Valid HTML 4.01 Transitional

Banner - images have not loaded!
Single-player mapsHome
Counter-Strike: Source mapsFrequently asked questions
Dystopia mapsContact
Synergy maps
Scenes
WIP-maps

Frequently asked questions


Here is all the questions that have been asked from me. Even though these are "frequently asked questions", all of these aren't really asked frequently.

You can send me questions through that feedback box that can be found at the end of this page.



Question: Would you like to join my mod team?

Answer: Only if I have contacted you or if I already have created maps for your mod, of course I would like to have them included officially in the mod.


Drainage:

Question: How do I install drainage?

Answer: Extract the file into steam/SteamApps/USERNAME/half-life 2/hl2/ and then ingame type "map drainage1" into console without quotes.


Fun_allinone:

Question: Where is the nav-file for fun_allinone_css?

Answer: There isn't one. The bots are too stupid to work in this map. When they see each other through the glass window they will just jump in front of it. In fun_allinone_css they will die if there's players playing. In fun_allinone_css_v2 they will die even if there is no players playing, too.


Question: In fun_allinone_v2 I just die and then spawn right away and cannot access anything else. Can you tell me what to do to access the play area?

Answer: It is the bot/idler killing system that kills you. If you join a server that plays allinone_v2 and there is no one, the killing system has been activated. Then you will die instantly and if the server's timelimit has ended the map will change, otherwise you will spawn on a new round. To play, you have to enter that small room in front of you. Then you can choose the map by pressing the buttons.


Mapping:

Question: How can I make a waterfall (like in fun_allinone)?

Answer: The waterfall in fun_allinone is just a scrolling texture on a non-solid block. The texture is same as in Valve's cs_militia (models/props/cs_militia/river01). And the "smoke" at the bottom of the waterfall is made with func_smokevolume entity. There's also a nice tutorial at Interlopers.



1988