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tonystockert

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About tonystockert

  • Birthday 07/11/1988

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    Los Angeles CA, USA
  1. that's awesome, happy. i'd suggest enabling motion on the physics objects right before the impact though, it would look a whole lot more realistic.
  2. i also helped beta test this mod, it's a whole lot of fun. can't wait for the release.
  3. looks really great. the only thing that i can think of to improve it, is that it looks a little too "old world-ly" to have such machine-screw-looking screws holding it together. I think regular old nails would make a little more sense. http://img.photobucket.com/albums/v500/ ... /43258.jpg http://comps.fotosearch.com/bigcomps/FS ... 958656.jpg http://www.seltzersisters.com/graphics/ ... bcrate.jpg also, make the nails/screws a lot more rusted and the wood around them more stained. overall, it looks great though.
  4. I don't think anybody's going to rain on his parade, but technically he is sort of stealing I guess. technically he probably is not stealing if he paid for the game that he's ripping the content from. what he's doing is allowing us to all potentially steal that content(if we did not pay for the game that the content came from) by releasing it in his own level for free. so yes, that is illegal. i doubt the people who made MW2, one of the biggest games out right now, are going to be very happy about it. the entire "he's not making money off of it" excuse does not apply. legalities aside, the level looks really good. i hope you find a way to finish it without using assets you don't own the rights to. besides, who wants to play an exact copy of a level from a different game? come up with something, at least slightly, new and orignal if you're going to be re-creating a map. you've got to keep it fresh.
  5. this is my first model ever. be gentle. [edit]
  6. thats craaazy. cable sprites normally look bad, especially up close. i wouldn't want to see one any closer than a power line up high in the sky.
  7. yeah, i don't get it. they're obviously not sprites because you can clearly see they have 3 dimensional value. is he trying to say it would look better as keyframe_ropes? i'd have to disagree.
  8. my first try using TF2's assets. it's taking a little getting used to, but i wanted to start mapping for a game/mod that actually gets played. cp_anomalous i'm working on the lighting. blue team spawns at the entrance. red team spawn will be in the test chamber. it takes place back when black mesa was being built, so some of the hallways haven't been built yet and are just being excavated in the desert.
  9. looks great. not sure if it's been mentioned but it is a little odd that there's only 2 kinds of cars. there's the police SUV and then the Dodge Charger-type car in red, blue and police colors. Maybe throw a pickup truck in there and some toyota/honda knockoff cars, a Prius would be funny.
  10. i'm not a part of any mod, although i do make maps for the mod zombie master (http://www.zombiemaster.org) and have been told it's possible to get maps included in the release if they're good enough. i've always wanted to see how it would be to build a map based on concept art, kinda be pushed to a crazy amount of detail, while staying realistic. i think zombies would be scifi/horror enough for your tastes... send me an email if you'd like to do a few environment sketches: tonystockert@gmail.com
  11. yeah, i was more asking if source comes with an entity that would do this, because they only thing ZM does is add a couple mod-specific ones that i've already ruled out as not helpful. if0: would # of quits also count as when someone joins the map, but quits while spectating before even playing, though?
  12. first off, this is my first post here, but i'm not a complete noob. been mapping source for 6 months or so now, but i mapped for Q3 for a few years before that and found the transition really easy. i'm making a map for zombie master (http://www.zombiemaster.org) and i need to know if there is an entity, or a combination of them to trigger a round restart when the number of players has reached one. if you dont know what ZM is, think of it in terms of counterstrike. say there's only one terrorist and one CT left in the map. this would trigger a round end. the way it is in ZM, is that there is a human team and then a ZM, one player who controls all zombie NPCs. the problem i have is that to complete the mission, you need two people to do a two person retinal scan, so i'd like the round to automatically restart if the player number gets down to one. i do know a very hard way to do this though... with the ZM FGD there is an entity that can trigger an event if a certain percentage of the players are within it's area. so what i COULD do is make a million of the same 64x64 trigger brushes(small enough to where only one player could fit inside it) that each tell the round to end if 100% of the players in the game are in one of them. meaning if the last player (being 100% of the alive players) would trigger one of these to cause the humans to lose that round. just wondering if there's a simple way. im sure there is, i just cant seem to find anything that sounds like it in the SDK docs.
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