[WIP] pestchamber 21 and 22
Quote from pestchamber on May 11, 2008, 9:59 amok so i made 2 maps that i want tested for bugs and glitches b4 i will release as a done map. so Download it here and please test them..
so far i know one bug i dont know how to fix:
NONE
ok so i made 2 maps that i want tested for bugs and glitches b4 i will release as a done map. so Download it here and please test them..
so far i know one bug i dont know how to fix:
NONE
Quote from NocturnalGhost on May 11, 2008, 11:03 amThat particular model has no collision hull. You should surround it with brushes textured with "invisible", and make an invisible func_door that opens when the open animation plays on the model.
That particular model has no collision hull. You should surround it with brushes textured with "invisible", and make an invisible func_door that opens when the open animation plays on the model.
Quote from rellikpd on May 11, 2008, 4:17 pmpestchamber wrote:first things first: please use the download database. i hate having to goto other websites to download maps (even if they use a direct link) if i come to TWP.com.. then i know the website is up and working thusly the downloads should also be working :-/ i dont' know just a pet-peave.
will write back after i have played your map
first things first: please use the download database. i hate having to goto other websites to download maps (even if they use a direct link) if i come to TWP.com.. then i know the website is up and working thusly the downloads should also be working :-/ i dont' know just a pet-peave.
will write back after i have played your map
Quote from Hober on May 11, 2008, 4:45 pmrellikpd wrote:first things first: please use the download database.Actually, he's right. We like to keep this self-contained, so that we don't have to rely on the map not going anywhere. It's usual to not move threads into release or WIP unless mirrored on the TWP DLDB, but I forgot, in this case.
Actually, he's right. We like to keep this self-contained, so that we don't have to rely on the map not going anywhere. It's usual to not move threads into release or WIP unless mirrored on the TWP DLDB, but I forgot, in this case.
Quote from pestchamber on May 12, 2008, 4:06 amNocturnalGhost wrote:That particular model has no collision hull. You should surround it with brushes textured with "invisible", and make an invisible func_door that opens when the open animation plays on the model.ummm ok i think i know what you mean... gonna try to fix it...
putted on database
ummm ok i think i know what you mean... gonna try to fix it...
putted on database
Quote from Hober on May 12, 2008, 9:16 amLink.
Link.
Quote from rellikpd on May 12, 2008, 11:09 ami thought the same thing (at first). but he edited his initial post... he's legit
i thought the same thing (at first). but he edited his initial post... he's legit
Quote from rellikpd on May 12, 2008, 2:33 pmi hope you don't take my constructive critism in a negative light. but these maps are pretty ugly. they play ok. but need LOTS of work, one thing that bothered me the most was there were LOTS of ultra-thin walls/floors that just looked odd. also said thinness can sometimes make portals act funny (when placed on them) and alot of your doors clipped badly and you could get mostly stuck. there were times when i had no idea what to do next till i looked around and just HAPPEN to see a small [spoiler]crack between walls or backtrack and see a hole in a roof that wasn't there before[/spoiler] also. since you released two maps together one would think they would link together (ie: after you beat 21, it auto loads 22) which they don't.
i mean you're working, and trying, so please keep up the work and practice and you'll eventually hammer out something that looks sweet
i hope you don't take my constructive critism in a negative light. but these maps are pretty ugly. they play ok. but need LOTS of work, one thing that bothered me the most was there were LOTS of ultra-thin walls/floors that just looked odd. also said thinness can sometimes make portals act funny (when placed on them) and alot of your doors clipped badly and you could get mostly stuck. there were times when i had no idea what to do next till i looked around and just HAPPEN to see a small
i mean you're working, and trying, so please keep up the work and practice and you'll eventually hammer out something that looks sweet
Quote from Sleepwalker on May 12, 2008, 3:07 pmTry to make things a little more obvious like [spoiler]the spaces between the walls in chamber 22[/spoiler]
Try to make things a little more obvious like
Quote from pestchamber on May 12, 2008, 3:27 pmSleepwalker wrote:Try to make things a little more obvious like [spoiler]the spaces between the walls in chamber 22[/spoiler]ok
ok