in focus: site
The Ten Four map review site has a large collection of single player map reviews. If single-player gets you going, you definitely want to check this site out. Quake 1 and 2, Half-Life, Opposing Force, and Serious Sam maps can be found here.
Get your groove on with Speakeasy.net.
"SPEAKEASY.net believes the Internet is in the beginning of its evolution. Broadband is changing the way we live our lives, our mission is to continue to support and develop the most empowering tool of our lifetime."
The Handy Vandal's Almanac provides links to pretty much every known (and unknown!) source of editing information available on the net. If you can't find it there, it probably doesn't exist.
The success of this site is dependant upon the questions and feedback of it's users. If you have any suggestions or feedback, please drop us a line!
"A building is alive, like a man. Its integrity is to follow its own truth, its one single theme, and to serve its own single purpose. A man doesn't borrow pieces of his body. A building doesn't borrow hunks of its soul. Its maker gives it the soul, and every wall, window and stairway to express it." - (Roark) Ayn Rand, The Fountainhead
"It has to be better than good for me. It has to be right" - Steve Lawler
current VERC time is Tuesday April 02, 2002 04:13am
(03/31/02) Valve Releases the Valve Hammer Editor!
(11/08/01) Version 2.2 of the Half-Life SDK is out!
The All Purpose Worldcraft Setup Guide v2.0
Migrating from Worldcraft to Hammer
[Monday April 01, 2002 02:02am - Chris 'autolycus' Bokitch - comment]
It looks like this will be a common question, so here is the routine to take when migrating from Worldcraft v3.3 to Hammer v3.4.
Oh, that's all there is to it. Happy editing.
- your registry settings will be converted automagically
- copy the *.wc files from your Worldcraft folder to your Hammer folder.
- if you use custom prefabs, copy your prefabs folder from your Worldcraft folder to your Hammer folder.
- other custom content, like sprites or map source files, will also need to be copied manually.
Note: This is a full installer. You do not need to have any previous version of Worldcraft installed, nor do you need to install this to your Worldcraft folder, if you do have it installed.
Valve Releases the Valve Hammer Editor v3.4!!
[Sunday March 31, 2002 9:03pm - Chris 'autolycus' Bokitch - comment]
An updated version of Valve's level editing tool is now available for download. This release includes new functionality and several fixes. It also introduces a new name for the product, Hammer. Changes include:
- Splitter view layout is now preserved from session to session.
- Dialog bars now pop to the top when the mouse cursor floats over them.
- No longer renders the 3D views when the editor is not the active application. (This will fix most people's problems with running Hammer and Half-Life at the same time causing the editor to freeze)
- Added Copy to Clipboard button to the process window.
- Sped up time to bring up the Face Properties dialog when many brushes are selected.
- Sped up 2D view scrolling.
- Added timed selection of objects by depth in the 3D view when the left mouse button is held down.
So, what are you waiting for? The url? Oh, right. Here it is:
- Fixed a random spinlock when rendering sprites.
- Fixed texture rendering problems with sprites, etc.
- Fixed freeze when starting map with sprites visible.
- Fixed a crash in the path tool.
- Fixed problem with texture shifts being reset when importing old MAP files.
- Fixed black brushes caused by clipping.
- Fixed a lockup when scaling certain brushes.
- Fixed infinite lines in 3D view in vertex mode.
- Fixed clipping causing duplicate solids.
- Fixed decal repositioning.
- Fixed camera angle view bug.
- Fixed problem with running compile tools from paths with spaces.
Two More Tutorials at TFMapped
[Sunday March 31, 2002 6:42pm - Ryan 'Professional Victim' Desgroseilliers - comment]
Two new tutorials have been posted at TFMapped -- the first is on Murderball-style gameplay, and can be found here, and the second is a simple guide to making backpacks (a major stumbling block for many mappers new to TFC), and that one's available here.
New Tutorial at TFMapped
[Friday March 29, 2002 1:49pm - Ryan 'Professional Victim' Desgroseilliers - comment]
TFMapped has added a new tutorial to the Knowledge Base: a quick how-to guide on creating sky boxes for maps. Although some of the material in it has already been covered by this tutorial here at the ERC, the TFMapped tutorial goes into more detail about the correct placement of the SKY brushes how to make use of custom skies. You can get that here.
There is also a minor update to the Team Fortress Classic FGD, which you might want to get as well. It's not a must-download (the changes aren't critical -- just some clarifications to property names), but you might as well have it to clear up some common misconceptions caused by misleading property names.
[Sunday March 24, 2002 4:59pm - Robert 'aXon' Stephens - comment]
There's 4 new TFC reviews for your perusal up at Pixel:
4 more reviews should be up within the week.
[Thursday March 21, 2002 1:00pm - Chris 'autolycus' Bokitch - comment]
A friend of mine recently pointed out the Getty Images website. If anyone is looking for source images for some map-building inspiration, this site is definitely worth checking out. For example, I searched for "steel mill" in the Creative section and came up with well over 100 images.
Even if you're just a fan of cool images in general, this is a great site.
Meanwhile, back on IRC, CayleG reminded me that Corbis is also an excellent source of images, and I'd have to agree.
Most of these images are copyrighted, so unless you buy them, don't plan on using them for any professional work, but as source material for level design, this stuff is perfect!
Pixel Playtest & TFC Reviews
[Saturday March 16, 2002 08:30am - Robert 'aXon' Stephens - comment]
Drop by our TFC playtest tomorrow (Sunday the 17th) at 3 PM EST (8 PM GMT). Details and maps are on the Playtest Page.
Also, there's a bunch of new TFC maps reviews up for your reading pleasure.
|Wednesday, March 13, 2002|
Blue Shift and Opposing Force updates!
[Wednesday March 13, 2002 4:28pm - Chris 'autolycus' Bokitch - comment]
I'm sure there are some people glad to see this. I'm going to reproduce the story as written in the Shacknews (who got it from Blues News) because it's got everything nicely packed together.
The update to Blue Shift covers the following items:
The Opposing Force updates include:
- Flashlight now works correctly in all video modes.
- Custom maps may now be loaded.
- Fixed a bug which caused some users to be unable to proceed in ba_yard5
- The player will no longer crouch if the jump button is held down.
- The player will no longer longjump from double tapping jump
- Missing animations added and changed animations of some High Definition Models return.
If you're playing or mapping for either of these games, you'll definitely want to get the updates.
- Addition of "ctf_hudicon" entity which allows up to 6 unique hud icons to be triggered and displayed on screen.
- Fixed bugs in "trigger_ctfgeneric" entity scoring.
- Modified player spawn entity so that it can be triggered on or off (useful when trying to turn off spawning in certain areas based on map conditions).
- Set up buttons so that they can be assigned a team number, thus preventing unwanted teams from ever activating them.
- CTF powerups can now also be placed and used in deathmatch maps.
- see readme for complete change list
|Monday, February 25, 2002|
Natural Selection Technology Release 2.0!
[Monday February 25, 2002 6:18pm - Chris 'autolycus' Bokitch - comment]
Now with 50% more stain fighting power and a fresh pine scent!
Ned 'MonsieurEvil' Pyle sent me a note letting me know that the Natural Selection Technology Release version 2.0 is now available for download.
The technology release features:
Have at it!
- Easy-to-use, more efficient, Commander Mode v2.0
- New env_fog entity
- Updated particle editing (compatibility fixes)
- Updated mapping guidelines and NS mapping documentation
- New func_resource entity (docs to come shortly)
- New and updated sample maps
- Merl's NS map tools based off of ZHLT
- Half-life Protocol 3.0
- Hull support
- Select artwork for checking map dimensions
- Some very limited Marine and Alien gameplay features for mapping needs
- Marine, Sentry Turret, and other limited artwork.
- And much much more!
|Sunday, February 24, 2002|
[Sunday February 24, 2002 3:27pm - Chris 'n@rby' Auty - comment]
A new IRC channel dedicated specifically for Counter-strike mapping has opened on Gamesnet. Connect to irc.gamesnet.net, channel #cs-mapping and get your CS specific questions solved!
Also, that well known diva of Halflife mappery Scary1 has released a map for Day of Defeat. Take a peek.
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