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Posts posted by Zyn
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Rofl, serves her right. I dunno what song it is, but it sounds so damn bad just from that short clip...
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Das ist wunderbar!

Uh I mean, great. I dunno, but it might look even better if you scale down the lightmap-scale a bit on the structure....
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Like, happy and stuff day.
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Ok guys, my personal library of ideas seem to be closed, so I like to ask if you have any ideas how to improve the watercave area... or I might thinking of remaking the whole area there.
It's tough being on 2 mod-teams at once and be the only active mapper in one of them :evil: (so it seems).
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i dont think thats skdr..
Hmm, if skdr confirms that, it will be fun

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It's skdr under cover ;P
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The RPG took me a while to find, heh, but why the second crossbow in such a hard-to-get-to place (jump from roof to train, to train to barracks-roof)?

You're still thinking in an old fashioned way. Just use the physics and shoot the crossbow off the roof

I am also thinking "what if". What if this map would be approved in a competition where gravguns are not allowed. What if this map is on a server with no gravguns. All items and weapons should be able to be picked up without the use of the gravitygun.
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It's ok, but needs work, as xempest said.
I don't think the POW-barracks had doors with meshed windows, cause it would make it very cold for the POWs during winter.
It is a bit disappointing that you can't enter any of the barracks except one, but you can look inside all of them (bang, performance-hit!). A suggestion is that you open up 1 or 2 more barracks, and move a couple of the supply-crates there, so they aren't in stacks anymore and more scattered, plus make one or two of the barracks have a broken back wall, so you can enter from two directions.
The RPG took me a while to find, heh, but why the second crossbow in such a hard-to-get-to place (jump from roof to train, to train to barracks-roof)?

Also, you can shoot objects outside the walls of the map! Get those func_clip_vphysics into work! D:
And where is the pretty cubemaps? And soundscapes? At least have some atmospheric sound.
Oh, think as if the map was set at night... wouldn't you like some lightpoles and spotlights as a guard at a POW camp? I'm sure they wouldn't like POWs running around in the dark outside...
That's all .. for now.
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Merry X-Moose?!



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Oh, and welcome to this humble community known as Mapcore *adjust monocle*.
To make your own maps for Counter-Strike, you'll need: Valve Hammer Editor, which can be found here : http://collective.valve-erc.com/index.php?go=hammer
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Looks promising... and my graphic-card screams in fear

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Feels a little bit like Quake3 , but looks good non the less

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Whoa....

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Once on a LAN-party, I was awake for 3 days straight, and still I could bring my computer to the car, and wait for my brother to get his stuff into the car also, and drive all the way home (just about 45 kilometers, but hey!).
The only food I had : Coke and a bag of pizza-buns (made by mom).
When I got home, I even brought my computer and stuff inside, pluged it in, and then I fell into a deep sleep...
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There is GameCam though : http://www.planetgamecam.com
If you want to record your screen while in Windows, like you want to make a video tutorial on using a program, I suggest you use : TechSmith Camtasia - http://www.techsmith.com
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Sparkles and dust : env_embers
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To keep you updated:
* All screenshots are in: http://www.shatteredminds.net/bounce
* Watercave water-problem fixed. The water near the magnum has been removed, to fix this. Why? The SDK manual says : "There may be only one water level height in a PVS if the water is expensive", which means you can't have two different water-heights in the same rendered VIS, and that is lame imho, and I am using "expensive water". Simple is not transparent at all.
* Working camera with speaker in the room behind the healthcharger. The camera overviews the magnum-area, so you can see if some asshat is camping it before going there
.* The room with the healthcharger has the same light-setting as the magnum-area : http://www.shatteredminds.net/bounce/boing18.jpg .
* Some details added around the fake door outside, and 6 more props around the house to use with the gravgun.
Next release might be final...
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FYI, HL:S is already out ¬_¬ . Nothing is changed compared to HL1, besides the use of the Source-engine (ragdolls, whoppie...).
BM:S is about remaking the entire game and raise the original HL1 up to a greater detail-level and effects...
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The amazing lack of pictures really is a frontpage news item! D:
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Hmmm, you should place func_clip_vphysics brushes around the map, so players can't shoot weapons and props outside the map, like outside the fences. Weapons respawns, but props like barrels doesn't. Maybe also some strategic placements of areaportals would lower the world rendering:
http://www.shatteredminds.net/skit/rebar1.jpg
I am a crackhead and run HL2 with FSAAx4 ! D:
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Yes, D3adlode.. it is a remake of the singleplayer-chapters, but make use of the capabilities of Source, which the current HL:Source doesn't, besides physics.

Mapcore Members
in Off-Topic
Posted
Good reputation I guess. Noticed that users from hl2world have been coming over here, and from other communities as well :/