de_alert by Wild Card

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Map Info

Map Description

-bomb/defuse-

Sorry guys, I got caught in a last minute bug which I never heard of. So I was unable to make the competition deadline. I will however, get the map released sometime soon.

Expected Release Date: May 1st 2004

Actual Release Date: Map Never Released

Discussion

Posted by Wild Card on Wed Apr 14th 2004 at 7:54pm
[Author]

I'll try the null idea when I get my drive working.

And I dont compile with VHE, I use HLCC
Posted by Gorbachev on Wed Apr 14th 2004 at 5:08am

NULL is the best choice of the 3. Also if they're showing from another section of map you could try this (although this is just a thought off the top of my head and may or may not work.)

If you have it set up like the first part, try the second section. (This is really rough, but hopefully you can understand it.)

User posted image

Honestly, why would you ever use the default compiler? It's made for Quake, and it's really, really old. Use the newer ones, it solves so many problems and is tuned for HL.
Posted by beer hunter on Tue Apr 6th 2004 at 10:56pm

Sky should work ok with Zoners, not sure about other compilers tho', maybe it'll work with WC/Hammers default compiler but its ages since i used it and not sure. Anyway, try it and see what happens.
Posted by esechre on Tue Apr 6th 2004 at 9:58pm

just do the idea with the NULL texture from the zhlt wad.

-BB
Posted by Wild Card on Tue Apr 6th 2004 at 7:55pm
[Author]

I though for a sky to work all the faces had to be sky. Maybe not. I seem to remember a article about using the sky to reduce w_polys.

As for the rotor. I tried an anim texture. well, an amin texture I made, but it was ugly. And didnt work.
Posted by beer hunter on Tue Apr 6th 2004 at 7:15pm

how do I fix the glitches with the trees appearing through the sky?
Try texturing the hidden faces/faces not normally visible to players with sky or skip, that should remove some of 'em.

btw those func_rotating chopper blades won't work on a dedicated server :sad: to get that fx they need to be an animated tex or model
Posted by Wild Card on Tue Apr 6th 2004 at 12:44am
[Author]

I'll fix them sewers up quick. Tomorow or Wednesday, got a big essay due Thursday which I just started now. And a lot of cadet work too. I hope I can get the map finished off in time. Think so, there's only a few rooms to add, then spice up the bomb points.
Posted by ReNo on Tue Apr 6th 2004 at 12:12am

Its been a problem for many people for a long long time, not a clue how to fix it really :sad: I seem to recall some others trying to find a fix not all that long ago however, you should maybe try searching the forums, might turn up something. Sorry I can't be of more help, if I've ever known of a fix, I've forgotten it by now :biggrin:
Posted by Orpheus on Tue Apr 6th 2004 at 12:10am

if i didn't know better, i'd swear you were modeling your sewers after the crappy ones in bounce :sad:
Posted by Wild Card on Tue Apr 6th 2004 at 12:08am
[Author]

I'm looking into that. Also ReNo, while I have your attention bows how do I fix the glitches with the trees appearing through the sky? Whats your ideas?