Ethosaur
I make things and stuffs!
| Steam | Profile |
|---|---|
| SteamID64 | |
| Created | ~5/9/2008 est. |
| Last seen | 6/17/2026, 1:18:31 AM |
Bans
| VAC | CLEAN |
|---|---|
| Game | CLEAN |
| Community | CLEAN |
| Steam | Profile |
|---|---|
| SteamID64 | |
| Created | ~5/9/2008 est. |
| Last seen | 6/17/2026, 1:18:31 AM |
| VAC | CLEAN |
|---|---|
| Game | CLEAN |
| Community | CLEAN |
The grates contain health & ammo pickups which is a leftover from the Team Fortresss 2 version (which it was made for originally) If you play the map for gmod, it doesnt spawn anything so thats why they are empty. But yeah, Thanks for playing my maps! And yes I Would recommend playing them in release order, while not needed, a lot of the lore bits on the maps call back and forth to each other a bit in order.
i am curious about the floating breakable grate blocks in some of your maps, is there anything special about them, historically or otherwise? also, i love your maps, they are unique and a fun treasure hunt.. are they meant to be played in release order? or is there a alternative chronological order to the maps?
(Mainly VBSP++, VVIS++, VRAD++ and BSPZIP++)
Hey, I can explain more in detail later, but for now basically I use Hammer++ (Which I assume you are using, and if not you should!) And also all the compiler++ tools with it which you can find here: https://ficool2.github.io/HammerPlusPlus-Website/tools.html They can help increase some of the hard limits of hammer (Like face limit and more light entities etc) I also mix in "Slammin" tools at times. Most important though is optimizing your map as much as possible first (Reducing Entity count, dynamic stuff etc) Hope it helps!
Hi, I sent you a friend request, I enjoy your maps a lot, but I have a question which compilers you use for compile the maps, especially for TF2? Stock ones doesnt want to compile big spaces for me. Thanks if something :P