Commented 17 years ago2007-03-24 18:27:36 UTC
in vault item: shotgun_warehouse_kmComment #14476
Whoops sorry, I'm usally the one who protects the first maps and new mappers, guess I was a little tired.
Don't be discouraged, always try to improve, in the end you'll create an awsome map and everybody will worship you. Besides my first map was much worse.
Commented 17 years ago2007-03-18 07:01:58 UTC
in vault item: Ocean TempleComment #14396
The key configuration file was included in the zip? Sorry about that, I remember I removed it. Probebly played it once after I removed the config.cfg.
About the leak, it's nothing, the seem between the doors was covered with a small clip brush, so I just didn't notice the small brush bellow the door. As for the glowy thing, it's a Hl1 bug, env_glows are seen through models. Maybe I should block the player from getting around that statue.
I don't see whats misleading about the table. Nearly every god asked for sucrifices and some of them had temples that looked just as pretty. For example: The devouring Moloch, Inca, Yehova(God, though he didn't ask for human sucrifice) and there are plenty more. I guess they must have poured water into the victims mouth then when his soul left him cut off his head. I must add the tools that were used. Fire sounds were already tuned and moved the ambient from the door to the torches. Cracked? I didn't mean it, I wanted it to look like marbel, maybe I sould try to make a better marble overlay texture.
Gameplay? This is a compo entery! There isn't sepposed to be any, plus what kind of enemies can I put in this map? All the Hl1 ones don't fit! I might think of adding some puzzles though, then again I might not for I'm not good at puzzles.
Commented 17 years ago2007-03-16 07:44:09 UTC
in vault item: Ocean TempleComment #14390
I think I should move it to unfinished but then again it's only minor problems which I have to fix. Also if I'll move it to unfinished less people will check it, so I'll keep it in the finished maps untill I'll reupload the new version.
Thanks for all the comments. I can still change it for I can't compile it for a few days and I still need to think more on places.
Commented 17 years ago2007-03-15 17:05:09 UTC
in vault item: Ocean TempleComment #14384
Thanks for the comment. I indeed feel the same about the ambience, needs and echo and cave ambience.(I don't have Hl2) The burning sound from the torches needs to be tuned I agree, too strong. My problem was that I can't compile it on my own computer, so I'll update it as soon as I can. I thought about some chanting monks sounds but I couldn't get any, would solve all my problems if I had some, vox used some once in a map but I cannot download it anymore.
As for lighting... something bluish? All the light sources I know are electric, torches, alien, holy and netural. It can't be electric for the map is of an acient temple, and since it's clean it doesn't look like it is old and was lost for a thosand years untill it was discovered. I don't want alien from an obvious reason, doesn't fit the theme. Netural is ok and can be blue too but the only thing I can think of is water and it'll look silly. Holy maybe, like the one around the statue. But what did you have in mind, I'd like to know what you mean by plant-like.
But my problem is that it'll look extremely boring with only one kind of lighting, blue. Maps need contrast, plus having this yellow light makes the blue parts more high lighted. It also gives me a nice feeling about the place, makes it look more like acient times where there was no strong electric lighting that produced a strong WHITE light. Also yellow and blue are the oppisite colours so each one high light the other, especially when it comes to textures.
Commented 17 years ago2007-03-04 21:29:33 UTC
in vault item: surf_blackknightComment #14317
You sure like surf_maps. Well everybody to his own taste. Don't let anybody try to influence you to think diffrently. And anybody that want to complian let him shut up. If he likes to post 5 maps at the sametime let him. When darkpheonix posted 6 nobody said a word.
Though I do believe you can make your map look a bit better. Even if it's only the lighting. This map is evenly lighted, which doesn't look too good. This is the minimum I think, decent lighting. As for the looks, I can see you want the gameplay to be smooth and to annilate the lag issue, but maybe you should still try to make it look a bit better, it's so plain and doen't really look like something. Even if you'll make those strange things that head to the middle rope brigdes it'll look better and wont do much damage
Commented 17 years ago2007-02-07 14:00:26 UTC
in vault item: surf_battleroomComment #14171
"This is my first map"
Give the man some slack will you? Your first map was even worse.
"-they're all utter shit."
Well I've seen one, but the gameplay wasn't as smooth as in less detailed one. As for fun thats a matter of opinion. I bet your idea of fun is- good looking.
"You took a lot of time and effort to build a mono-textured box, with only your "surf wedges" adorning the walls?"
Oh and did you finish your first map in an hour? No! It takes time to learn the basics of hammer, why it took me a whole day to build my first map and it was simpler then this!
I say you shouldn't be discouraged by this silly remarks and keep on trying to improve your map, untill you'll be able to laugh at others! Build maps you like to build, no matter what they are- surf, killbox, ka, fun...ect They are usally built by amaturs and thats why nobody in here likes them, but you can always try improve them and build something really magnificent.
This comment was made on an article that has been deleted.
Commented 18 years ago2006-08-03 03:57:04 UTC
in vault item: 1-Way Glass HLComment #12727
No barney beating a grunt in interogation room. It's a very simple effect but it's nice. Just for the realisim, make the lights dimmer in the... dang it... forgot the name... observation room? Well you get my meaning. But since this is an example map there is no need for that.
Commented 18 years ago2006-07-31 21:38:23 UTC
in vault item: The Great LeapComment #12703
I haven't got the faintest idea. I don't recall seeing any of these doors in Hl1... I thought on the idea of the door by myself, didn't get it from anywhere else.
Commented 18 years ago2006-07-21 17:25:45 UTC
in vault item: The Great LeapComment #12616
Thats because the trigger_push's strength is 1500. At 1000 you could reach the floor if you jumped, but the push would suddenly stop if you reached the ground and work only when you are in mid air.
Commented 18 years ago2006-07-21 11:00:42 UTC
in vault item: The Great LeapComment #12607
Anybody can give a bit more constructive comments? Not only- Nice/bad door/map. Say if you liked the archtitecture, how can it be improved, if you liked this method to make the player float...ect
Commented 18 years ago2006-07-20 07:49:25 UTC
in vault item: Aquarium v1.0Comment #12596
Don't create hude boxes arond your map to close them. Don't use the aaatexture as a visible one, only use it on triggers and ladders. Use clip instead if you just want an invisible wall that will block the player.
I'll remake from the start this map since I really have problems ajusting to other mapper's style of mapping. Some like mapping with grid size 1 and I like usally to keep it on 8 or 16. This is only one of the things that differ a mapper from others.
Commented 18 years ago2006-06-25 02:30:41 UTC
in vault item: Rockets for SpiritComment #12363
Spirit doesn't make it that easy! It's quite the same as Hl1's one, in technical terms.
You guy seem to have too much prejudice against spirit. Everytime you see something with spirit you back off and say that it doesn't worth anything, it's easy to map for it and that it has not point. Spirit doesn't have an env_shootmissle entity, it doesn't have entities for everything. It's still is a chalange mapping for it. I myself didn't use many of spirit's stuff, but what I used was needed. I didn't use all that alias/locus/calc/motion stuff.
This comment was made on an article that has been deleted.
Commented 18 years ago2006-06-16 16:59:39 UTC
in vault item: HL2 Buttonpad for HL1!Comment #12261
SO!! YOU ONLY ACCEPT GOOD MAPS DO YOU? If he wants he can post these prefabs of his, no matter how good or bad they are. If you internd to post many prefabs just place them in one map, and add to the map the prefabs you recently posted.
Instead of bashing him, help him. The first thing I have to say is- Change the textures, don't post test textures, texture it so it will look good. Func_wall the parts of the button you don't press.
Commented 18 years ago2006-06-13 16:17:31 UTC
in vault item: Prefab PackComment #12219
That chair alone must have 100 wpolies... just look at the small scale of the texture. Don't use such small scales.
As for prefabs... I only like them when they are common stuff like guns and vehicles. Ladders or doors like the one you made should be made for one map only so thry'll be kept original and intresting.
I don't use others' prefabs anymore. Sometimes I have trobles understanding where each texture should be so I look in nice prefabs, but make my own prefabs. Sometimes I find out that the place I thought the texture should be is better then the place it's placed in on the prefab.
Commented 18 years ago2006-06-02 08:55:23 UTC
in vault item: De_SplinterComment #12105
I don't have Cs:s but you should change the pic. I know it's not like that but from the pic it just looks like one of those boxes with many crates in it.
Commented 18 years ago2006-05-25 09:43:27 UTC
in vault item: cs_the_undergroundComment #12010
"1 - Don't overuse crates, they look redundant. In fact, if you can help it, don't use any."
You can use crates but don't over use them. A few crates in a storage room or in a warehouse are a very nice addition but not if they are alone. Add other kinds of detail too.
Try to give any kind of light a source, sourceless lights look weird.
Avoid using long and repititive surfeces. Try using more textures and add some trims to walls.
I can't give any other suggestions for I didn't play the map. I don't have CS.
Commented 18 years ago2006-05-11 08:23:12 UTC
in vault item: Deja_Vu_2Comment #11764
I played doom 2 so many times but I still don't know the names of the levels... well maybe blood falls, suberbs and factory. Looking good, I always had an impresion you don't know how to map after you said you never understood how multimanagers work.
Commented 18 years ago2006-05-07 19:26:30 UTC
in vault item: TWV_scoutzknivezComment #11715
Guys, you are really mean. instead of just saying- "hehe this map is another CS map remake, you suck, this map does't deserve even 1 star, it doesn't deserve to be rated."- try to help him instead.
1) What do you mean by the light_enviorment made the lighting look bad? Explain how the map looked like. Change the color of the light/env_light to orange and make it much dimmer.
2) The maps lighting is really dull. All the light sources have the same color and brightness, twick abit more with the color and brightness. Add some artifictual lighting outside, since it's going to be darker if you'll change the sky's lighting.
3)avoid using a single texture on a huge planes, like the building's walls. Use multiple ones, for the bottom one texture and the top another, or something like that. Use trims in junctions between areas. Like splitting walls, in the junction between the wall and the floor/sign.
Commented 18 years ago2006-02-04 15:54:53 UTC
in vault item: Ruled By InsanityComment #10798
These two steps... these small one... Grrrr
Sorry about that I was too lazy back then to aglain a ladder to the cliff. And I'm not going through the compiling, again. Those steps were the easiest part of the climbing for me, the other parts were much harder.
If I would change it(and I wont) I'll remove all that climb and add a vine that you will climb on (gunman has a texture for that) and will add a face ladder instead the two lower steps!
...Maybe I will remake it... I cant stand having this entery here...
Commented 18 years ago2006-01-30 14:05:13 UTC
in vault item: Explosive-Only breakableComment #10742
Oooo... I got to see this. I once wanted to make a cannon fodder mod, my problem I needed to kind of walls, destroyable with all kinds of explosives but undestroyable by bullets and destroyed by HE only, bomb/special missles.(apache's and a func_tank's missles/mortars)
Don't be discouraged, always try to improve, in the end you'll create an awsome map and everybody will worship you. Besides my first map was much worse.
Otherwise, shame on you... even kill boxes look better and play better. :
About the leak, it's nothing, the seem between the doors was covered with a small clip brush, so I just didn't notice the small brush bellow the door. As for the glowy thing, it's a Hl1 bug, env_glows are seen through models. Maybe I should block the player from getting around that statue.
I don't see whats misleading about the table. Nearly every god asked for sucrifices and some of them had temples that looked just as pretty. For example: The devouring Moloch, Inca, Yehova(God, though he didn't ask for human sucrifice) and there are plenty more. I guess they must have poured water into the victims mouth then when his soul left him cut off his head. I must add the tools that were used. Fire sounds were already tuned and moved the ambient from the door to the torches. Cracked? I didn't mean it, I wanted it to look like marbel, maybe I sould try to make a better marble overlay texture.
Gameplay? This is a compo entery! There isn't sepposed to be any, plus what kind of enemies can I put in this map? All the Hl1 ones don't fit! I might think of adding some puzzles though, then again I might not for I'm not good at puzzles.
Thanks for all the comments. I can still change it for I can't compile it for a few days and I still need to think more on places.
As for lighting... something bluish? All the light sources I know are electric, torches, alien, holy and netural. It can't be electric for the map is of an acient temple, and since it's clean it doesn't look like it is old and was lost for a thosand years untill it was discovered. I don't want alien from an obvious reason, doesn't fit the theme. Netural is ok and can be blue too but the only thing I can think of is water and it'll look silly. Holy maybe, like the one around the statue.
But what did you have in mind, I'd like to know what you mean by plant-like.
But my problem is that it'll look extremely boring with only one kind of lighting, blue. Maps need contrast, plus having this yellow light makes the blue parts more high lighted. It also gives me a nice feeling about the place, makes it look more like acient times where there was no strong electric lighting that produced a strong WHITE light. Also yellow and blue are the oppisite colours so each one high light the other, especially when it comes to textures.
Thanks for your comment.
But really it's just very bright, there are shadows. You should try to add more intresting lighting to your map.
Though I do believe you can make your map look a bit better. Even if it's only the lighting. This map is evenly lighted, which doesn't look too good. This is the minimum I think, decent lighting. As for the looks, I can see you want the gameplay to be smooth and to annilate the lag issue, but maybe you should still try to make it look a bit better, it's so plain and doen't really look like something. Even if you'll make those strange things that head to the middle rope brigdes it'll look better and wont do much damage
Nice work.
Give the man some slack will you? Your first map was even worse.
"-they're all utter shit."
Well I've seen one, but the gameplay wasn't as smooth as in less detailed one. As for fun thats a matter of opinion. I bet your idea of fun is- good looking.
"You took a lot of time and effort to build a mono-textured box, with only your "surf wedges" adorning the walls?"
Oh and did you finish your first map in an hour? No! It takes time to learn the basics of hammer, why it took me a whole day to build my first map and it was simpler then this!
I say you shouldn't be discouraged by this silly remarks and keep on trying to improve your map, untill you'll be able to laugh at others! Build maps you like to build, no matter what they are- surf, killbox, ka, fun...ect
They are usally built by amaturs and thats why nobody in here likes them, but you can always try improve them and build something really magnificent.
Sorry, I don't have Hl2, so I can't test it.
It's a very simple effect but it's nice. Just for the realisim, make the lights dimmer in the... dang it... forgot the name... observation room? Well you get my meaning. But since this is an example map there is no need for that.
I thought on the idea of the door by myself, didn't get it from anywhere else.
I'll remake from the start this map since I really have problems ajusting to other mapper's style of mapping. Some like mapping with grid size 1 and I like usally to keep it on 8 or 16. This is only one of the things that differ a mapper from others.
I was inspired by Duke3D.
You guy seem to have too much prejudice against spirit. Everytime you see something with spirit you back off and say that it doesn't worth anything, it's easy to map for it and that it has not point. Spirit doesn't have an env_shootmissle entity, it doesn't have entities for everything. It's still is a chalange mapping for it.
I myself didn't use many of spirit's stuff, but what I used was needed. I didn't use all that alias/locus/calc/motion stuff.
SpaG, If I will I'll have to host the map somewhere.
Instead of bashing him, help him. The first thing I have to say is- Change the textures, don't post test textures, texture it so it will look good. Func_wall the parts of the button you don't press.
As for prefabs... I only like them when they are common stuff like guns and vehicles. Ladders or doors like the one you made should be made for one map only so thry'll be kept original and intresting.
I don't use others' prefabs anymore. Sometimes I have trobles understanding where each texture should be so I look in nice prefabs, but make my own prefabs. Sometimes I find out that the place I thought the texture should be is better then the place it's placed in on the prefab.
You can use crates but don't over use them. A few crates in a storage room or in a warehouse are a very nice addition but not if they are alone. Add other kinds of detail too.
Try to give any kind of light a source, sourceless lights look weird.
Avoid using long and repititive surfeces. Try using more textures and add some trims to walls.
I can't give any other suggestions for I didn't play the map. I don't have CS.
1) What do you mean by the light_enviorment made the lighting look bad? Explain how the map looked like. Change the color of the light/env_light to orange and make it much dimmer.
2) The maps lighting is really dull. All the light sources have the same color and brightness, twick abit more with the color and brightness.
Add some artifictual lighting outside, since it's going to be darker if you'll change the sky's lighting.
3)avoid using a single texture on a huge planes, like the building's walls. Use multiple ones, for the bottom one texture and the top another, or something like that. Use trims in junctions between areas. Like splitting walls, in the junction between the wall and the floor/sign.
Sorry I can't rate the map for I don't have CS.
Sarwan, you are only a begginer, maybe you aren't a great mapper now, but if you'll try you'll quickly turn to be a great one.
Sorry about that I was too lazy back then to aglain a ladder to the cliff. And I'm not going through the compiling, again. Those steps were the easiest part of the climbing for me, the other parts were much harder.
If I would change it(and I wont) I'll remove all that climb and add a vine that you will climb on (gunman has a texture for that) and will add a face ladder instead the two lower steps!
...Maybe I will remake it... I cant stand having this entery here...