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Latest Posts by Horseman
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COD4 map concept: Castelnau-Paygerols
Call of Duty 4 : CoD 4 Level Design
my 2 cents..... WOW!.. I think if you put the effort into it, This map will be a real popular one with those servers that appreciate good tactically inclined maps. Great work so far... I'm sure we will add it to our servers' rotations soon. edited on ... [more]
27 1175 Jan 22, 2008 11:54 pm
by Horseman
it really makes me mad -_-;;
Call of Duty 4 : CoD 4 Level Design
pizza writes...Quote:try this, donno if it will work but its worth a shot start > right click my computer > properties > advanced > performance settings > advanced > change virtual memory to like 1536 Its a good idea to let windows dictate you... [more]
4 192 Jan 22, 2008 11:48 pm
by Horseman
Walkiing Through Xmodels
Call of Duty 4 : CoD 4 Level Design
Read the WIKI Models in COD4 are different than previous version...... [more]
8 212 Jan 22, 2008 11:42 pm
by Horseman
what scale do we use to make maps in COD1
Call of Duty : CoD Level Design
I have done alot of experimenting with this...so Ill tell you what works/looks good for me... 1 unit = 1 inch example....average human male is 5'11" tall ...or 71" tall.... so are the models a character is 71 units tall and 32 units wide. a ... [more]
3 330 Mar 17, 2007 10:03 pm
by Horseman
Perceiving the Human eye FPS to the Game FPS?
Call of Duty 2 : CoD2 General Gaming
If what you say is true (the human eye can only perceive 20-30 FPS) then a fster rate on your monitor should NOT be noticable...make sense? I dont believe that the human eye is limited to 20-30 FPS...probably more like 70-90 FPS... but look at it this ... [more]
10 446 May 30, 2006 11:52 am
by Horseman
ADDING DOOR SOUNDS
Call of Duty : CoDUO Level Design
I used a version of this on ASYLUM 3 and it works perfectly had well over 20 doors (included 3 distinct door types) I used this script for my "Wooden Doors": Code://///////////////////////////////// /////////| DOORS_SOUND.gsc |////// /////////| By... [more]
6 345 May 30, 2006 11:38 am
by Horseman
NEW, FRESH ideas !!
Call of Duty : CoDUO Level Design
Ive recently created a script for another sliding door For me, it was a bit complicated...but im proud of it A switch opens a set of sliding Baydoors.. An alarm sounds for 4 seconds...then a 1 second pause... then the doors open apart from each othe... [more]
11 662 May 30, 2006 03:26 am
by Horseman
unit size in feet?
Call of Duty 2 : CoD 2 Level Design
Aye... the grid is just there to give you a guide...a 'yardstick' , if you will. If you set the grid to 8, it makes a brush 8 units by 8 units.. Likewise, if you set the grid to 64, you will create a brush 64 x 64 units. I agree that 1 units it appr... [more]
6 225 May 30, 2006 03:16 am
by Horseman
rotating floor
Call of Duty : CoD Level Design
swatcorv writes...Quote:********note******** you need your thing in a .iwd file to make it work! *.iwd ??? ...isnt that for COD2 ?? What section of the forums am I in ?.. **looks up at thread header in confusion**... [more]
7 403 May 30, 2006 03:07 am
by Horseman
why are the vehicles f***ed up?
Call of Duty 2 : CoD 2 Level Design
DadofAzz writes...Quote:Also try washing your mouth out! ROFL! ... [more]
5 336 May 30, 2006 03:04 am
by Horseman
I got another one...
Call of Duty : CoDUO Level Design
OOPS.. i hit 'NEW POST' button instead of the 'REPLY' button. This post is supposed to be in a thread called NEW, FRESH ideas !! No wonder it made me enter a TOPIC before it would post it...sheesh edited on May. 30, 2006 03:02 am by Horseman... [more]
2 221 May 30, 2006 02:58 am
by Horseman
I got another one...
Call of Duty : CoDUO Level Design
Ive recently created a script for a sliding door For me, it was a bit complicated...but im proud of it A switch opens a set of sliding Baydoors.. An alarm sounds for 4 seconds...then a 1 second pause... then the doors open apart from each other with... [more]
2 221 May 30, 2006 02:53 am
by Horseman
ADDING DOOR SOUNDS
Call of Duty : CoDUO Level Design
There is a Tutorial for this - >Here However, as this fella tells it, you must create a script file for EACH DOOR... This is NOT correct! There is a much easier method. Create your door...func_door_rotating give it a targetname...targetname=door ... [more]
6 345 May 25, 2006 08:26 pm
by Horseman
SEARCH-n-DESTROY questions
Call of Duty 2 : CoD 2 Level Design
From what I read, not many ppl are including S&D in their COD2 maps... Is this because of the limited info on creating this game type? If there is a Tut on S&D development out there, will someone place a link please...Id love to get started on some ... [more]
6 434 May 2, 2006 12:37 pm
by Horseman
All Done - Map Complete - 1 mp spawn/intermi....spawn, gsc, arena done - What Next ?
Call of Duty : CoD Level Design
Shimm writes...Quote: My MP LAN worked like a dream. Im still not sure how "everybody" gets my pk3 file - spose / assume that it downloads on your first connection to my server. would make sence. If the client has DOWNLOADS enabled, then the server will... [more]
11 484 Mar 3, 2006 03:21 pm
by Horseman
All Done - Map Complete - 1 mp spawn/intermi....spawn, gsc, arena done - What Next ?
Call of Duty : CoD Level Design
goto the Tutorial section and read up on making a PK3 file This is good info... this will give you the correct structure that you file needs to be in order for it to run on a server. ***take special note*** When creating the PK3 files - make sure th... [more]
11 484 Mar 2, 2006 06:55 pm
by Horseman
Auto Open Sliding Door
Call of Duty : CoD Level Design
WOW!!!....Good for you! and nice idea by the way... [more]
18 514 Feb 28, 2006 11:51 pm
by Horseman
Auto Open Sliding Door
Call of Duty : CoD Level Design
right below the last wait commend add this... self thread door_slider(); return; this should make it repeat itself as needed. Im making a 'not-so-educated' guess here... Im pulling this idea from other scripts. edited on Feb. 28, 2006 11:47 pm... [more]
18 514 Feb 28, 2006 11:46 pm
by Horseman
Auto Open Sliding Door
Call of Duty : CoD Level Design
YAY!!! I helped! OH.. so it needs to be re-threaded i think Self thread....not sure of corrent syntax edited on Feb. 28, 2006 11:30 pm by Horseman something like: thread door_slider(); right at the end - I THINK edited on Feb. 28, 20... [more]
18 514 Feb 28, 2006 11:28 pm
by Horseman
Auto Open Sliding Door
Call of Duty : CoD Level Design
LOL I see from the other files hosted here that you visit some of my favorite sites! Suggest you host it somewhere else...but i got it..will look at it tonight Right off the bat, i see something i think of importance.. you actually have 2 trigger... [more]
18 514 Feb 28, 2006 11:12 pm
by Horseman
Flashing Lights in COD?
Call of Duty : CoD Level Design
BR3NT - If you would be so kind... Could you find the time to slap together a 'sample' of this ? Id love to dissect it and see how it works. ... [more]
16 753 Feb 28, 2006 11:08 pm
by Horseman
Auto Open Sliding Door
Call of Duty : CoD Level Design
The door : classname / script_brushmodel targetname / door The trigger : classname / trigger_multiple targetname / trig correct? Yes, im sure the door is correct or it wouldnt move at all. Im at a loss...you're above me at this point. Without h... [more]
18 514 Feb 28, 2006 10:50 pm
by Horseman
popular?
Battlefield : BF2 Level Design
Objects in the game - tanks, guns, trees, etc. are models that are easily placed. Terrain and buildings however are created... However, keep in mind that there are lots of sites out there that host 'PREFABS' for games of this nature...You can download... [more]
9 767 Feb 28, 2006 10:35 pm
by Horseman
Auto Open Sliding Door
Call of Duty : CoD Level Design
Now.. im no expert..dont claim to be... So im taking liberties here by posting and trying to help out. Read over the script again... Make sure its correct... Is it possible that the door is functioning backwards? is it that the door waittill ("mov... [more]
18 514 Feb 28, 2006 10:30 pm
by Horseman
All Done - Map Complete - 1 mp spawn/intermi....spawn, gsc, arena done - What Next ?
Call of Duty : CoD Level Design
First off... 1)you need a DEATHMATCH INTERMISSION 2)You need at least one DEATHMATCH SPAWN 3) make sure that the editor 'knows' its for MP go EDIT > MAP PROPERTIES.... there is a checkbox there...see it? What are you using to compile? I cant i... [more]
11 484 Feb 28, 2006 10:20 pm
by Horseman
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