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Messages - Krewzer

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1
Completed Maps / Re: Piped - Gone back to beta testing
« on: April 23, 2013, 11:13:26 PM »
it's about as final as it's gonna get since it's been almost 5 years since the last beta ;)
edit: so yea if you want to rename it, that's fine

2
Completed Maps / Re: A map call Draw
« on: December 06, 2012, 10:14:59 PM »
It was intended to have those dm spawns in there. You should be able to shoot that side wall to get in and out. I've noticed the entities stop working after a few times being used or after a minute or two of game time. I'm sure it's been mentioned before, but the spawns could be removed or relocated I suppose... I haven't mapped in years...

3
Cheater Reports and Bans / Speedy Woodi
« on: May 01, 2011, 11:15:59 AM »
Obviously a speed cheat (turned down?)
Could be a wall hack one or two shots but the guy is so terrible that he keeps getting shot till he finally leaves...

CC Pub 5/1/11 about 4:10AM Eastern Time - sorry but I'm not sure which of the CC Pub servers

Edit: Oh yea the player was logged in as 159979, you can see his login after the demo plays on the console.

4
Cheater Reports and Bans / thxcrazy
« on: February 19, 2011, 04:01:22 PM »
Obvious speed cheat - EV1 Pub1 2/19/11 4:30PMish

5
Completed Maps / Re: New Map: (unknown name) BETA 2
« on: June 08, 2008, 03:43:44 PM »
Probably gonna need to post a screen shot of the compile error. I assume you have the _sun_light set up in worldspawn. I ran through the map for a few with the bots, looks very nice. :)
That lighting in the one wooden hallway: Try moving the light out just a bit more away from the wall. It looks like a lighting glitch and a slight relocation may help.

6
Map Graveyard / Re: New Map: Jericho (Beta #7) (Back from the Dead!)
« on: June 06, 2008, 12:42:09 PM »
Looks very nice. I'd move the spawns further from the middle though. At least one spawn puts you almost into the other teams base.

7
Map Graveyard / Re: New Map: The Forbidden Valley
« on: June 06, 2008, 12:35:33 PM »
Played this last night on the beta server. Good job. I like the middle of the map, too bad there's no reason to spend any time in that area.
I'd suggest making another path to cap. Maybe get rid of the jail and make a path come in from that area. The jail serves no apparent purpose since you can't shoot out from it and it's too small for decent jail battles. The reason I'm suggesting another path is because it's a fairly long, somewhat straight path to the cap/grab. Even with the double jump path it's still fairly easy to defend/camp/whatever you want to call it.
The side paths have very abrupt edges. You did a good job with the texture, but I don't see any reason the edges wouldn't be rounded off.
Anyway, nice map and good job.

8
Mapping / Re: sun_light angles
« on: June 03, 2008, 11:46:46 PM »
RoBiNandL!nk: Even if you make it a night time map (I think that's what you said), you'll still want to give the moonlight a shadow.

9
Completed Maps / Re: New Map: (unknown name) BETA 2
« on: June 03, 2008, 11:40:56 PM »
how many numportals does the map have during compile? Are you also getting a max_patches error?

10
Mapping / Re: sun_light angles
« on: June 03, 2008, 01:50:00 PM »
90 would be straight up, -90 is straight down. But, you need to match the sun angle to the sky you choose. Here's a link which may help: http://arghrad.planetquake.gamespy.com/manual/sun.html
To get the angle you need, in the game, look at the sun and type "angles" in the console. That number will need to be the opposite of what the numbers are, since you're looking at the sun instead of from the sun.

11
Mapping / Re: how do you make "ice"?
« on: May 27, 2008, 12:28:29 AM »
You may need to apply slick to the whole brush, or you'll get a mixed properties error. (or similar)

12
Mapping / Re: Map compiles but Pball shows a big "trig" texture?
« on: May 27, 2008, 12:24:52 AM »
  Glad I could help, just let me know how I can help again... of course I'm just kidding. Good job finding the problem. I'm interested in seeing the new models, hopefully you won't mind sharing them with other mappers to use.

13
Map Graveyard / Re: New Map - Petra
« on: May 25, 2008, 02:16:26 AM »
Jitspoe:
  I like your danger sign. Could you or someone provide a .wal for it please? What do you want to call it? I assume it would go into textures/pball/hr4. Right now the size difference makes the hr4 not align. I could/might replace the danger signs I've used on petra and piped with it since I used a non-multiplier of 2 size and both are still in testing. Thanks.

i_am_a_pirate:
  Thanks, I'll look at it.

14
Beta / In-Progress Maps / Re: Map - Suicide Pyramid
« on: May 25, 2008, 02:05:15 AM »
i_am_a_pirate:
  Yes, the sky is not a box.  Because the map is so open I've angled the sky sortof how you show it. But actually it's at more of an angle and has compound angles around the map. The very top of the sky between pyramid tops is a angled box between them just like you show.
  It sounds like if you try hard enough, you'll find a way to hit your head no matter how high I raise the sky. I'll look at raising the sky more but I'd like to keep the rspeeds reasonable.
  This map actually already supports siege... I just forgot to include siege in the mapinfo. I'll fix that, thanks for reminding me.

  Jitspoe: I spent soooo much time making that brick textrue line up... I'm really not wanting to even touch it anymore. The inside and outside of the pyramid bricks don't line up because of the angles. I'm sure you know what I'm talking about, and just replacing it may be an even swap out but... argghhh! ;(

15
Beta / In-Progress Maps / Re: Map - Suicide Pyramid
« on: May 20, 2008, 04:38:23 PM »
Actually you cap where your flag is, (not at the other teams flag) which is at the top room on each pyramid. I tightened up the base entity on b2 so that you had to enter pyramid to cap instead of just running by outside. If you have the other teams flag and are standing on the post where your flag is and it's not capping then there's a problem. I'll have to take another look at it.

Edit: Works fine for me... are you playing ctf mode? Default mode is KOTH.

16
Hmm... I'll have to take a look at the sky height, I thought it was high enough.
Am I using the grid? Sorry but that made me laugh. Yes I'm using the grid. Sometimes a 1 pixel gap will save a few numberportals by not breaking up the surface. I'm not sure if it saves anything in this case but I believe you're talking about crates in the hallway with the pipes coming out of the floor. If so it was done on purpose. If that's not what you're talking about then you'll have to be more specific.
Thanks for looking at the map, if you see anything else let me know.

17
Beta / In-Progress Maps / Re: Map - Suicide Pyramid
« on: May 18, 2008, 11:50:44 AM »
Apocalypse: You cap at the other teams flag location. I seemed to be able to cap just fine.
ViciouZ: I admitted I needed help with a blue brick texture... didn't mean to make you sick. :)

18
Been a while since I worked on this but here's the latest, beta 5.

19
Beta / In-Progress Maps / Re: Map - Suicide Pyramid
« on: May 17, 2008, 10:36:32 PM »
Here is beta 2. Changed name to spyramid to see if it's easier to remember... may change again or back to supyra.
The middle has been re-done, and if I may say so, looks alot better than the arrow crates.
The strange texture/alignment problem is fixed. I like the texture and spent alot of time aligning that texture. The wall texture and sky texture was the closest match I could find for this map. Most maps don't tower over the wall heights so  I did what I could. I did make the top wall thicker and the sky higher.

20
Map Graveyard / Re: New Map - Petra
« on: May 17, 2008, 09:44:21 PM »
Here's petra_b4, just unzip into your paintball2 directory.

Made the red flag much easier to get to from below, and some other changes.

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