Posted by JFry on Mon Mar 15th at 9:23pm 2004
Posted by Gwil on Mon Mar 15th at 11:15pm 2004
Yeah ![]()
the big block method is a good accepted way of finding leaks beerhunter... but not for creating skyboxes. As JFry said, build a brush textured sky (on all sides!) which acts as the "ceiling".
oh, and dont forget to put ~CLIP brushes on cliff edges/the sky as well, just in case.. (they stop people falling out of the level by creating an "invisible wall")
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Posted by beer hunter on Tue Mar 16th at 1:25am 2004
| ? quote: |
| Thanks BH, so would it be better just to put a sky above the outside areas just upto the rocks?-in pic 1
[did that sound right?] |
Yeah, that sounds about right and i would go with what other peeps said - texture the ceiling with the sky brush on all faces.
But if you remove the big box i suspect that there may be a lot of compile errors from leaks and entities that are outside the world. It could take a while to fix them and may be easier to leave the big box for this map.
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Posted by $loth on Tue Mar 16th at 4:08pm 2004
| ? posted by beer hunter | ||
Yeah, that sounds about right and i would go with what other peeps said - texture the ceiling with the sky brush on all faces. But if you remove the big box i suspect that there may be a lot of compile errors from leaks and entities that are outside the world. It could take a while to fix them and may be easier to leave the big box for this map. |
or a complicated many sided box ?
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Posted by beer hunter on Tue Mar 16th at 11:43pm 2004
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Posted by $loth on Thu Mar 18th at 5:06pm 2004
ok...ive updated my map, the 1st screen shot is the updated version, the 2nd is the old version, and as for the third, its the other bomb site
the one thing i dont like is the opening in the roof, the lighting across it is really dodgy
any comments will be accepted [within reason
]
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Posted by esechre on Sat Mar 20th at 2:57am 2004
looking great for first release. Try to steer away from hl texes. You have potential, keep it up mate! ![]()
-BB
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Posted by $loth on Sat Mar 20th at 10:40am 2004
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Posted by $loth on Mon Mar 22nd at 2:11pm 2004
*me gets down on knees and begs* [addsig]
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Posted by beer hunter on Mon Mar 22nd at 10:48pm 2004
Ummm, Netscape seems to be borked, cant view any of those images now. /edit, d'oh ! fixed it.
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Posted by Tracer Bullet on Mon Mar 22nd at 11:34pm 2004
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Posted by $loth on Tue Mar 23rd at 7:15am 2004
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Posted by $loth on Tue Mar 23rd at 7:40am 2004
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Posted by beer hunter on Wed Mar 24th at 7:50pm 2004
1 - Myrk had a point about light leaking in, these 2 brushes along the white line may not be joined together, could also be more leaks in other rocks.
2 - light coming in from 1 is creating these lighting glitches
3 - the top of the rocks are flat all the way round and it feels like a big box, they need height variation. Read up on the SP rock tutorials, it'll improve your maps.
4 - overscaled crates don't look good.
5 - terrain looks better when its not flat. A simple way of improving it is to put a few spike brushes in - make them cover a big area, 5/6 sided and 8 to 16 units high.
6 - that wall will prolly look better with a few lights on it.
7 - very bright lighting in tunnels has killed the shadows and these areas look bland.
1 - very chunky handrailing, try it with 4 unit thick (or smaller) brushwork.
2 - steps are a bit weird with the very thin step edge joining the next one.
3 - some frames around the smaller doors and windows are too thick. Nice lighting fx through the windows tho'
4 - big areas need something to break them up - beam going across the roof, column up the wall etc.
5 - floors a bit empty.
6 - would look better if the columns cast some shadows, like they are in 3 with the windows.
Each ceiling light is held up with 2 cylinder brushes which chop the ceiling into quite a few polys - positioning the cylinders 1 unit away from the ceiling so they're not touching the ceiling will stop this and lower the r_speeds.
1 - toilets in a missile silo, lol. Come to think of it, having a nuke launch in the next room would want to make me go
A realistic layout usually helps to make CS maps more believable, the toilets might fit better somewhere near the big computer room.
2 - theres a sewer coming thru the ladies toilet, making it into some sort of maintenance room may suit that area better.
3 - the pipe and bit around the roof opening don't work too well imo.
4 - narrow gantrys/corridors can be a pain in CS because of players blocking each other.
Theres a lot of detail touches in there - door frames, gas bottles, signs etc. that shows promise, if you can refine those mapping skills then your next maps will be way better.
And now i'm off to try and fix one of my crappy maps

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Posted by Kain on Sat Mar 27th at 8:52am 2004
It didn't work; it is requesting a missing "chateau.wad"; I downloaded that file, now it's asking for another wad. You should have used "wad include" to embed the textures in the map, or stick to the standard wads (cs_italy, cs_assault, etc..,). You probably downloaded a lot of maps and you forgot what were the original ones.
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Posted by $loth on Sun Mar 28th at 4:02pm 2004
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Posted by Kain on Sun Mar 28th at 4:06pm 2004
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Posted by Wild Card on Sun Mar 28th at 4:07pm 2004
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Posted by $loth on Sun Mar 28th at 4:08pm 2004
that might explain it
wow 17 Downloads, now im happy!
, plz dont comment on that![]()
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Posted by Wild Card on Sun Mar 28th at 4:13pm 2004
$loth, my only comment, is that I think you overused that explosive crate texture in the second pic.
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