02-10-2007, 01:29 PM | #21 | |
Join Date: Mar 2005
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02-10-2007, 07:22 PM | #22 |
Join Date: Dec 2006
Location: Texas, THE USA!!!
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o rly
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02-11-2007, 12:37 PM | #23 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
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02-12-2007, 02:27 AM | #24 |
Join Date: May 2005
Location: Changes every few months
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Smooth out the replacements? Will do!
Any other comments? Anyone try sniping other people on it? How about the concept? Any adjustments? |
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02-12-2007, 03:13 AM | #25 | |
Retired FF Staff
Join Date: Jan 2005
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schtoofa Fortress Forever Team Cheerleader |
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02-12-2007, 04:51 AM | #26 |
Join Date: Dec 2006
Location: Texas, THE USA!!!
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I have a feeling THAT GUY OVER THERE ^ is trying to steal our third mapper mappers!
/me cries |
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02-12-2007, 12:49 PM | #27 |
Join Date: Jul 2006
Location: Austin, Texas
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woot! way to go Imbrifer!
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02-12-2007, 02:55 PM | #28 | |
Retired FF Staff
Join Date: Jan 2005
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Quote:
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schtoofa Fortress Forever Team Cheerleader |
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02-12-2007, 08:16 PM | #29 |
Join Date: May 2005
Location: Changes every few months
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Schtoofa and I have just both been having problems with our manatees, so we're helping eachother out.
Regardless of what may happen, i'll keep working hard on my maps. I've got something new coming up in the next week or two to show you all. My "real life" (whatever that is) will just have to suffer! |
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02-15-2007, 06:01 AM | #30 |
Join Date: Feb 2005
Location: Finland
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Manatees?! What kind of sick ppl are you?!
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02-17-2007, 03:00 PM | #31 |
Join Date: Feb 2005
Location: Belgium
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there is a little gap in your displacement, on the red base, left side of the bridges (left if you are facing the yellow base)
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02-19-2007, 04:01 AM | #32 | |
Useless
Retired FF Staff
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Look at all those dead links. |
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02-19-2007, 06:00 PM | #33 |
Join Date: May 2005
Location: Changes every few months
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Stino, you'll have to be a bit more specific - I looked and couldn't find what you are talking about.
As for the sharp displacements, I'm smoothing some of them out and putting some player clip boxes where needed. But I can't do much right now since my 'net is fried and apparently the latest Steam update made it so you can'd load hammer in Offline mode no more. :'( |
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02-20-2007, 12:24 PM | #34 | |
Join Date: Feb 2005
Location: Belgium
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there are 2 trees over there, its right behind the tree that is the closest to the bridge. found a spot where you can see it very good, stand in the water, look between the 2 tress to the antenna, you'll see the gap in the center of your screen. appart from light slipping trough your desplacement edges, i don't see any bugs. the light comping from below the displacement can be blocked of with block light textures on a brush behind it. and the gameplay is a little confusing? are you supposed to open the antennas where the yellow/red light is flashing? sometimes you can't open it, and sometimes they stay open even when there is no signal in the air, but thats becouse of the momentary stuff, i have this problem also in my new map. but i love the map |
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02-20-2007, 06:17 PM | #35 |
Join Date: May 2005
Location: Changes every few months
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Thanks for the thorough feedback, Stino!
I'll address those displacement issues (gaps and light) once my Hammer is working again. You are supposed to raise the antenna on which the light is blinking, but I noticed it locks sometimes too. I'll address that. So my to do list is:
Anything I missed? |
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02-23-2007, 06:11 PM | #36 | |
Join Date: Feb 2005
Location: Belgium
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i'm currently making a new map and i have lots of problems when it comes to sealing the map. CONCING IS ANNOYING IF YOU WANT TO KEEP PLAYERS IN THE MAP. i'm thinking of something a la unreal tournament, maxheight, if player is above maxheight > pushdown trigger push maybe? but therefore i need to know the speed of a perfect vertical conc. trigger_push is quite funny when its pointing up, throw a physical object in it and it starts going up, and down, and up and down |
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02-23-2007, 10:41 PM | #37 |
Join Date: May 2005
Location: Changes every few months
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Good idea, I think that would work well. I hear ya, having heights where people can conc totally changes how you design the map and the skybox. Erk.
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03-13-2007, 06:20 PM | #38 |
Religious Stamp Machine
Retired FF Staff
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HELP!
Alright, I'm having issues for real on this map.
I replaced the skybox, and now the map actually looks like its in a canyon (yay! ) On the downside, the one problem I'm having before I can say this map is 'done except for FF entities' is that the 'wheels' you turn to activate the radio towers become unusable after you use them once. They don't just do the 'locked wiggle', they become downright unusable - i.e. they seem to become prop_static entities. Right now they are 'momentary_rot_button's. func_button_rotating (or whatever) doesn't work because there is no 'OnUnpressed' output. So my questions are: 1. Are 'momentary_rot_button's only single-use? 2. Are there any bugs with 'momentary_rot_button's? 2. Is there another entity type which might have the same function, but not be single-use? What I want to happen: 1. As you turn the wheel, the antenna raises. 2. If you let go of the wheel, the antenna and wheel move back to their starting positions. 3. Once you get the wheel to fully open and a compare trigger returns a positive value, the wheel and antenna lock. 4. After a set period of time, the wheel and antenna are unlocked 5. Both are usable again. Right now, steps 1-4 work just fine, but after the wheel is unlocked and it returns to its original position, it seems to die. Help? |
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03-13-2007, 06:54 PM | #39 |
Custom mapper
Join Date: Mar 2007
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I don't have any experience with them but I did find a page about them
http://developer.valvesoftware.com/w...ary_rot_button |
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03-13-2007, 11:57 PM | #40 |
Religious Stamp Machine
Retired FF Staff
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Thanks for the link. I checked it out, but it doesn't help me with my situation
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