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Messages - H1TM4N

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1
Map Graveyard / Re: FLUX BETA 4 by H1TM4N
« on: July 17, 2012, 01:58:22 PM »
Sorry that map I just released has a disabled ladder I just enabled it here is the new file...

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Map Graveyard / Re: FLUX BETA 5 by H1TM4N
« on: July 17, 2012, 01:43:08 PM »
Okay, perfect edges on second floor stone area that meet the boxes. It is not just one stone box. It is many shapes and that would have to be changed individually that would affect the rest of the map which is impractical.  Because then I would have to slightly adjust every adjacent piece that is touching the stone floor.  Then also another thing is the top face of the fire is not blank instead it is another fire facing sideways.  I cannot figure how to change the one face with out completely change the entire brush. Finally, the spawn angles. I do not understand how to adjust the way a person re-spawns so that he/she does  not face a wall.

Overview:
1) second floor stone area imperfect edges as mentioned in Reply #53.
2) changing top face only of the fire brush???
3) spawn angles how to not make the spawn face the wall.

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Map Graveyard / Re: FLUX BETA 5 by H1TM4N
« on: July 16, 2012, 09:00:13 PM »
For starters I would like to apologize for the long absence I took.  I was caught up in school and sports.  ??? But now I am on break and playing again.  I fixed a lot of the stuff mentioned previous but somethings are left as is because I can't fix them. So if you see something wrong don't just tell me whats wrong tell me exactly how to fix it.  :-\ And I also added new things  8) so it will be interesting! Enjoy!


Edit: This file is bad. It has a disabled ladder check for new file.

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Map Graveyard / Re: FLUX BETA 4 by H1TM4N
« on: August 02, 2011, 01:44:50 PM »
Thx Chef-Killer.

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Map Graveyard / FLUX BETA 4 by H1TM4N
« on: August 01, 2011, 11:55:24 AM »
Ok guys here is B4
Harmony I cant fix the texture fail from b2... I tried everything help pls...

It took me forever to make those ramps to the third floor because of where it came out was off so i left them and made hall way.

I added loaded CO2 chef-killer
and adjusted the sun

O and Harmony I made the white flag worth 10 so all play would not be on the upper floor...

Tell me what you guys think ;)

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Map Graveyard / Re: NEW MAP: FLUX
« on: July 08, 2011, 08:55:30 AM »
Ok guys here ya go...

Automag: fastest gun, but without aim
Autococker: fast gun(hard to tell that it is a tad slower than the automag), with aim

I chose the automag,because its fast and you actually have to aim.
With the autococker, you don't even have to look at the guy  and you killed him. :)

Now for the Carbine and Spyder SE: both are considerable guns and both reveals  true gameplay and not a "can I get to 100 kills with a 100 streak before the round is over?" Now yes the automag in my opinion has the same aim as these guns and I didn't want to bore the players with them.

The ttracer and the VM-68 are dumb.... sorry, but they are. Both have such a horrible rate( In an opinion, not actually)

PGP is fun I think, but people get tired of it. PGP is serious target practice making you a better player. :)

There is my opinion.... ok, so give me recommendations off that for my course ok :)
It's a waste of  a map  to talk about the gun that can be used in the next map that didn't make it in this one.

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Map Graveyard / Re: NEW MAP: FLUX
« on: July 05, 2011, 04:32:15 PM »
Will do chef killer... srry bout the name... i thought it was cool, i must of saw it :)

ok Harmony.... O and the jail was dumb ... i just wanted  to try it....

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Map Graveyard / Re: NEW MAP: FLUX
« on: July 05, 2011, 08:31:26 AM »
Thx harmony.... the fail in the beta2... well i completely forgot bout that.. srry will fix... and the cap points I wanted to test it out... so I made another map and made three white flags with different counts... now I know... heres the map if want to see....

This will be my next one... now I know there are a whole bunch of texture mess ups, but I will fix thm for the first beta.

9
Map Graveyard / Re: NEW MAP: FLUX
« on: July 01, 2011, 11:22:48 AM »
Ok... I'm compiling right now...
New Features Include:
-New cap points
-New center room
-forced jail spawning points

Features left out:
-flag count(with the new room all the flags should be worth the same
-3rd floor still there... and its accessible by the dead and the livin :)
     I have never done the jail spawn before tell me if it works

Enjoy

10
Map Graveyard / Re: NEW MAP: FLUX
« on: July 01, 2011, 10:20:56 AM »
ok.... will do

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Map Graveyard / Re: NEW MAP: FLUX
« on: July 01, 2011, 08:09:48 AM »
I thought of this and I will put into action only if I have secured the cap areas.... which brings me to my final question

Should it be the center or behind the team's lower floor(i.e. Red can revive., turn around go through  hall way and cap the flag their... same with blue.)

Then I could put 1 decent sized Hallway underneath the whole thing connecting the two cap areas.... would that be good...

Someone pls tell me which is better... I do not want to have to make a b4 after the b3 just  becaue people didn't like the cap room

12
Map Graveyard / Re: NEW MAP: FLUX
« on: June 30, 2011, 03:01:49 PM »
yeah, but im still working on what looks better ... middle room between the two or below them both same size and everyithing, but it kinda takes up room in the center....

srry bout the double post... i find out things through out  the day and just make a new one... ill  start modifying

would another room look good behind both lower floors.... to cap the flag... then have two outer routes(or under) leading to each other....???? or maybe just one big one... more playing area ::)

I wont be able to work on my map for a whole week... ill still post, but it will be a while before I post b3

13
Map Graveyard / Re: NEW MAP: FLUX
« on: June 30, 2011, 02:06:46 PM »
Thx Chef-Killer

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Map Graveyard / Re: NEW MAP: FLUX
« on: June 30, 2011, 02:03:58 PM »
Good Idea Harmony.... Ill take a chunk out of the area and make a room....

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Map Graveyard / Re: NEW MAP: FLUX
« on: June 30, 2011, 10:52:14 AM »
hey chef-killer are you going to put my map on the beta server....?

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Map Graveyard / Re: NEW MAP: FLUX
« on: June 30, 2011, 08:37:04 AM »
cool that you added a white flag, but i dont like that pyramid on wich is the flag. go and delete it. Also nice that you deleted a flag and changed the cap-points. But this High-Part ruined the whole GamePlay - remove it and make the cap-points at low.
And i want to see that the white flag gives 6 points for capping and the other both flags just 4. <-- You can make this with adding "count" "1.2" / "count" "0.8" at the flag entity.
[but this is only my opinion and its your choice what you do!]

Attached a Screenshot with a texture fail. Its just another Metal-Texture.


For the white flag, I did that, because it didn't seem right with it just being there.  should I put anything underneath or make a whole in the floor to go and get????

See the thing is, I dont like that the cap points would be on the low for two reasons... its too cluttered. ... and its too easy to go get the high point white flag and bring back.  so can I suggest making a basement to cap or side rooms that are placed behind both teams low floor.  Then could make an outer way  to get to it by the other team.  :-\

Sorry I didn't change that thought I did for the flag counts... That will be in b3

The texture fail should I use a wood or a different texture????


17
Map Graveyard / Re: NEW MAP: FLUX
« on: June 29, 2011, 02:10:19 PM »
tell us what the it says, then we can help

Look at the Beta 2 and see if you still see some of the same problems you saw last time...

It was because the map b1 didnt exist.. if fixed that, but now it is b2 so it still wont run.

Edit:  I got it too work thx for the advice... the count would be important.  and i think i fixed all of the texture probs here's the map with message.... :)

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Map Graveyard / Re: NEW MAP: FLUX
« on: June 29, 2011, 02:08:12 PM »
Ok I fixed It!!! :)
here is the beta 2check it out before you put it on the server though... ok

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Map Graveyard / Re: NEW MAP: FLUX
« on: June 29, 2011, 01:37:16 PM »
Ok.... that's my problem, when I export it... there is an error in the light world section, how do i fix that.

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Map Graveyard / Re: NEW MAP: FLUX
« on: June 29, 2011, 12:42:25 PM »
Ok... O and when you say vis and light the map, what exactly do you want me to do... because I did both to what I know I have to do.

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