Added: 3 years ago
From: Doomsdaywarrior
Views: 1,879
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  • Hi , do you still make maps ?? Im working on a project maybe you could join ? hook me up for more info.

    IM SEARCHING FOR: MAPPERS , 3D MODELERS , SCRIPTERS.

  • from what I see this looks lke a good map. Like in every Valve design theroy they say a map should be seamless and should flow, no dead ends, and you can get to main point(s) easly, and minor points as possible places to go. Bases need to be weapon and health packed, and choke points to have health + ammo in supply. I love the map!

  • @yacanman11 Thanks! I'm glad you like it. I'm planning on putting the finishing touches on Phobia this fall so that I can start hosting servers...

  • looks like portal but kewler

  • @firecracker8900 Thanks!

  • LOL I didn't think sampling Team America would work, but hey it does!

  • Haha yeah, that surprised me too.

  • Good map. My only complaint is that the fullrbight rails don't quite match with the light at 0:41 and the one after that. You should try using the light_dynamic to fix that.

  • Yeah, that's the one of the things I haven't been able to fix. Can you explain the dynamic light thing to me? It's been so long since I've used the Hammer editor...

  • There are 4 different types of lights. Light_envior, there's a light entity just simply called light, and then there are light_spot and light_dynamic. Light_spot and light_dynmaic are basically the same thing since they have a raidus to cover a certain spot, but dynamic looks alot better but reduces performance. I think if you place a light_dynmaic and fix it up to shine on the rails, it might solve the problem. and cast a few shadows. Adding a cubemap near them might also help. Just a thought.

  • Cool, thanks man.

  • LMAO THE SONG XD

  • light_dynamic? whaaat; the problem is the lack of env_cubemap or he forgot to type that command in console to build the cubemaps.

  • That doesn't help to place an env_cubemap; all that does is make things shinier. But that's imo.

  • Wrong. Fucking wrong. Cubemaps reflect the environment and It's lighting, thus it makes the weapons get places in the environment's lighting and making them look normal like they are seen in Half-Life 2. If you take a look, there are some HL2 Custom maps without cubemaps that every model is basically shining. Env_cubemaps also make environments realistic. Reflecting the lighting in the right way. Because source needs help to render shit.

  • wow...

  • hmmm homemade music to homemade vids from games - kinda familiar ^^

  • HALF LIFE

  • Who is dumb enough just to type HALF-LIFE

  • who is dumb enough to take the time to point that out? fucking idiot.

  • Hahaha you are dumb to reply to me that won't hurt me. I been called much worse S.U.P.E.R. newb.

  • wow, you're so cool.

  • Your both dumb enough to keep replying to each other -,- this confersation is over!

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