Yea ive created something!

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Donnie tsk tsk.

donnierisk said:
k, show us, we'll help wherever we can, won't we grega?

That thing about the map utterly destroying everyone every few minutes might be a little silly, but who knows, I haven't played in a map like that, maybe it's fun. ^^
@Donnie: Lol you never really have played half life much.JK. Yea what i would do is have a timer or somethin that eventuallly it would blow up after some time.

I'll post some pictures. Let me know if the big pics. bother you and i should just post the link instead. I would like some lighting. Also im gonna re-construct the map untill i like the size. IM probably gonna need a better and darker looking skybox. Like an end of the world skybox. Uber awsome!
 
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I've played plenty of hl, but in esf it might be a bit different, but maybe I'm wrong, it was fun seeing how every1 in the map got destroyed while I was behind "bullet proof" glass...yea, I was in an area that had a view of the whole map. well good luck!
 
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Hm, regarding the poly limit, I do not believe there is such a limit.
However, there is a max size of a map and you always have to keep the R_speeds in mind.
When you get more advanced, you'll learn techniques to reduce R_speeds in many different ways.
Good Luck in your future mapping.
 
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lutz alec said:
Kinda reminds me of that one map for Half-life 1.
It was just called Box. Great map, I remember playing that at 5am, lawl.


Riiiight, anyway, mmm try selecting the top block of the ceiling and replacing to a sky texture, then take the POINT entity tool and find env_environment and go in the 3d view and right click it somewhere on the INSIDE of the sky block. Boom, there shall be light.
 
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Optional22 said:
It was just called Box. Great map, I remember playing that at 5am, lawl.


Riiiight, anyway, mmm try selecting the top block of the ceiling and replacing to a sky texture, then take the POINT entity tool and find env_environment and go in the 3d view and right click it somewhere on the INSIDE of the sky block. Boom, there shall be light.
Correction. Its called light_enviroment not env_enviroment.

Also @Raistlin. There is a poly limit (kinda) world poly limit that is. Basicly Rspeeds. The wpoly part of the rspeeds. ESF has a limit of 1800 for decent map performance. Anything over could cause lag.
 
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Optional22 said:
Riiiight, anyway, mmm try selecting the top block of the ceiling and replacing to a sky texture, then take the POINT entity tool and find env_environment and go in the 3d view and right click it somewhere on the INSIDE of the sky block. Boom, there shall be light.
it doesnt matter at all where the light_environment is place btw.
It has just to be within that specific hull. What matters are its pitch/yaw/roll values :)
 
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Correction DJ Ready ^^ Pitch Yaw and Roll do not work yet, there's a note at the options, valve forgot about us, unfinished hammer....tisk tisk.

Anyways, there a tab that you can click on called "pitch" the default value is 0, just play around with it for shadows, etc. The Pitch yaw and roll tab doesn't work like I said. (DJ Ready, you tolds me this...lol)
 
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ya ya ... pitch and yaw only.
 
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donnierisk said:
Correction DJ Ready ^^ Pitch Yaw and Roll do not work yet, there's a note at the options, valve forgot about us, unfinished hammer....tisk tisk.

Anyways, there a tab that you can click on called "pitch" the default value is 0, just play around with it for shadows, etc. The Pitch yaw and roll tab doesn't work like I said. (DJ Ready, you tolds me this...lol)
Suposedly taht only goes for the two cyrlces. Not the actual values. But meh teh actualy things dont seem to work eather >.<
 

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