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Search: Posts Made By: Dragonhill
Forum: Mapping Questions & Discussion 02-08-2011, 01:40 PM
Replies: 14
Views: 2,322
Posted By Dragonhill
func_breakable that heals itself

Hi,

I created a map called cp_reactor where players had to destroy a reactor core. The core would heal it self over time if it was not destroyed. There was one bug where the core would not stop...
Forum: Map Workshop 01-26-2011, 12:51 PM
Replies: 98
Views: 8,302
Posted By Dragonhill
I'll try to address a few comments here 1)I'm...

I'll try to address a few comments here
1)I'm using a func_breackable to control the damage amount vs just any damage.. purhapes this is over kill and any damage should kill crabby?
2) yea, the...
Forum: Map Workshop 01-26-2011, 11:20 AM
Replies: 98
Views: 8,302
Posted By Dragonhill
Hmm,interesting,, a func_button. I have not tried...

Hmm,interesting,, a func_button. I have not tried to use that. Can that be shot/damaged/destroyed? The head crab does have it's model set to non-solid. Currently it's a func_breakable that is...
Forum: Map Workshop 01-25-2011, 05:09 PM
Replies: 98
Views: 8,302
Posted By Dragonhill
That would make me smile to see that. But I have...

That would make me smile to see that. But I have not talked about "how" the headcrab works in blackmesa. While "he" is using the idle/walk animation in the map I do not have access to more advanced...
Forum: Map Workshop 01-25-2011, 01:17 PM
Replies: 98
Views: 8,302
Posted By Dragonhill
I keep forgetting, do you get credit for a steve...

I keep forgetting, do you get credit for a steve kill if you airblast or do damage to the player just before the event?
Forum: Map Workshop 01-25-2011, 11:41 AM
Replies: 98
Views: 8,302
Posted By Dragonhill
You hit the issue right on the head <crab>. What...

You hit the issue right on the head <crab>. What to do about spawning. best solution i can think of is a blast wave originating at center (no damage). If that did not work then a kill box....
Forum: Map Workshop 01-25-2011, 10:52 AM
Replies: 98
Views: 8,302
Posted By Dragonhill
Yea,, Valve using blackmesa as an official map...

Yea,, Valve using blackmesa as an official map would be the day I start drinking like an Irishman (It was never meant to be one). But I was surprised when I compiled the list of assets to see your...
Forum: Map Workshop 01-25-2011, 10:42 AM
Replies: 98
Views: 8,302
Posted By Dragonhill
@Crazyrockets- Thanks for the input. Looks like...

@Crazyrockets-
Thanks for the input. Looks like the water is getting the most thumbs down so far so that looks like a good action item.
The 2 steves will prob not be changed due to ent_data size....
Forum: Map Workshop 01-24-2011, 09:25 PM
Replies: 98
Views: 8,302
Posted By Dragonhill
Yea, i'm not too happy with that. The previous...

Yea, i'm not too happy with that. The previous was more anti freeze green and felt better but I went with a cheap only water to help the frame rate change when players droped down to A. I'm not happy...
Forum: Map Workshop 01-24-2011, 03:15 PM
Replies: 98
Views: 8,302
Posted By Dragonhill
sorry for the smiles..that was an accident.. My...

sorry for the smiles..that was an accident.. My name next to the ":" auto created that. should have reviewed the post first
Forum: Map Workshop 01-24-2011, 03:14 PM
Replies: 98
Views: 8,302
Posted By Dragonhill
Credit dump folks cp_Blackmesa2_beta3 ...

Credit dump folks

cp_Blackmesa2_beta3
level designer-
Dragonhill

[Initial concept]-
Dragonhill/lemort
The upper level is based off a map called co_blackmesa
This was a natural selection...
Forum: Map Workshop 01-24-2011, 02:01 PM
Replies: 98
Views: 8,302
Posted By Dragonhill
Feel free to purge ASAP. The credit for all...

Feel free to purge ASAP.
The credit for all assets will be release with the final version.
Unless you want a credit dump for current version right here in the forum thread.
Forum: Map Workshop 01-24-2011, 01:43 PM
Replies: 98
Views: 8,302
Posted By Dragonhill
I'm still waiting to hear about miss-aligned...

I'm still waiting to hear about miss-aligned textures, bugs, etc.
None yet, and I know they are there.
Forum: Map Workshop 01-24-2011, 01:39 PM
Replies: 98
Views: 8,302
Posted By Dragonhill
Yup, I keep telling myself that. But then I go...

Yup, I keep telling myself that. But then I go ahead and make another one.
Must be penitance for a former life.
Forum: Map Workshop 01-24-2011, 01:08 PM
Replies: 98
Views: 8,302
Posted By Dragonhill
Sounds like you are too busy to look for varnish ...

Sounds like you are too busy to look for varnish
:P
Forum: Map Workshop 01-24-2011, 12:41 PM
Replies: 98
Views: 8,302
Posted By Dragonhill
Oh, i'm reading your feed back, but so far none...

Oh, i'm reading your feed back, but so far none of it is missalligned textures, bugs, etc. But I also staed there will not be any magor changes. this is due to time constraints, thats all. Don't take...
Forum: Map Workshop 01-24-2011, 12:33 PM
Replies: 98
Views: 8,302
Posted By Dragonhill
Better team win yes, steam roll no. You are...

Better team win yes, steam roll no. You are correct when you point out I don't like steam rolls.
If a team just stands there and does nothing then yes, a steam roll is the result and there is...
Forum: Map Workshop 01-24-2011, 12:18 PM
Replies: 98
Views: 8,302
Posted By Dragonhill
first point: i would disagree that the teams were...

first point: i would disagree that the teams were balanced during the win/loss. The designer points out that he made it for aggressive teams. Generally that means a single error by one team equates...
Forum: Map Workshop 01-24-2011, 09:04 AM
Replies: 98
Views: 8,302
Posted By Dragonhill
I agree about balance vs inbalance. But are you...

I agree about balance vs inbalance. But are you saying a balanced map ends sooner?
maybe I misread what you meant.

From my data a balanced map with balanced teams end in stalemate. Which is why...
Forum: Map Workshop 01-24-2011, 07:52 AM
Replies: 98
Views: 8,302
Posted By Dragonhill
it was determined that players are more likly to...

it was determined that players are more likly to leave a server if the average round time were low.. the longer the round time the more likily the server would stay full for long periods of time. It...
Forum: Map Workshop 01-23-2011, 11:56 PM
Replies: 98
Views: 8,302
Posted By Dragonhill
blackmesa 1 is a counter valve map in many ways....

blackmesa 1 is a counter valve map in many ways. The capping times were one of them. The down side to regular valve map cap timing is that a team gets rolled quickly which is generally not good for...
Forum: Map Workshop 01-23-2011, 07:53 PM
Replies: 98
Views: 8,302
Posted By Dragonhill
I'll try to log in tonite ~D

I'll try to log in tonite

~D
Forum: Map Workshop 01-23-2011, 05:49 PM
Replies: 98
Views: 8,302
Posted By Dragonhill
On final release folks.. on final release there...

On final release folks.. on final release
there are many more to be given credit. and i do post that fact.
Right now i just need to find last bugs.. and some of that art could end up getting cut. I...
Forum: Map Workshop 01-23-2011, 04:19 PM
Replies: 98
Views: 8,302
Posted By Dragonhill
Frozen, Thank you for the comments, I'll try...

Frozen,

Thank you for the comments, I'll try to address some of them.

I wanted more than eGO to test as this will be the last work I do on mesa. No major changes will be made. I know some of...
Forum: Map Workshop 01-23-2011, 03:07 PM
Replies: 98
Views: 8,302
Posted By Dragonhill
blackmesa2_beta3

Blackmesa2 is a redesign of blackmesa_final
The map also features asset work by several other artists. Full credit will be given on final release.

Blackmesa is a counter valve style map. It was...
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