pre disaster labs

Half-Life HL
pre disaster labs by Ansith
Posted 15 years ago2005-10-08 10:15:33 UTC • Unfinished • Half-Life
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Name
pre disaster labs
By
Ansith Ansith
Type
Map
Engine
Goldsource
Game
Half-Life
Category
Unfinished
Included
BSP
Created
15 years ago2005-10-08 10:15:33 UTC
Updated
15 years ago2005-10-09 08:37:16 UTC
Views
2613
Downloads
654
Comments
18
Rating
2.50 (2)
full star full star half star empty star empty star Download

this is a map that ive started ,all it is going to be is a pre disaster lab area when its done and mabye put into a mod later in time
and i know that the scientist sitting down is kind of typing in the keyboard and the monitor looks stupid but it will be fixed and please if you dl it rate it and comment, tell me if anything need inprovement :D

EDIT: added gerbil.wav
updated again used trigger autos this time tell me if the scripting works
and if the scripting don't work tell me please

18 Comments

Commented 15 years ago2005-10-08 10:38:10 UTC Comment #9362
You need to provide the wads!
Commented 15 years ago2005-10-08 13:56:06 UTC Comment #9364
Well through the screeni it looks boxy.(needs more artitecture) That wall with the diffrent texture doesn't fit in there, no detail, you used texture lights and a bit of texture aglinment!
Commented 15 years ago2005-10-08 19:42:37 UTC Comment #9372
which wads do you need for it sorry, and the other texture is a subway tunnel
Commented 15 years ago2005-10-08 19:45:53 UTC Comment #9373
i took gerbil out i think thats the only one you wouldent have
Commented 15 years ago2005-10-09 05:28:01 UTC Comment #9374
should work now :D
Commented 15 years ago2005-10-09 05:41:17 UTC Comment #9375
Played it and I must say it's pretty sucky suck..
  • The texturing was in some places awfull and repeating.
  • The brushwork was all the same.
  • The traintrail should be electric.
  • The deadends should have a door
  • It was empty
  • The scientist were typing in nothing
Commented 15 years ago2005-10-09 05:45:29 UTC Comment #9376
yes very true its still at early stages though the old version had the scientist typing at somthing but it look very sucky
Commented 15 years ago2005-10-09 06:19:17 UTC Comment #9377
ok i had the old one uploaded but ill change that after i compile
Commented 15 years ago2005-10-09 07:10:03 UTC Comment #9378
Ok, here I go again.

You added electric damage to the traintrail, I think it should be 20 instead of 5.

Maybe you should a train also, to make the start look more interesting.

Now I did saw scientist but they were just standing, facing nothing, here : http://img330.imageshack.us/img330/9218/lab00083cj.png

The scientist were still typing in nothing, they still didn't say anything and the texturing is still messed up. Also, you got still dead ends, you should make a door or so that doesn't go open, in that dark room poeple probaly use there flashlight because they wonder whats there, what will they found, just a dead wall.

http://img24.imageshack.us/img24/8356/naamloos12312339fx.png

So my general advice would be add some detail and add some ambience!

Also for Forge, I never said I could do it any better and I'm just pointing out what he needs to improve, even if it sounds harsh.

So ansith, good luck!

PS : I know it's still a w.i.p. so maybe you was about to put doors at dead ends and all that..
Commented 15 years ago2005-10-09 07:16:58 UTC Comment #9380
shit really the scripting still isent working this is crap i had it all working they should be walking around pondering at stuff

and yea ill fix the dark room (its going to be for lockers and the empty one with the door will be the hev suit room) and the dead ends

but this scripting is really pissing me off
Commented 15 years ago2005-10-09 07:20:25 UTC Comment #9381
Learn from your mistakes, the map isn't that bad. Just boring.

You should make some kind of inactive machine in that dark room en when you walk in it the lights turn on and it starts to work, haha.
Commented 15 years ago2005-10-09 08:48:09 UTC Comment #9383
I agree with most of the points FresheD had to say, but I know its a work in progress so they're ok for now!

Also, any brushed you have on walls, like those signs, they need to be func_walls or 1 unit away from the wall.
That will reduce r_speeds and some texture problems -> http://www.dumbarse.netfirms.com/texttear.jpg
Commented 15 years ago2005-10-09 08:50:58 UTC Comment #9384
did the scripting work fine for you?
Commented 15 years ago2005-10-09 08:54:47 UTC Comment #9385
I assume so, anything special supposed to happen apart from typing scientists and people walking around?
Commented 15 years ago2005-10-09 08:57:02 UTC Comment #9386
nope not yet its just the scripting hasent been working for people
Commented 15 years ago2005-10-09 09:10:03 UTC Comment #9387
There walking allright, there walking! :D
Commented 15 years ago2005-10-10 12:45:56 UTC Comment #9398
Ansith, if you haven't fixed the sitting scis (and for future reference) I suggest you read this: http://www.gamedesign.net/node/3

I think the main thing you're doing is setting the clip brush above the seat too low, since if you didn't have a clip brush the scis would be stuck in the floor. Try setting the clip brush 16 units above the seat, then positioning the sci entity's little x on that clip brush. That should work.
Commented 15 years ago2005-10-11 04:23:05 UTC Comment #9402
yea i fixed it ill put the fixed one up once i put in some more stuff so it looks good :D

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