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Messages - h_twenty

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Saxton Hell / Re: Saxton Hell #2's Eventual Retirement
« on: February 08, 2014, 02:55:47 pm »
Thats a damn shame. And FF2 is NOT better than regular VSH.

Zombie Hell / Re: Scores n stuff
« on: February 02, 2014, 02:06:54 pm »
Seems like a good idea, because when you get mad and you start getting shitty, its hard to get points. And you become part of the 75% of the server with a score under 10.

+1 I would have this.

And perhaps another suggestion; disabling dominations.

Zombie Hell / Re: lumberyard sentry
« on: January 27, 2014, 08:36:27 pm »
Map is just bad all around.
I'm probably gonna be the only one to vote to remove the map.

Zombie Hell / Re: Map Rotation / Map Suggestions
« on: January 26, 2014, 06:35:12 pm »
If I learn how to use Hammer, I can make a glass box around the sentry so that it can't hurt people, if that'll help.
A glass box. Why not just delete the sentry entity?

We can easily remove that sentry with a plugin. It's a key component of the map, though, so is it the best idea to remove something some people might enjoy?
The sentry gives too much power to the survivors. Period.

We can easily remove that sentry with a plugin. It's a key component of the map, though, so is it the best idea to remove something some people might enjoy?
The survivors will sure as hell enjoy it. But the zombies won't, just remove it.

Zombie Hell / Re: Some bugs/exploits to report.
« on: January 26, 2014, 12:07:43 am »
Thanks for adding me and talking to be about this.
Even if he got there, it doesn't matter. The zombies can still cap. And the only possible way I can surmise of him getting there is he somehow rode the train. Thats really fucking hard to do (the train model has collisions disabled, and has an invisible case around it and a kill trigger in front of it.)

As for farm field, idk I think I've done that one a loooong time ago. idk lol, almost nobody knows about it, lets try to keep it dat way.

General Discussion / Re: Mumble Server!
« on: January 25, 2014, 11:23:07 pm »

Zombie Hell / Re: Some bugs/exploits to report.
« on: January 21, 2014, 08:20:41 pm »
zf_hideout  Only leap scouts can get across, and unless people are paying attention it is possible to die before the round begins.
zf_yard: zombies can destroy the barricades keeping them in much quicker than the setup gives, gotta be ready on red team before the round starts
zf_fortress: same for leap scouts, but they're rarely successful on this map
zf_compound_b5: no barricades in this one, zombies can immediately leave spawn during setup and attack

I feel as though it's part of the map and aren't glitches.  Usually due to poor design unless they were never designed with the perks in mind.

I could take a crack at these if you'd like, just add it to that thread I have going.

Zombie Hell / Re: Map Rotation / Map Suggestions
« on: January 21, 2014, 08:18:25 pm »
Fixed possibly the worst map-fuck-up I have ever overlooked.

You can thank Ever, Greatest for repoting this. Good thing he caught it earlier. >.>

(I will be inspecting every inch of any map I make to avoid this twice as much before I even think of uploading it.)

Cliff and a couple others will be next.

Deathrun Hell / Re: Suggestion for vsh_dr_area_51_b1
« on: January 19, 2014, 11:09:22 am »
Wow, this isn't even a fucking suggestion thread, its just 111112oo bitching and Fatal replying.

heheheh, no.

Custom content is 0% of the problem with fixing maps. Use BSPSOURCE (better than fukken vmex) to extract the content.

I do use BSPSource, but you can't load the custom content the same way the original dev did if you decompile it (with anything, mind you). This goes for everything custom.

Anyways...Considering the map doesn't get nominated much (the same with b4), we might as well keep it in the rotation since people like Knucklejoe, Nurse Pinkamena and I like a challenge and don't want the map to play itself.
 Every once in a while, people like to play old maps that are in the rotation because frankly, playing the same 12 maps over and over again gets boring... fast.
Agreed. I still like playing the old-ass maps like forest, slay, horrors, and dust.

Zombie Hell / Re: Map revision/additions
« on: January 18, 2014, 11:30:59 pm »
Thank you very much, I put a lot of effort into my maps! :)

And if you're looking to become a good mapper, then this is your guy: . And don't hesitate to use the Valve Developer Wiki.

And perhaps a final pointer: Look into
steam>steamapps>common>"game which has been converted to steam pipeline">bin
There you'll find a file named "hammer". Do not copy or cut this out of its folder, just make a shortcut to the desktop. When you open it and a menu pops up, select the game name from where you found it. And it probably wouldn't hurt to rename each hammer to its respective game. The reason why you should look to get any of the SDKs of the games, is because the steam pipeline update fucked SourceSDK up really badly.

Progress on the darker cliff:
That is a gray-based dark. I could try other colors if you suggest them. I could also try other levels of darkness, just suggest those too or add me on steam.

Zombie Hell / Re: Map Rotation / Map Suggestions
« on: January 18, 2014, 06:42:52 pm »
For some reason, the secret ladder I put in for the zombies was invisible. I had to go back and fix it, so if you could re-download egyptmansion and put the new one in, that'd be great.

Sorry! :c

Zombie Hell / Re: Map revision/additions
« on: January 18, 2014, 06:40:36 pm »
Looks pretty solid, a much needed makeover for the original, very boring map. The ladders are a great addition. I can't recommend too much without seeing it played a bunch, but there's a couple things I would mention.

-Can survivors jump onto the roof, or is there ye old invisible wall?
-Might want to up the HP for the porch, it disappears in just a handful of hits. At that point, it might as well not be there at all.
-Some boards on the windows for the second and third floors might be apropos
-It's still kind of a boring map, thematically. Just a simple building and little else. Perhaps playing with the room structure a bit, adding a basement level, or adding something new all together might spruce it up.

Either way, I highly appreciate you taking this task on. I'll go through all the maps and leave my thoughts on what could use some work.
You see, I kinda of had a really shitty map to work with, so sorry if its not everything you expected. Some examples of what I mean by shitty:
-There was a leak (props were sticking out of the bottom brush and into the void)
-Two areas that look messily lifted as though one would lift a carpet
-No cubemaps
-No props to make the source of light believable
-No 3D skybox (only reason one is needed here is because the map boundaries were not disguised enough)
-The entire mansion was a func_breakable (I laughed longer than I should have about this)


Wow, okay. Looks like I've got some shit to do.
And thanks again for suggesting all that.

So, I'll get working on cliff. As you suggested, I'll be changing it to night and remaking one of the shacks into another zombie spawn.

**EDIT** Where the fuck is the light_enviroment

Off Topic / Revolution?
« on: January 18, 2014, 05:32:15 pm »
[I found this on another forum of another group I play with, so I'm spreading the word.]

" Hi. I know not all of you are American, but nonetheless, I really suggest watching this video.

This video is about revolution. Currently, America is run by a government who goes to war to line the pockets of a handful of individuals that control the country. It is corrupt and needs to be stopped. One thing liberals, conservatives, and everyone else can agree on is this: Things are not okay the way they are right now.

This video has an idea. But it needs to be spread. I'm hoping some of you will take 15 minutes out of your day to watch this. "

And incase you want to check out the thread I got this from, here it is:

Deathrun Hell / Re: Suggestion for vsh_dr_area_51_b1
« on: January 18, 2014, 04:56:48 pm »
Its not hard to remember the code given at the beginning...
Besides, I'm pretty sure this map has custom content, so that means if it were decompiled and edited, some things would be wrong.

Solution? Remember the damn code.

Zombie Hell / Re: Map revision/additions
« on: January 17, 2014, 11:09:07 am »
Yes I'm aware this is a double post.

I proudly present to you:

Here is the download link:

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