#1  
Old 07-29-2005, 04:33 PM
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read the subtitle to this, its a beta, so I might make more later. I only went this far in the map because I had a ****load of errors making this map and I finally fixed them all...so I'm tired as hell and I might add more to it later.




EDIT: Click here to d/l

the d/l expires in SEVEN days.

Update: fixed HEV suit spawning problem
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  #2  
Old 07-29-2005, 06:00 PM
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It don't look good for the moment, hopefully it will have a better look once/if you release it.
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  #3  
Old 07-29-2005, 06:24 PM
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Quote:
Originally posted by Action-Hank@Jul 29 2005, 07:00 PM
I don't look good for the moment, hopefully it will have a better look once/if you release it.
I released it. But can someone run a server please? My brother's gone and he shut down his computer so I can't host. (I dunno his password)
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  #4  
Old 07-30-2005, 01:27 AM
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Where to start...

- your map is 2.4 megs, but you included 18 megs of textures! Totally unnecessary, especailly since it looks like you only used a dozen textures in the first place. Nothing you have here justifies custom textures. Switch everything to the standard Halflife.wad textures so people will only need to d/l the map.

- I think this map might have been too ambitious for your current skill level. It's good that you got the ladder to work, it's really big (I actually said "whoa" out loud when I peaked over a ledge), and the idea of a couple of shattered towers is kinda cool. However, your lack of details spoils it. Overall it's very bland, you have no sound effects, and the low lighting doesn't add anything. Summary: you shouldn't have released this, it wasn't ready.

- considering how simplistic the scenery is, your wpoly is abysmal. I found an area that was 1800.

- if you use people's work (ex. their textures) you should give them credit.

- here's a link to a really good tutorial site.

egir.dk

Especially study the methods to lower framerate (vis blocking). The fact that you were able to compile your map at all is a huge step. Now work on fine tuning your skills.
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  #5  
Old 07-30-2005, 02:54 AM
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Quote:
Originally posted by TheBoyWithTheThing@Jul 30 2005, 02:27 AM
Where to start...

- your map is 2.4 megs, but you included 18 megs of textures! Totally unnecessary, especailly since it looks like you only used a dozen textures in the first place. Nothing you have here justifies custom textures. Switch everything to the standard Halflife.wad textures so people will only need to d/l the map.

- I think this map might have been too ambitious for your current skill level. It's good that you got the ladder to work, it's really big (I actually said "whoa" out loud when I peaked over a ledge), and the idea of a couple of shattered towers is kinda cool. However, your lack of details spoils it. Overall it's very bland, you have no sound effects, and the low lighting doesn't add anything. Summary: you shouldn't have released this, it wasn't ready.

- considering how simplistic the scenery is, your wpoly is abysmal. I found an area that was 1800.

- if you use people's work (ex. their textures) you should give them credit.

- here's a link to a really good tutorial site.

egir.dk

Especially study the methods to lower framerate (vis blocking). The fact that you were able to compile your map at all is a huge step. Now work on fine tuning your skills.
=\ ok...I'm too ~~~~ noob to finish it, I'm gonna release the vmf file right now so anyone can edit it. Just please be sure to give me partial credit for the idea of the map on the finalized map.

click here to d/l the vmf. This link is not expiring. *sigh* -_-
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  #6  
Old 07-30-2005, 04:01 AM
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* looks at map in hammer *
* cringes *

Never Never Never NEVER use carve or hollow. When I "select all: your buildings look like a spiderweb:



Your computer has to draw all of that just for a measly hole. This is why the fps is so bad.

I don't want to discourage you, but I don't think anyone will try to finish this map. I would just write it off and start fresh. Follow the tutorial link from earlier; they'll set you on the right path.
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  #7  
Old 07-30-2005, 04:12 AM
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Quote:
Originally posted by TheBoyWithTheThing@Jul 30 2005, 02:01 PM

That's just horrible.
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Old 07-30-2005, 04:23 AM
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like most people on interlopers suggest, you should really be making square rooms and testing the entities without releasing the map. Thats how i learned how to use entities officiantly...
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  #9  
Old 07-30-2005, 11:25 AM
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That carved hole makes me cringe.

Make indevidual brushes and ajust them via vertex manipulation.



Like that.

It's a lot cleaner, and much easier on the engine.
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  #10  
Old 08-10-2005, 09:08 AM
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You can go further and make those inner brushes triangles.

And a step further would be to make them all a func_wall.

Quote:
Never Never Never NEVER use carve or hollow.
Not true, just don't carve into a non-rectangular brush with a non-rectangular brush.

Carving is a very useful tool when used properly.

The same goes with clip, you must simply learn not to be impatient with them and use them to speed up your technique, but not to try and bypass certain neccesities of mapping.

Google TWHL - they had some excellent tutorials on HL1 mapping.
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