
Phobia Outpost - Last Update 5/3/12
An insecure outpost being seized for control by the Fearless Bandits.
Cat said:I like the rebar coming out of the broken walls, makes it look way better
Thothie said:Yeah... Rebar ain't the most realistic thing in this tech setting, but metal bars in stone is a simple enough concept that, while we didn't see on Earth until pretty late, it's certainly believable that someone coulda invented it earlier elsewhere. Well, that, and we already have it in several maps.
That mattress though... Looks distinctly like a nylon and spring mattress... But I'm just nit-picking... The brushwork and lighting looks beautiful, and the concept sounds interesting. I think your Khaz and Bandits should be hostile to each other by default, so that'll make it easier. I should probably stick in a global flag to make them "spin up" to full think speed for NPCs for the map, or you might see some odd delay behavior. By default, with the exception of hguard faction and player pets/summons, NPC's don't spin up to full think for NPC encounters, unless there's a player nearby - saves some resources on the older, poorly optimized maps, where NPCs often come across other hostile NPCs, and there's no one around to see it.
jon50559 said:Make your lights brighter!!!
This might be meant to be dark, but the lights look as if they're just glowing in the dark, hardly casting any light.
From what I can see though this(like Cat's) is an enormous improvement over your previous map. I also like the concept!
jon50559 said:How did you block the glow spell???
That might be his rig, and not the map. There's something about ICM color profiles that cause some screen shots from some systems to come up utterly black for me... These do that. It can't possibly look as dark on his screen (just like, pure black, with dots of orange). Dridje's screen shots always do this to me as well. I just up the gamma on the image - not figured exactly what the issue is yet.jon50559 said:Make your lights brighter!!!
jon50559 said:How did you block the glow spell???
http://www.thothie.com/ms/!msc_betapack_changelog.txt said:- triggers/glow_block - Stick this "scriptname" property on a trigger_multi and any player who crosses it will have their glow snuffed out. They'll be unable to use glow again until they cross another trigger brush with the script "triggers/glow_unblock" (or the map changes).
Turn off the Smart Edit, check for a zhlt_invisible 1 property - delete if present. If this is the issue, be careful when copying normally non-visible brushes (such as monsterclips) and redefining them. (Looks closer, /feelslikeidiot), and seeing as how you already have done that, keep in mind that you don't need renderamt 255 on a rendermode 0 ent (maybe you meant rendermode 2 or 5?), and that func_conveyors must be painted with scroll textures. Lastly, and probably the most likely issue in this case: !liquid textures will often not render on vertical faces.Caluminium said:Two things:
1. I'm trying to create a waterfall / dripping water brush, however, in game it appears to be invisible.
This is what it looks like in Hammer. Any ideas?
ambient_generic is for sounds that continuously loop - mind you, that they need to fire when the client is in hearing distance to do so. env_message is for one shot sounds. Play Everywhere plays on the "weather" channel to all clients at equal volume, regardless of their distance from the entity. (ie. plays globally)Caluminium said:2. What is the difference between using an ambient_generic and an env_message when triggering sounds?
And what exactly does the 'Play Everywhere' flag do?
I've read somewhere that when you set it to Play Everywhere, it doesn't matter about the distance but doesn't play equally as loud through everybody's speakers, or something
jon50559 said:I'm begging you, at least double the brightness!
(When I've checked the thread on my phone the pics were just as dark)
jon50559 said:Cleicert is dark now too :?
Caluminium said:F*ck the only criticism I've gotten on the map.
Thothie said:BTW - I do hope those lights with the V-pattern have all the extra little spaces in them filled with CLIP brushes, or you're going to hit your clipnode limit right fast.![]()