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  3. Rick_D

Posts by Rick_D

  • de_hogsatra_2007 project

    • Rick_D
    • August 18, 2006 at 3:28 PM
    Quote from IR

    nice work sofar, walls are way to thin, standard is 32 units most of the time .. some might say 16 units

    32?

    16?!

    I think 8 is by far the most suitable thickness for indoor walls..

  • In The Works ...

    • Rick_D
    • August 18, 2006 at 3:25 PM

    looks bland and poorly lit?

  • CTF-Kernel

    • Rick_D
    • August 12, 2006 at 11:28 AM

    The possibility is very strong, Watson.

  • Collaborative SP game?

    • Rick_D
    • August 12, 2006 at 10:30 AM

    one person does a level? with loading in and out points? someone records appropriate storyline using a prog like goldwave (olo)

    simple

    I, however, am only interested in playing it, I'll tweak/uv/compile any models or such if ppl need that.

  • [CSS] de_dyspnoe_b2

    • Rick_D
    • August 12, 2006 at 10:12 AM

    I find it odd how people play official maps, and see how the gameplay works and flows, and then go and make a map better suited to a respawning-deathmatch-type-game.

    Have a look at any official map's layout and you'll notice one thing: they're very straightforward, each area has a minimum of two (average maximum of 4) entrances/exits - layouts are timed for rushing, and bombsites are easy to find and generally much larger than the paths that lead to them.

    A few simple rules and you've got the data needed to draw up a good layout, then build.

    This map looks nice in places (and your creativity has shone through) but you've let yourself down by trying to do too much and stretching the level a bit thin in terms of materials and architecture. It seems very chaotic in places and very organised in others. Try culling things now, get rid of shit that doesn't need to be there, and work on getting your layout to channel the action to certain chokepoints.

    [edit] Way too much tbh!

    [Blocked Image: http://img101.imageshack.us/img101/2748/untitled2copyyb5.gif]

    I don't think you use enough textures (or decent props) to pull off such a large area? Plus the decals aren't good at all (sorry), and the general feeling of "what is this place for" needs ramming home a bit more too.

  • BG2 map

    • Rick_D
    • August 12, 2006 at 10:06 AM
    Quote from tomdon

    I have made my own custom grass sprites already. But I have put it on hold when I realised hammer ignores custom detail materials. It will only use the material with the same name as the hl2 one. This means if I use a custom one it will change everybody elses bg2 map that uses the sprites .

    If you do a little research you will find out that simply writing your detailsprites (vtf, vmt, and detail.vbsp) into your bsp (using a program such as bspzip) will allow you to use custom detail sprites, and distribute your map without fear of overwriting someone elses sprites.

    Shocking what reading can accomplish

  • CTF-Kernel

    • Rick_D
    • August 12, 2006 at 10:02 AM
    Quote

    icy tears are falling from the skies, washing away the dust from ancient walls, but nothing can wash away the blood of the lost children. Much time has passed but the souls of the dead are immortal and only people have forfeited the memory of the years when cruelty and lust prevailed. Much is hidden in the ancient orphanage once enveloped in gossips and now entangled by cobwebs...

    I lol'd, after I had stopped rofling

  • cs_labrat

    • Rick_D
    • August 4, 2006 at 11:26 AM

    My best advice: don't make a cs_ map

    You could easily turn that into de_, and it would be a fair bit more popular too.

  • [CSS] de_dyspnoe_b2

    • Rick_D
    • August 4, 2006 at 11:25 AM

    the decals make no sense, and don't really fit :S

  • cs_labrat

    • Rick_D
    • August 4, 2006 at 11:20 AM

    I don't see any bomb sites?

    When doing a layout, thi8nk manily about chokepoints, and rotations. Don't worry about having a lot of rooms and corridors simply for "balance" - there needs to be an element of difficulty, you just have to allow the players to use the environment to their advantage (environmental objects like *yuck* crates and such).

    A tip: copy that layout into Hammer (using the top view), and play around with it there, place a few player spawns to give you a better idea of scale, and then tweak it where it needs to be tweaked. Make sure the attacking team can't reach the bombsites before the defending team, as well.

  • DOD_Anemia by FMPONE

    • Rick_D
    • August 2, 2006 at 2:05 PM

    Your damage doesn't make sense in some of the places.

  • In The Works ...

    • Rick_D
    • August 2, 2006 at 2:04 PM

    actually looking a loy better, how do people know it;s a gay bar? will there be cod-pieces?

  • Inspiration Images! (Maybe)

    • Rick_D
    • August 2, 2006 at 2:01 PM

    Might be useful to someone:

    http://www.urbanphoto.net/cafeurbanite/index.php

  • ol_styx (Off Limits map)

    • Rick_D
    • July 26, 2006 at 4:58 AM

    thumbs up - lighting outside looks a little bland? There seems to be lots of opportunity to do things with fancy lighting there.

    overall, a great product of 3 months work

  • emp_mvalley

    • Rick_D
    • July 16, 2006 at 9:06 PM

    large areas filled with nothing, yeah..

  • de_static *RC VERSION DL* - updated 16/02

    • Rick_D
    • June 11, 2006 at 10:54 AM

    I find it helps to set some things at that lower level of the player to non solid, instead of clipping. Just a thought.

  • CS Source: de_tropea

    • Rick_D
    • June 11, 2006 at 10:53 AM

    Just set the SDK to use HL2. Copy all your custom stuff into the HL2 game directories. Remember to add an info_player_deathmatch (or whatever CSS spawn entity you want) and you can just copy the bsp to your other mod folders without getting any rendering errors.

  • In The Works ...

    • Rick_D
    • June 10, 2006 at 9:55 AM

    Make other windows lit, but no silhouette

  • WIP in WIP, post your level screenshots!

    • Rick_D
    • June 9, 2006 at 9:39 PM

    When they actually send you the shit you ordered and paid for.

  • So Al-Zarqawi got owned...

    • Rick_D
    • June 9, 2006 at 8:15 PM

    lots of propaganda to be had at

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