User talk:Sortie

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Third Wave

i see here you're a mapper, can you up some screenshots of your maps please? we're still looking for mappers user:pathox Sure, I got a few screenshots of the current map I'm working on in my mod, and few of the others. Anyways, it's just Work In Progress, and needs much more work. If you need more help i would be glad to assist. (in the map making part.)

  • Some Sexy Screenies, Sorry i couldn't resist.: Named by --Stalker 13:12, 15 Nov 2007 (PST)
  • Hehe. Glad you like them even though being really really outdated now. Reeally outdated. Be glad, I'm making a new hdr-enabled compile of it now, in its after sunset but still bright lighting. --Sortie 13:11, 21 Nov 2007 (PST)

Evasion_01 # 05

Evasion_01 # 04

Evasion_01 # 03

Evasion_01 # 01

Prewaves_03 #1

Anyways, thanks for your interest. :D --Sortie 23:58, 10 May 2007 (PDT)

Aggresive Antlions?

Yeah, I'm trying to make a litle puzzle where you fight antlions like in episode one. But my Antlions aren't aggresive enough, they only just stand looking at me, unless I walk over to them. Then they'll chase me a litle. I've inplemented a nodegraph, and all that stuff, but I just can't make them aggresive...

Any suggestions, before I return to hammer and properly find a fix? --Sortie 11:53, 3 Feb 2007 (PST)

giving proper info_nodes allow the antlions to figure out how to move around. Once they know how to move around they'll come after you better. If thats still not good enough you may want to read up on the assualt stuff thats here on the wiki with which you can push them much harder. And welcome. Show us some of this "quite good work" :) --Angry Beaver 12:58, 3 Feb 2007 (PST)
Yeah, I've a solid net of info_nodes, that's not the problem. And I can't really use assults because it's just a litle cave, and they should run dynamicly around in it. Imagine the first antlion puzzle in ep1, it's sorta a copy of that, just introducing a new gameplay element. :D
The main map is actually just a part of one of my project; I try to create the maps that valve have shown in their trailers for ep2. It's quite fun because it reveals how much faked they are. Eg. they used cs:s props all over their trailers.
Anyways I've got a few ol' screenshots of the main map, if you want to have a look. :D

Screen Shot

Also I have read that they only react on sound, that may explain a few things. Still they don't react on gunfire :\ --Sortie 13:33, 3 Feb 2007 (PST)
Looks like the bug was a broken nodegraph, I'll just smooth out the terrain. :D --Sortie 14:17, 3 Feb 2007 (PST)
Okay, it didn't help much smooting the terrian. The bug was that info_nodes cannot be placed 128 units over the ground. :\ Thanks for your help guys. :D
I knew it was the nodgraph. If you were still having issues I was gonna ask for a look at it :) good to see you fixed it though. --Angry Beaver 09:24, 4 Feb 2007 (PST)
Yeah, now the only problem is figuring out how to learn the players how to solve my unusual puzzles. :) --Sortie 09:28, 4 Feb 2007 (PST)
You probably know this already but Designing_a_Level#Mechanics_and_Gameplay second paragraph. Its pretty much everything I have to say on the topic :) --Angry Beaver 11:31, 4 Feb 2007 (PST)
Yeah, I've read that article. I'm even planning to create an article on puzzles, because episode 1's commentary contains lot of good stuff. Anyways, I just need to figure out how to design the map, so the player can figure out how to solve it during combat. I think that only letting the user have the grav gun might help, so he thinks instead of shoots :P --Sortie 12:04, 4 Feb 2007 (PST)

This is a headline

Looks like I've got an account. Cool. :D --Sortie 01:18, 3 Feb 2007 (PST)

Just a note

I know this is just test stuff, but always remember to sign your messages :) Use the second-last button on the toolbar ;) --Daedalus 06:05, 3 Feb 2007 (PST)

And welcome to VDC! Jupix 06:20, 3 Feb 2007 (PST)

Yeah, thanks. :D I'll do that, but this is just a litle test site, so whatever. :\--Sortie 07:19, 3 Feb 2007 (PST)

Compile help

I downloade Visual Studio 2005 Express, and tried to compile a copy of hl2 like in My first mod. But it sorta failed. I couldn't compile client.dll, and I followed all steps, I guess. Here's the log:

Fix'd. Did something wrong with the linker. --Sortie 05:51, 6 Apr 2007 (PDT)

Log

Here were the log, removed since the problem was solved. :D

Help please?

Anyone knows the problem?

Are you having problems compiling you're map?! -+Stalker 13:04, 15 Nov 2007 (PST)+-

Your reply is out of context, I have no idea what you are talking about. However, yes! I had trouble with compiling, the old tools didn't work, however I got them working in the lastest update which made -engine ep1 work correctly. --Sortie 05:14, 16 Nov 2007 (PST)

  • no but fixing hammer that is what i use it for, that's what i did, that is what i have told my friends to do, they did it and ran it using '-engine ep1' and it worked for them. That how to get css to work.

Please. I do not understand what you are saying. The Compile Tools for Episode One should work if you Reset Game Configuration. And DO NOT delete SourceSDK_Content!

....i was trying to explain an old fix that i used before everything got messed up. and that the explanation i had on the page was completely accurate before the recent fix, except i left off the fact that, you should move all important files in that container first.--Stalker 22:00, 16 Nov 2007 (PST)

  • Can you do me a favor and delete what i said, i was really tired and not thinking when i posted it and now i just feel really stupid for having said it :(--Stalker 16:15, 19 Nov 2007 (PST)

Thank you so much.

Thanks for cleaning up the SDK Bugs Two forum i really appreciate it, sorry i don't quite know how to work it yet. IT LOOKS AMAZING. --A2fatalassassin 22:54, 8. Nov 2007 22:54 (GMT+1) Hey no problem at all. :P, uh and lastly don't forgot to sign your posts with 4 ~'s, then I know who left a kind message for me. :D Sortie 14:04, 8 Nov 2007 (PST)

Ok, :D I know surf maps are easy because you don't have to pay a lot attention to most graphics, but they are huge and take long times to compile, so from someone who makes normal maps, seeing as you have to pay a lot of attention to detail. Do you think it would be harder or easier to make normal maps? Do you play Counter Strike Source? and lastly where can i get a copy of your map it looks sweet!!? --A2fatalassassin

Hey again. Normal maps can easily take hours to compile, I doubt surf maps do that. In such cases, shadows are probably not really important on most surfaces in these maps, so crank up the lightmap scale to 64 on surfaces with litle contrast in lighting, it'd improve compile times.

I really recommend doing 'normal maps', since you learn a lot more about how to work with brushes and pay attention to details, while learning to do it inexpensively. It's harder to do pretty maps, but far more rewarding, why haven't anyone made a pretty surf map yet?

Remember to focus on gameplay first of all, make people test your maps a lot and see what works and not, that's my best gameplay tip.

I don't play CS:S a lot, really rarely infact, I suck at it. I'm more the kind of modding person, but I'd love to have a match just for fun when I get some spare time from modding. ;-).


And finally, I'm sorry you gotta wait a litle more before you can play the next iteration of that map, Evasion_01, luckily it's included in my next demo, Demo 4, which I'm currently aiming to get out before the 24th next month. Is it already christmas! Chris(t)! If you really can't wait, here's Demo 3 which is just one map, but people liked it quite much, some cargo guy called the screenshot nice but he never played it, anyways, here's the link: Altered Transmission Demo3

Remember to sign you posts. :P Sortie 14:28, 8 Nov 2007 (PST)


The demo is sweet, and difficult. "I love it, good for everybody here. Yes all are welcome,yes indeed i love them; fun, nice, life, youth, beautiful. I am all for it." Oasis Standing on the shoulders of Giants --Stalker 16:21, 15 Nov 2007 (PST)