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  3. twiz

Posts by twiz

  • Old School Finished Entries

    • twiz
    • February 14, 2007 at 11:19 PM

    10 Mappers! Although mine isn't in the contest

  • Old School Finished Entries

    • twiz
    • February 13, 2007 at 9:53 PM

    OOookay its uploaded. Enjoy guys, heres the required 3 screenshots and the map. Its got some errors and its clearly unfinished in areas... but SUCK IT!.

    That is all.

    dm_itsnotabigtruck

    [Blocked Image: http://img131.imageshack.us/img131/3848/dm…ruck0001tu9.jpg]

    [Blocked Image: http://img131.imageshack.us/img131/4346/dm…ruck0002ql0.jpg]

    [Blocked Image: http://img131.imageshack.us/img131/6083/dm…ruck0003sl2.jpg]

    Download:

    http://www.speedyshare.com/523185134.html

  • Old School Finished Entries

    • twiz
    • February 13, 2007 at 9:29 PM

    My map is compiled... just need a place to host it. If you dont want it in the contest, then where should I post it? Should we start an Oldskool mappack thread?

  • Old School Finished Entries

    • twiz
    • February 13, 2007 at 6:55 PM

    well I just got a fastvis to work, some brushes were being jerks and seeing into themselves. I fixed them up good and proper, so now its going through RAD. It usually takes around an hour for rad to finish, so hopefully I'll be posting a fastvis version within a couple hours. If you guys want to add it to the poll that'd be cool, but if not I understand.

    I'm gonna improve it a bit over the next days and run a full vis for the final release. Some areas are a bit rushed

  • Old School Finished Entries

    • twiz
    • February 13, 2007 at 4:55 PM

    Continue without me. I attempted another compile last night, and just used Normal Vis in hopes it would be completed by the morning. Nay, its slower than full vis. After 8 hours its only at 40%, this one's shaping up to be a doozy, at this rate it'll be a 20hr vis session

    I think I might cancel this compile since its just gonna take too long. I'll work on getting a fastvis compile to work, so far its just caused errors, but it was working a few days ago so I just have to figure out why it decided to stop working.

  • Old School Finished Entries

    • twiz
    • February 12, 2007 at 11:55 PM

    RAD didn't really do anything before it came up with that error. I realize now that I changed something in batch compiler because I got this error before, and I didn't save my batch compiler settings.. so I forgot it on this compile. I'm going to run it right now with normal VIS and see what happens.

  • Old School Finished Entries

    • twiz
    • February 12, 2007 at 11:37 PM

    LeafThread:

    (59830.17 seconds)

    Error: Exceeded MAX_PATCHES

    ROFL I'm out. I don't understand how I compiled this like a few days ago and haven't really added much of anything, and now its erroring. Whatever. Another 17 hour compile is out of the question. Maybe I'll try on normal VIS and see what happens. But that won't be until tomorrow sometime. I'll play thru the maps on here sometime, they look good.

  • Old School Finished Entries

    • twiz
    • February 12, 2007 at 10:19 PM

    10%...20%...30%...40%...50%...60%...70%...80%...90%..._

    10%...20%...30%...40%...50%...60%...70%...80%...90%...

    10%...20%...30%...40%...50%...60%...70%...80%...90%..._

    10%...20%...30%...40%...50%...60%...70%...80%...90%...

    10%...20%...30%...40%...50%...60%...70%...80%...90%..._

    10%...20%...30%...40%...50%...60%...70%...80%...90%...

    10%...20%...30%...40%...50%...60%...70%...80%...90%..._

    10%...20%...30%...40%...50%...60%...70%...80%...90%...

    10%...20%...30%...40%...50%...60%...70%...80%...90%..._

    Finish already

  • New. Sort of?

    • twiz
    • February 12, 2007 at 7:12 PM

    Ratking

    Tensix...

    Evil

    Oh an yes I remember you SS Welcome back.

  • Old School Finished Entries

    • twiz
    • February 12, 2007 at 4:47 PM

    Well I started compiling my map last night, still ain't done. At 70% in LeafThread. I'll give it a few hours and see if it makes it through.

    Hooray it moved! Its at 80%! So yeah I'm gonna go to work and hopefully when I get back in a few hours it'll be done. Once it gets thru VIS it shouldn't be much longer. RAD never took very long, maybe an hour or so. So don't close the contest yet! I'm done, its just compiling! Please

  • Old School Finished Entries

    • twiz
    • February 11, 2007 at 5:16 PM

    O_O yeah i'm compiling tonight, i got worried when I saw this thread just now. That woulda sucked D: But yeah I just gotta clean up some areas and throw some spawns and weapons around the place and it should be ready.

  • /!\ OLD SCHOOL CONTEST /!\

    • twiz
    • February 4, 2007 at 1:31 AM
    Quote from MaMuS_lol

    Twiz, you can get some more clipnodes by typing -cliptype smallest on the BSP compiler. but, it will make many strage clipping hulls in it...about the faces... yea, that's a problem. If it's TOO big, you will need to cut something in your map, like deatils or even one room...

    Thanks, I'm now under the limit for clipnodes. I'll have to try to get the faces down, but its not lookin good. I could always delete a part of my map. Its basically 3 long rooms next to each other, so I could just put closed doors to one of the 2 'side' rooms and delete it. Right now its just a mirror image of the other side(I planned on having something different but ran low on time), so we'll see. That might be the easiest and best solution, I'd just need to add some doors or blockades of some kind. That should solve my clipnode problem as well. My map was already kinda 'sticky' in spots to begin with, given all the odd angled architecture, so I can only image how it would be with -smallest in there.

  • Gutter Runners 1.1 released!

    • twiz
    • February 3, 2007 at 6:25 AM

    It is interesting, played it a bit last night... needs some tweaking though. Mainly the human guys suck. The Watchman's sword has such a small range you might as well headbutt the enemy, and it does way too little damage for how difficult it is to use. The pistol is the only saving grace for the Watchman, and the Rat's lighting bolt thing seems just as good. The Assassin is fast, has an okay melee and has throwing knives... an alright match against the rats, but weak weaponry and range of attack(once you run out of knives), means these guys are really only useful for the treasure maps. The sharpshooter is okay, once again projectile ammo is only good for a few shots and the slow moving projectile doesn't help accuracy. Its pretty much reduced to a CQB weapon, crack off a shot then whip out your melee and try to club them the rest of the way to death.. just don't miss, then you're screwed. The grenades are mediocre, and are garbage compared to the Rat equivalent, which is wayyy too good. They're not too bad in a fairly open map, not a big deal to find another way around things. But in tight maps(like one odd cave map I played), they just spam 3 grenades in your general area, and not only are you blinded by the smoke but your health drops like a rock. Once they start smoking your spawn it gets tiresome.

    Theres also a possible glitch on one of the maps, it was a treasure hunt one with a small town on a hill. I was a rat dude, the smaller fast guy(forget his name).. But I could run up the side of the hill and get to the very top where almost all of the treasure was.. I could make it up the hill, grab some treasure, and back down in about 30 seconds, while the other team would have barely gotten there in 30 seconds.

    Oh, and if treasure is dropped on the ground, it occasionally gets 'stuck' and you can't pick it up. Rather annoying, I'd imagine if enough treasure was dropped, it might become impossible to get the required 1000 gold.

    But a promising start! Basically if they just made the Human guys a tad more robust and fixed that treasure drop problem, I think it'd be pretty good!

  • /!\ OLD SCHOOL CONTEST /!\

    • twiz
    • February 3, 2007 at 5:14 AM

    My map is mostly completed but won't compile... Getting MAX_MAP_CLIPNODES, I've done the majority of the clipbrushing, I might be able to clip off a bit more here and there but I doubt I'll get very much out of it. And I tried to compile half my map just so I could see what it looks like(i havent been able to compile in a week ), and I get a MAX_MAP_FACES error... so right now I don't think it'll compile at all.. I'll keep working on it for the next few days, but it doesn't look promising right now.

  • Collaborative SP game?

    • twiz
    • January 29, 2007 at 6:41 PM

    i was kinda enjoying doin that map, so I might finish it or change it into a multiplayer map. After doing the HLDM contest I think I like doing DM/CTF maps more than anything else, so maybe I'll turn it into somethin like that.

  • Post your room pic extravaganza 2007!!!~

    • twiz
    • January 29, 2007 at 5:48 AM

    [Blocked Image: http://img405.imageshack.us/img405/4424/dsc00260pm0.jpg]

    The most disorienting picture ever. It looks like a room M.C. Escher would live in. I feel like I'm spinning just lookin at it. I'm gonna go lie down now.

  • Collaborative SP game?

    • twiz
    • January 29, 2007 at 5:45 AM

    [Blocked Image: http://img183.imageshack.us/img183/6741/ekgflatlinehd6.gif]

  • /!\ OLD SCHOOL CONTEST /!\

    • twiz
    • January 27, 2007 at 10:52 PM

    Minos, where should I send this pile of (cr/m)ap when I'm done? Should be finishing it up in a couple days

  • FF_Flare

    • twiz
    • January 26, 2007 at 3:28 AM
    Quote from JeanPaul

    Its too bad that cool geometry has zero effect on gameplay. :/

    Yeah, and those textures have zero effect as well, just make everything solid shaded. :roll:

    Why rip on him for doin something a little different as far as style goes? We can judge pretty much everything except performance and gameplay from a screenshot, so any map on here can be a fantastically fun map or a real dud, no matter if it looks like something warby makes( ) or something I make( )

  • Video Game Name Generator

    • twiz
    • January 25, 2007 at 5:34 PM

    Black Manlove Underground

    Inbred Walrus of Doom

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