 years ago2004-07-25 07:48:10 UTC Comment #2858
Yes, nicely done. Some good sequence work and nice layout.
Commented 18 years ago2004-07-25 17:22:21 UTC Comment #2869
yes gj so far. Its sad that this map better than most of the completed maps of late. Is there a way to get into the security room?
Commented 18 years ago2004-07-25 18:51:50 UTC Comment #2873
n1ce wrangler, is this the map 4 my compo.
Commented 18 years ago2004-07-25 18:57:16 UTC Comment #2874
wrangler, man. this has to be the BEST!! map i've played in a long time. you are a awesome mapper. i think this might just take 1st place. (but i dont want to judge yet.) :)
Commented 18 years ago2004-07-25 19:26:25 UTC Comment #2875
i rated it 5 stars.
Commented 18 years ago2004-07-26 01:59:10 UTC Comment #2882
I don't think its 5 stars Floater, look at the texturing. Although, it is a good map, or maybe i'm just blinded by the fact that it is decent and all the other maps lately have been utter crap :)
Commented 18 years ago2004-07-26 02:44:07 UTC Comment #2884
Looks like a good start. WAYYYYYYYYYY better than the junk thats been posted of late.
Commented 18 years ago2004-07-26 04:54:46 UTC Comment #2887
Thanks guys, i appreciate everyone saying good things about my work. Thanks to Trapt as well for pointing out some o fhte texture work that needs to be done and fixed up. Thanks again. :D
Commented 18 years ago2004-07-26 08:56:22 UTC Comment #2899
Looks nice, good scripting. You really show potential. A bit too much scripting for such a small level, but it's sure a good start.

Just a tip... brushes that touch other brushes split up faces, type gl_wireframe 1 in the console (when you run in OpenGL mode, in software mode you can use r_drawflat 1) and see what I mean. This happens with the light cables for example. You should turn these cables into func_walls so they don't split up faces.
Your r_speeds are good, so it's not necessary, but it just leaves you with a bit more room for detail when you do, polygon budgetwise spoken. Also, this func_walling of small brushes will speed up the VIS process.
Commented 18 years ago2004-07-26 09:01:07 UTC Comment #2900
And another note: the scripting isn't completely failsafe. For example, when the player rushes towards the zombie carrying the barney, the door closes before the zombie has gone through, so he moves through the door. Looks kinda odd. Also, the zombie breaking the door can't be killed when he does so, he dies only after his script. You may want to block the player from getting to them before their script ends.
Commented 18 years ago2004-07-26 10:57:54 UTC Comment #2902
ok, thanks
Commented 18 years ago2004-07-27 04:51:41 UTC Comment #2938
ooo! i like :)
Commented 18 years ago2004-07-27 04:53:16 UTC Comment #2942
Commented 18 years ago2004-07-29 18:04:27 UTC Comment #3051
Comment please!!!
Commented 18 years ago2004-08-06 06:42:11 UTC Comment #3182
AHH I wanted to play it but when it trys to load it says, "cant find CSTRIKE.WAD", AHHHH!!!
Commented 18 years ago2004-08-08 16:16:15 UTC Comment #3221
what the hell is up wit my maps, screw this, as of tomorrow I'm re-compiling my maps and putting them back up WITHOUT using the CSTRIKE wad in Hammer!!!!! argh! FOOK!!!
Commented 18 years ago2004-08-11 17:53:24 UTC Comment #3287
wrangler, this new version is fullbright... maybe there is a leak?
Commented 18 years ago2004-08-11 18:20:21 UTC Comment #3289
sorry about tha fullbright scare there! problemo solved!

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