I kneel down before thy, o immense guru...
there's no way I can ever come close to this in my pitiful mapping attemps
You're becoming just as good as 3D_Mike
it's amazing
RACC home - Bots-United: beer, babies & bots (especially the latter) "Learn to think by yourself, else others will do it for you."
One suggestion (but perhaps you've already taken this in account) : be sure to reference all your textures in the materials.txt file, so that they play the right bullet hit sound in game (for example, that all your "racks" - the yellow things where people stock up their stuff, dunno how that's called in english - play a metal sound when you shoot them)
That'll be a lovely deathmatch map
RACC home - Bots-United: beer, babies & bots (especially the latter) "Learn to think by yourself, else others will do it for you."
its not a good idea to edit the materials txt as a mapper because it overwrite the one you have........best to have an extra .txt with that info in it...so the guy can copy and paste it into his materials.txt.......i got serious complaints from many for doing this with a map i made and pimped.
I've never done a materials text, but I ain't opposed either.
I'll take that into consideration.
p.s. Thankyou for the praises, PMB, but I have a long way to go before I reach guru status.
Meh ... if only I knew how to model.
what?? you make all your textures yourself and you NEVER classified them according to their material ??
your maps could sound SOOOO MUCH cooler if everything sounded the way it's meant to !!
So far everything in your map must be sounding like "concrete" material (which is the default). I tell you, just make the wood sound like wood, the rock sound like rock, the metal sound like metal, the glass/computer stuff sound like glass... the maps will FEEL real. Try it man. Try it. That's what makes all the difference, when in a firefight you hear bullets doing ricochets on stuff, piercing the metal, tearing the wood...
Take that CS map de_train. Some neat shit in this map is the sound ambience when you're ducking under a train and enemy bursts go ricochet on your wagon : KABALABALAM - it sounds concave, it sounds metallic, it sounds like a real wagon. It does not sound "tac tac tac" like the concrete ricochet sound.
The guys coding Half-Life 2 understood that pretty well : in HL2, everything you'll create, every block you'll draw in your map will get attributed a MATERIAL. It's the contrary of what's happening with HL1: in HL you put textures first, and you worry about the material after, and still - most often only if you have time.
Don't miss that out. Test it once and you won't ever forget to do it anymore.
RACC home - Bots-United: beer, babies & bots (especially the latter) "Learn to think by yourself, else others will do it for you."