Commented 17 years ago2007-04-26 16:32:43 UTC
in vault item: Minicompo: hallwayComment #14742
I like it!
The texturing is great, but watch out, the top of the texture, probably 1 pixel worth, is leaking into the bottom of your lightbeams, so it looks like there's a bright line on the end of them.
Commented 17 years ago2007-04-23 22:15:53 UTC
in vault item: Mini-Compo: CorridorComment #14718
I like the floor, with the lava underneath. The stone walls are kinda lame though. It achieves the effect you were trying to get, but I think you can add some more detail to it.
I don't have a problem with the lighting, as it is obviously some underground tomb or cave of some sort. I like the mood, but there really aren't any details.
Commented 17 years ago2007-04-21 14:46:38 UTC
in vault item: Day 15Comment #14685
oh, I forgot to add (If a map vault moderator wouldn't mind?)
I think it needs to be more linear. Some times it was difficult to know where I had to go, and I hate just walking around and looking for where I'm suppose to go.
Commented 17 years ago2007-04-21 14:45:22 UTC
in vault item: Day 15Comment #14684
different way outa cell? Flushing yourself down the toilet? that would be difficult to map...
+ Great Storyline + The puzzles were fun, being the hungry Zombie and the blue orb thing + nicely done destroyed city! Coulda had more wreckage, such as a building that fell right over. + Just plain fun to play!
- The voices had static in the background. - The enemies were just... piled up. They seemed to just be all clumped together. It was like... "Now, shoot these 10 guys standing in front of you"
I agree with Kasperg on the weird stuff. You have a great media for the surreal, use it!
Commented 17 years ago2007-04-15 14:40:15 UTC
in vault item: Time MachineComment #14632
oh, you can prevent the broken machine by making a multisource for each of them, and when you press a button, it disables the other button for a certain amount of time... you can do that through like a relay thingy, and some kind of on and off switch.
Commented 17 years ago2007-03-17 12:14:11 UTC
in vault item: Ocean TempleComment #14393
Overall ****
- Big ol' leak right in the front, where the door curls backward. - Go behind the model of the god and you can see the glowy thing through him. - Feel is somewhat misleading. It is beautiful, but there is a bloody table for sacrifice to the gods, which gives it a... freaky feel. In a video game, blood = human blood. - Fire sound hurt my ears, and was behind the door for some reason... not by the... well... fire. - Small, no actual gameplay, or even background story of what it is. - For some nice shiny gold models, the walls are REALLY cracked. inconsistant. Is it old or new? there are in tact paintings on the ceiling and walls, yet... everything is all cracked up.
+ Great Feel and environment. + Love your water + Good Models + Looks beautiful
The texturing is great, but watch out, the top of the texture, probably 1 pixel worth, is leaking into the bottom of your lightbeams, so it looks like there's a bright line on the end of them.
I don't have a problem with the lighting, as it is obviously some underground tomb or cave of some sort. I like the mood, but there really aren't any details.
I think it needs to be more linear. Some times it was difficult to know where I had to go, and I hate just walking around and looking for where I'm suppose to go.
+ Great Storyline
+ The puzzles were fun, being the hungry Zombie and the blue orb thing
+ nicely done destroyed city! Coulda had more wreckage, such as a building that fell right over.
+ Just plain fun to play!
- The voices had static in the background.
- The enemies were just... piled up. They seemed to just be all clumped together. It was like... "Now, shoot these 10 guys standing in front of you"
I agree with Kasperg on the weird stuff. You have a great media for the surreal, use it!
I never made a random event generator...
hah, this hallways beats the hell outa my wimpy hallway!
I wish Hammer had a tool that would make it possible to code various sequences and such... also deal with entities and triggers... in HAMMER...
You know what I mean... heh... sorry, long day...
Nice original thought...
That brightness effect can be pretty interesting for more abstract maps, though I admit here it looks... silly.
- Big ol' leak right in the front, where the door curls backward.
- Go behind the model of the god and you can see the glowy thing through him.
- Feel is somewhat misleading. It is beautiful, but there is a bloody table for sacrifice to the gods, which gives it a... freaky feel. In a video game, blood = human blood.
- Fire sound hurt my ears, and was behind the door for some reason... not by the... well... fire.
- Small, no actual gameplay, or even background story of what it is.
- For some nice shiny gold models, the walls are REALLY cracked. inconsistant. Is it old or new? there are in tact paintings on the ceiling and walls, yet... everything is all cracked up.
+ Great Feel and environment.
+ Love your water
+ Good Models
+ Looks beautiful
Don't do that, its not nice. I almost got Banned for it.
There really wasn't very much Artistic Brushwork, but a hell of a lot of scripting.
I say you learn how to make like an arcitect before you try and make a mappack again.
Good job though...
That was taken before I took all the doors out, and before I fixed the lighting...
Thanks for the comments Guys!
I'm glad my first map wasn't bad!
Once again a giant evil city map with evil R_speeds...
It looks good, but Really, I agree with Alex, something like this should be in source...
Great map!
I absolutly love the lighting. Great job man!
Sometimes, Half-Life doesn't clean up the dead monster. Probably just a coincidence.
Its gone
wow!
I'm glad to have the positive reviews, as this is the first map I've ever released!
If you find any error, could you please PM me about them?
Thanks,
BrattyLord
Nice!
I already knew how, but I wanted to see a few variations of it!
This is not the way I did it!
I might make an example map for that... sometime...
Try and go for the Counterstrike Mood.
So... All the artwork is stolen so you don't have to map it?
The Terrain was great!
Lighting was a little off though... I sugest using more of a mix between tex_lights and point_lights. You can really make them work together.
bah, you should try and make more serious maps...
waaay..... too big...
Let me put it in the vault..
Time to download my monster... MUHHAHAHAHAAAAA
That was pretty good.
It actually scared me at a point, when I walked down the hallway and the scream went off as the face came toward me.
This is a great start to making horror maps, although, here is what I think could be made different on your next horror map:
- Use real textures, not like a wireframe thing. You need to make it more realistic in a horror map.
- Different enemies. Gargs go well with horror.
- It needs to be dark in some areas, with different colored lights and different effects.
- You need to spread out your monsters a little more.
Overall pretty good.I like the pictures on the walls. That added a good scarry atmostphere.
Read my horror tutorial called "adding atmosphere" on this site before working on your next one (please make another horror map).
also I stretch the possibility of making a horror map-pack... maybe with a team...
overall it was a lot better than the crap usually in the mapvault, so I give it *****
habboi, I'm that sniper, lol.
can a moderator come over here and get rid of all these posts that are involved in this little argument? Please?
P.S. Wow, I really do have a way with pissing people off, lol.