Recent content by Half-Life_Maniac

  1. Half-Life_Maniac

    ctf_deep

    I'm very impressed with this! At some point, I was trying to make a very similar themed map myself, but could not get TF2's limited textures to work for me. You seem to have got exactly what I was trying to achieve in those first two screenshots. What you need are plenty of big windowed...
  2. Half-Life_Maniac

    Shabbytown - opinions on progress ???

    I'm only commenting on the looks at the moment, but it's looking very primising! I especially loved picture 9 back on page 1. ne thing that stood out though, is there's a number of places where you've got light fittings that don't seem to be making much light, or even seem lit up at all.
  3. Half-Life_Maniac

    --Download-- Model preview images

    UPDATE! Fixed a few things and uploaded a new file. Fixes include: Added missing models from \props_skybox Fixed bad filenames in \props_granary and \props_trainyard Download at the same place: http://forums.tf2maps.net/downloads.php?do=file&id=559
  4. Half-Life_Maniac

    New Submission: TF2 Model images for HLMV

    TF2 Model images for HLMV has been updated!
  5. Half-Life_Maniac

    Arena Sunder

    The new forest skybox is nice and all, but it's there so we don't have to look at desert maps any more. Either use a desert skybox, or make a green map.
  6. Half-Life_Maniac

    What order do spawn points work in?

    If you really wanted, and you've already got all your spawns placed, you could do it this way: Give each spawn a name, numbered in the order you want the players to spawn (spawn1, spawn2 etc). Save your map and open the VMF in Notepad. Look for your info_player_teamspawn entities. You'll...
  7. Half-Life_Maniac

    Disaster! Can it be fixed?

    You can try using Tools - Snap Selected to Grid (Ctrl+B), or maybe Snap Selected to Grid Individually (Ctrl+Shift+B), but I'm not sure how well that will work depending on how much of your map is actually misaligned.
  8. Half-Life_Maniac

    Protect Sentry form getting Sapped

    I was originally going to ask how the spies were even able to enter the spawn in order to sap, before I realised you wanted the sentries outside of spawn. Or do you? As mentioned, you definately want func_respawnroomvisualisers to prevent enemies getting into spawn. The sentry shouldn't be needed.
  9. Half-Life_Maniac

    Protect Sentry form getting Sapped

    You would be better off putting it in an unreachable place- protected in its own little corner or something up high.
  10. Half-Life_Maniac

    Valve should have waited with Badwater Basin

    Glad I'm not the only one. Right from the moment I first loaded it, I saw it was not up to the usual standard. I haven't actually had a chance to play it online, so I can't say how well it actually plays. But it is a shame it looks how it does.
  11. Half-Life_Maniac

    So any official way to do good slanted roofs?

    Note that screenshot was actually taken with Half-Life (1) textures. The others are right in saying that ibeam texture is the best one to use.
  12. Half-Life_Maniac

    So any official way to do good slanted roofs?

    This is how I like to do my roofs: Making them is just a case of creating the brush that covers half of the roof, and sticks out a bit (16 units) at the shorter sides. I make it 4 units thick. Then Of course you skew/vertex manipulate it to be sloped. Then I create the sticky-out bit that...
  13. Half-Life_Maniac

    Heavy update = SDK update?

    More importantly, we've now got green grass and trees to play with! Logs and wheelbarrows too!
  14. Half-Life_Maniac

    --Download-- Model preview images

    Indeed it does. I'll be updating it any time new content is released.
  15. Half-Life_Maniac

    --Download-- Model preview images

    Thought you might be interested in this little project I've had going for while. I don't know about you, but I get sick of scrolling through folders full of blank MDL icons trying to find a particular model, or just one that looks nice in HLMV or Hammer. You probably know that we were already...