Commented 18 years ago2006-02-05 23:13:02 UTC
in vault item: curte2Comment #10814
K. Now I can see why you've not included the bsp, at least I think I do--you have a gargantuan number of invalid solids on this map--If you don't believe me try compiling or hitting alt-p in-editor.
No doubt, caused by the many-sided satellite dishes and microwave thingies--which looked great btw, but totally beyond Hammer's potential.
Make them models, or make them less sophisticated, that would be my advice. Nice-looking stuff anyway.
Have you gotten it to compile yet? It's also good etiquette to include a working .bsp
Commented 18 years ago2006-02-04 15:23:53 UTC
in vault item: dm_poisongardenComment #10797
Whoa, the screenie makes me dizzy--PWN!
At the beginning, I would like to say thank you for including the source files! Did you use Textlights at all? You left out the dm_poisongarden.rad if you did
+Poison sprites look great! +Excellent Idea with the rotating glyph-thinies +Weapons platform/glyphs pwn! +Excellent effect with the obeleisk glow textured down the stairs--exquisite! +Main circurar room looks amazing! +Nice Ambients +Interesting, original layout
-some stuck points in the tunnel--inside part of the turns therein -neat stuff in the poison areas, but you don't have much time to appreciate them while you're dying
I'm still not sure how I feel 'bout the poison concept. I mean it's definitely original, and cool, but you might consider perhaps lessening the damage or changing it around a bit--godmode turn on!
That nonwithstanding, this is 5-star work all the way in terms of just about every category.
Commented 18 years ago2006-02-04 14:49:45 UTC
in vault item: Facility EscapeComment #10796
Some neat stuff on this map. Gameplay is just hard enough to make it fun.
Neat scriptingin places--I didn't know zombies could climb! Dead guy models, extended apache explosion all pretty neat.
Your bullhorn props are nice in the final room, but either hammer has messed them up--more likely--or u did. If the former is true, try using HLfix. It works pretty good for fixing the brushwork that hammer buggers up when it compiles.
There are some recent maps in the "problem maps" section that where NinjaGrinch did some tutoring for us Check them out!
Mapping in general is nice enough, but I would try to eliminate some of the crates from the last are, as it's saturated with them. Nice though at least detailed them up nice and proper, which is more than most people do...
Commented 18 years ago2006-01-30 15:22:05 UTC
in vault item: dm_aztecbeta 1.3Comment #10744
A very nice map that still needs a bit of work.
This map has a very good level of detail in most places. The grate over the lava, broken bits, the lava crack, pwn.
Lighting is also really good on the interiors imo but is a bit drab outside, and in some other spots. Nice glow effect coming from the lava!
Layout is confusing, which is a bit of a distraction imo.
Texturing is pretty good in most places--I love the lava texture!
Random suggestins: -The lavafalls look un realistic. just add some nice curvy edges, and I would put them flush with the wall. -maybe add some fire sprites for the lighting, or make little semispherical baths that hold lava for lighting. -Cliffs are off to a good start, but try to improve there texturing/brushwork.
Excellent start for a map!
Edit: I didn't read your description about the sprites..sorry!
Commented 18 years ago2006-01-30 15:03:18 UTC
in vault item: Torture a Friendly NPCComment #10743
Has been done a lot before, and not really to well done imo. If your a beginner, then I give you props for experimenting with a myriad of different things.
+funny seeing the vast array of gib body parts
I think the biggest problem I have with this map is that you don't see what's causing the torture. You hit the button and the effect is immediate.
For example, if you have an exploding scientist, put some brushed-in things that look like explosives. If a guy get's cut in half, have a rotating knife that swings out. Whatever torture you decide to inflict, add some detail to help us visualize what's happening
Search the vault for "torture" if you need some ideas or a new perspective...
Commented 18 years ago2006-01-29 18:56:37 UTC
in vault item: TrirenaComment #10737
Excellent Stuff1
+Nice, Tight layout. +Superb exterior portion:Industrial goodness with a splash of techno! +Superb Stairways. I love the one that contracts as it goes up to a smaller hallway--Awsome! +Multiple ambients--Refreshing! -large areas lacking detail +Superb Lighting! +Superb textures for most areas.
I can't be to hard on the little things that could be improved, since you only spent 5 hours on it!!!
Superb work, which is exactly what we'd Expect from the Captain!
Commented 18 years ago2006-01-29 17:37:06 UTC
in vault item: VertexManipProb fixedComment #10734
doh! =)
3.2.1, I believe. I used this on some other stuff--some complex stuff at angles and rotated, and it came out dreamily!
You should write a tutorial for this, for one reason, because it's so helpful, and two, There really are none out there--or at least none I could easily find.
Thanks for all your help on this!!! NinjaGrinch FTW
Commented 18 years ago2006-01-29 08:17:54 UTC
in vault item: VertexManipProb fixedComment #10728
K. Got it to work, with a couple exceptions.
-Works vastly well for the most part. -Couldn't get the delete .map to work--no biggie -There are some faces that are not drawn--did you have these too?
Should also be noted that I couldn't get any thing to work, until opened up my "maps" folder properties and unticked "read only".
I've included Screenies of my compile options and log portion--concerning the .map delete, and some misc. screenies at:
Almost eclipsed by some bad in places: -yikes that diagonal stairway is tough to look at! -scale is a little big in places -some other baddies, but I can't remember.
Some other distractions, such as bad lighting in some areas, misaligned textures, and some other misc. things take what could easily be a 5 star map--especially for a KA map!--and bumps it down to 3...
Impeccable work in some areas, and some really nasty, but easlily fixed bad work in others.
Commented 18 years ago2006-01-28 11:36:37 UTC
in vault item: he_glasswyvComment #10712
Holy fucking shit waht a radical Idea! Neat too that you included different versions. Very interesting element in terms of strategy!
I really enjoyed shooting the floor from under me, and seeing how many panels I could destroy before death
-increase your max viewable distance in Hammer--for the wide-open version. Just make it 12000 or something and you should be able to see from one side to another without brushes disappearing. -perhaps make the glass stronger -Make the ramps less steep to the playing field, unless you like the damage/effect to the player. -later versions were nice with the partitions--makes for better performance, lighting, new textures, etc. Lose that annoying sound thought! -On the maps with the partition in the middle, your glass panels intersect with it, and it looks bad. -perhaps make the furtherst most panels unbreakabel, or a really high hit point value. You could also make the panels stronger the further away they become from the center of the map, make randomly strengthed ones, etc. Really, there are a thousand different things you could do with this!
My favourite were the wide open versions. Would be interesting to see the gameplay!
Looks like we have another inventive, alexb911 type here...He alsom makes interesting, original stuff like this.
Got to go 5 for simply the neat, radiacal, fun idea. I would give the quality of the resto of the map 2-3.
Commented 18 years ago2006-01-28 10:16:07 UTC
in vault item: VertexManipProb fixedComment #10711
K. Tried for a couple of hours to get it right--with no success.
One interesting thing I noticed, was that the compiled .map looked fine after hlfix. However after compile and reopening hammer, the .map file was strangely changed!
Here's a link to my prorgess, or lack thereof:
ipa.buffalostate.edu/~rowleybob/hlfix.zip
Any help/suggestions would be greatly appreciated.
Commented 18 years ago2006-01-25 02:52:31 UTC
in vault item: Lab17: StorageComment #10676
K. Before I forget I would like again to say your readme.html files are the most beautiful I've seen, and a pleasure to read!! Excellent Stuff!
+First room looks absolutely pwn, pipes, original ladder, mangroves on top, lights, rock, lift, ambients, etc--all excellent! +nice hidden/secret stuff +neat that you have to use grenades/satchel to destroy the unbreakable glass. +Neat interactivity: forklift forks! +Nice detail item: Pallet! lol awsome +wharehouse--storage lol--room looked awsome, especially round balcony atop +Neat scream as you fall to your death--though I noclipped through much of that +more neat secret stuff, elevator of death! probably didn't see it all +hidden vents!
-That first puddle--first room--, is not as nicely styled as what I'd expect from a DarkPhoenix map!
Highly detailed, great architecture, and everything else in this one. I even liked the track lighting in this map, while not in one of your previous ones.
Excellent work in all categories. More great work from Dark_phoenix68!
Commented 18 years ago2006-01-24 12:56:24 UTC
in vault item: Lab17: SlimeLabComment #10667
This is literally some of the best mapping I've ever seen, especially for a DM map.
+Superb Airlock sequence:Highly detailed and sweet red lights! +Superb big Lift--I kept trying to jump to the balcony as it went up! +I loved those lights around the chargers! +Superb and inventive use of original HL textures! +Superb detail +I loved the beds lol--FREAKIN' AWSOME ++Everything--Againe, FREAKIN' AWSOME
The only thing I could honestly say I didn't like, was the track lighting on the hallway floors. Other than that Uber-pwn!
Commented 18 years ago2006-01-24 12:26:50 UTC
in vault item: Pandemic Start MapComment #10663
Excellent Stuff...
+Wicked, Detailed brushwork +Neat white textures--reminded me of Princess Leia's Blockade Runner! +Neat sign and glass outside
-Pointlights with no apparent source -Nasty brush intersection when you open doors--use lip value so they don't retract all the way
You might try using hlfix on this, not because there is a problem with your brushwork--I checked the rmf and it looked perfect--, but because of the way Hammer creates and fucks up geometry
Your brushwork looked way cleaner in-editor, and HLfix is supposed to make the translation from editor to game much better.
Excellent work!
This comment was made on an article that has been deleted.
Commented 18 years ago2006-01-24 11:22:37 UTC
in vault item: fy_smb_b4Comment #10661
Holy fffing shit this map is amazing! It is literally Super Mario Bros. in 3D, and for Half-Life!
+Pwn custom textures and inventive idea for using the animated ones +Pwn music--death, pipe, etc +Pwn train Koopas and Goombas --LOL AWSOME +Pwn everthing really, you've translated the theme perfectly1 +Fun to play!
The only possible things I can think of to add would be to streamline using the sewer pipe--easy to get stuck, and maybe make the coin boxes spit out coins when you shoot at them--make them func_buttons triggering an env_shooter with custom coin model gibs.
Make an HLDM version to through on the TWHL server!
Oes!!! In that case, I would recommend providing the correct directory structure/files for you downloading public!
Models Sprites Maps Sound/ambience/ Strider.wad
Also you don't have to include the sprites, we have them already in halflife.pak. If they are different, I would recommend giving them an original filename, or putting it minimod format.
K. Review:
Oes!!! In that case, I would recommend providing the correct directory structure/files for you downloading public!
Models Sprites Maps Sound/ambience/ Strider.wad
Also you don't have to include the sprites, we have them already in halflife.pak. If they are different, I would recommend giving them an original filename, or putting it minimod format.
K. Review:
W00t! I've never started a level by falling through a skylight before--great!
Excellent detail work...some of the best I've seen in singleplayer maps--Look out Tlax!
The nice round curves of rubbish, or the nice jagged broken glass looks great. The red alert siren was pwn as well. In fact, the only negative thing I can think of is the ceilings are a bit low in places.
Commented 18 years ago2006-01-23 08:26:54 UTC
in vault item: de_simcComment #10639
+Radical panoramic custom sky...Excellent!!! +Great custom textures througout--vents, coats! lol, windows, railings, tables, etc. +Excellent bruswork throughout +Excellent dynamic window breakables! Basketball pushable w00t! +Pwn detail work everywhere. +Neat fading helo ambient +Good performance considering the level of detail. +Nice, clean lighting.
-gutter climbing is cool and interersting, but You might put a support strucure or something at the part where you can't climb anymore. Sort of annoying because it's easy to fall off. -easy to get stuck on the computer chairs/computers if you jump on them -maybe make the vent spaces a little larger so they're easier to pass through. -Great custom tetures balnced out in areas by bad ones/poorly aligned ones--basketball backboard, angled brick by the court, those light grey doors all over are drab/underdetailed!! and sometimes poorly aligned, scaled. Some of the railings, tables--physics room desks?--looked neat, but a little strange because of the transparent parts. -There's tons of doors in here you can't open, which I understand, but it's still a tad annoying. Maybe make them func_doors "locked" so at least they're a little bit interactive--locked sound. Maybe add some emergience door push bars too that you see in schools all the time. -Layout is interesting, but a bit too confusing imo. -The nice railings on the L-shaped stairs are great, but maybe if you made the rungs smaller, to avoid the brush intersection, it might look better. I understand why you did it the way you did--because of the gaps hammer would show if you tried to link up the brushes flush.
You might also try hlfix, which is supposed to eliminate this annoying hammer bug--lining up stuff at angles flush--, but I've never tried it personally.
I know there's lots of stuff I probably missed, but there is a lot of nice detail to this map!
Superb work, with some hangups that wouldn't take that much work to fix imo.
I still have to go 5 for this one for the unprecedented amount of detail items, custom textures, and the amount of work that obviously went into this.
Commented 18 years ago2006-01-23 05:44:35 UTC
in vault item: DM_Stranded V2Comment #10635
Amazing. This is definitely you're best work yet imo.
+Excellent Custom textures and animated textures, all nicely crafted/placed. +Excellent doodads and props--death chamber, snark machine--pwn! +Excellent/interesting layout, relief, nice! +Excellent/interesting brushwork and detail work +Lighting is nice enough, albeit some questionable shadows, but no biggie. +Excellent Ambients! +Long Danrk hallway Looks superb! +Muzzie's ship fits in the setting perfectly
-Perhaps a bit big, and the layout is slightly confusing, but not a huge detail. -Broken glass by slime room could be better imo, too uniform looking.
This map is proof you're really coming into your own, and with this map you've crossed over into the coveted realm of premiere mappers!
Commented 18 years ago2006-01-23 00:49:49 UTC
in vault item: Knife Arena - Sky CityComment #10621
Could be the prettiest ka map I've ever seen! I really don't give a crap about the r_speeds, though I suppose alex is right. Nice curves, surrounding buildings, and general concept is pretty cool.
Commented 18 years ago2006-01-22 01:47:16 UTC
in vault item: summer_houseComment #10599
Excellent changes to the outside! With nice detail in gutters, windows, front door stuff, mailbox--lol! excellent! The broken love seat or swing seat was really nice. I also like how you vary things to make them look real--the planks at front door, on side of the front porch cover is taller than the other. Nice stuff!
What were the big cylinder things in the back lot?
Still that nasty invisible brush up top. If you walk around close to the rockface all around, you'll find it. If you still can't fix it by eliminated the brush/that area and redoing it, try the final compile list at zhlt.info, or hlfix.
HLfix sounds like a pretty cool program that allows you to pull of geometry that plain hammer will butcher, but i've not tried it yet.
I can still see the tops of the tree brushes out front, just make the brushes a little shorter, while NOT rescaling the texture.
Very nice updates. A couple other random things I thought of you might consider:
-water in the toilets -a shower--you could put it in the middle where the big-ass pillar is -towel rack and towels, soap, running water ambient etc. -make the mailbox flag a func_rotating and/or the box opens lol
The bathroom is actually really good as it is, but maybe just little tweaks here and there.
Commented 18 years ago2006-01-20 19:31:36 UTC
in vault item: Escape from Black MesaComment #10569
Fun map, although the player gets caught easily on trimwork by the doors, which is unecessarily annoying imo. Perhaps make some of the trim "not solid". Ladders don't extend right to the top of things, so unless your careful, you fall easily, which may have been done intentionally?
Great gameplay and fun, I completed the course with a couple of trys and without the stupidly big walkthrough--I shouldn't make fun, I'm longwinded a lot as well--, but it shows you're thoughtful.
Nice clean layout, which might make a nice cs/de/fy map or part of one. Nice detail and pretty much everything else.
Commented 18 years ago2006-01-20 02:29:10 UTC
in vault item: Ominous Reality Part1Comment #10561
+Excellent brushwork and detailing!
I loved the many-sided pipes along the walls, and of ones in the floor with the blue lighting. Nice, original detail work on doors and just about every thing else in this one. The puddle(s) coming from the barrel is one of the most realistic I've encountered--actually round-shaped--, and nice live wires!
+Nice Triggers, ambients and sprites! +Nice easter egg behind the rubbish--which was also nice +Nice lighing and nice use of HL textures. +Good monsters and weapon placement.
-could do with a better story or premise, as I wasn't sure what was going on. -gameplay was fine, but could be improved, and maybe a little harder -I'm noticing a trend in your maps--lots of breakable boxes with nothing in them. Give us some MRE gibs or something
Commented 18 years ago2006-01-18 19:14:32 UTC
in vault item: VertManipProbComment #10546
If you eliminate the center section of the 2nd and 4th pars of the capsule, it makes for a much cleaner looking shape, albeit you have to compromise the design a bit. So instead you'd have 3 main shapes insead of 5.
Modeling isn't so impossible, but it's definitely harder than Hammer--at least at first. Plus there's lots of people who are good at it here that can answer your modeling questions
Commented 18 years ago2006-01-18 02:22:42 UTC
in vault item: LavaLab: EruptComment #10528
3 stars? you guys are on some serious crack if you rate this 3 stars. If I had a top 5 for favourite maps, this would probably be in it.
Superb architecture, texturing. and lighting make this map a pleasure to walk through. Even though this uses original HL textures throughout, they're applied so well, you truly don't notice it. Excellent transitions from light to dark areas and to the lava area where you can almost feel the heat
I loved the glass observation structure above, the helipad area, and the detailed holes/damage in the computers looked superb.
Superb work! I must have spent 20 minutes, just walking around with my mouth open
No doubt, caused by the many-sided satellite dishes and microwave thingies--which looked great btw, but totally beyond Hammer's potential.
Make them models, or make them less sophisticated, that would be my advice. Nice-looking stuff anyway.
Have you gotten it to compile yet? It's also good etiquette to include a working .bsp
You said don't mention the bugs so I shant!
Gives us non-source people a taste of what de_dust2 looks like!
Very nice work!
At the beginning, I would like to say thank you for including the source files! Did you use Textlights at all? You left out the dm_poisongarden.rad if you did
+Poison sprites look great!
+Excellent Idea with the rotating glyph-thinies
+Weapons platform/glyphs pwn!
+Excellent effect with the obeleisk glow textured down the stairs--exquisite!
+Main circurar room looks amazing!
+Nice Ambients
+Interesting, original layout
-some stuck points in the tunnel--inside part of the turns therein
-neat stuff in the poison areas, but you don't have much time to appreciate them while you're dying
I'm still not sure how I feel 'bout the poison concept. I mean it's definitely original, and cool, but you might consider perhaps lessening the damage or changing it around a bit--godmode turn on!
That nonwithstanding, this is 5-star work all the way in terms of just about every category.
Another superb uber-quality map from Rimrook!
5 Stars
Neat scriptingin places--I didn't know zombies could climb! Dead guy models, extended apache explosion all pretty neat.
Your bullhorn props are nice in the final room, but either hammer has messed them up--more likely--or u did. If the former is true, try using HLfix. It works pretty good for fixing the brushwork that hammer buggers up when it compiles.
There are some recent maps in the "problem maps" section that where NinjaGrinch did some tutoring for us Check them out!
Mapping in general is nice enough, but I would try to eliminate some of the crates from the last are, as it's saturated with them. Nice though at least detailed them up nice and proper, which is more than most people do...
Nice Work!
This map has a very good level of detail in most places. The grate over the lava, broken bits, the lava crack, pwn.
Lighting is also really good on the interiors imo but is a bit drab outside, and in some other spots. Nice glow effect coming from the lava!
Layout is confusing, which is a bit of a distraction imo.
Texturing is pretty good in most places--I love the lava texture!
Random suggestins:
-The lavafalls look un realistic. just add some nice curvy edges, and I would put them flush with the wall.
-maybe add some fire sprites for the lighting, or make little semispherical baths that hold lava for lighting.
-Cliffs are off to a good start, but try to improve there texturing/brushwork.
Excellent start for a map!
Edit: I didn't read your description about the sprites..sorry!
+funny seeing the vast array of gib body parts
I think the biggest problem I have with this map is that you don't see what's causing the torture. You hit the button and the effect is immediate.
For example, if you have an exploding scientist, put some brushed-in things that look like explosives. If a guy get's cut in half, have a rotating knife that swings out. Whatever torture you decide to inflict, add some detail to help us visualize what's happening
Search the vault for "torture" if you need some ideas or a new perspective...
+Nice, Tight layout.
+Superb exterior portion:Industrial goodness with a splash of techno!
+Superb Stairways. I love the one that contracts as it goes up to a smaller hallway--Awsome!
+Multiple ambients--Refreshing!
-large areas lacking detail
+Superb Lighting!
+Superb textures for most areas.
I can't be to hard on the little things that could be improved, since you only spent 5 hours on it!!!
Superb work, which is exactly what we'd Expect from the Captain!
It's not a huge deal--I don't think he cares--, just thought I'd let you know...
3.2.1, I believe. I used this on some other stuff--some complex stuff at angles and rotated, and it came out dreamily!
You should write a tutorial for this, for one reason, because it's so helpful, and two, There really are none out there--or at least none I could easily find.
Thanks for all your help on this!!! NinjaGrinch FTW
But that does not detract how much fun this is, and how creatively done it is!
+Mines--Watch Your Step!
+Superb multiple ambients!
+Excellent props, detail work for the most part
+Super fun
Despite the errors, bugs, and dire need for improvements, this map still has suprisinly much to offer. I'm inspired!
You might consider putting this in the "unfinished" section. This is in no way a finished map imo!
http://twhl.co.za/mapvault_map.php?id=1325
Well, maybe someday
-Works vastly well for the most part.
-Couldn't get the delete .map to work--no biggie
-There are some faces that are not drawn--did you have these too?
Should also be noted that I couldn't get any thing to work, until opened up my "maps" folder properties and unticked "read only".
I've included Screenies of my compile options and log portion--concerning the .map delete, and some misc. screenies at:
http://ipa.buffalostate.edu/~rowleybob/hlfix2.zip
Exquisite architecture in places:
+Beautifully rounded hallways
+Pillars--not doric but...--awsome!
+Cafeteria tables
+Big-ass easter egg!
Almost eclipsed by some bad in places:
-yikes that diagonal stairway is tough to look at!
-scale is a little big in places
-some other baddies, but I can't remember.
Some other distractions, such as bad lighting in some areas, misaligned textures, and some other misc. things take what could easily be a 5 star map--especially for a KA map!--and bumps it down to 3...
Impeccable work in some areas, and some really nasty, but easlily fixed bad work in others.
3 Stars
I'm going 5 for another original, interesting concept. If I were just rating the map, it would be 1 star
5 Stars
I really enjoyed shooting the floor from under me, and seeing how many panels I could destroy before death
-increase your max viewable distance in Hammer--for the wide-open version. Just make it 12000 or something and you should be able to see from one side to another without brushes disappearing.
-perhaps make the glass stronger
-Make the ramps less steep to the playing field, unless you like the damage/effect to the player.
-later versions were nice with the partitions--makes for better performance, lighting, new textures, etc. Lose that annoying sound thought!
-On the maps with the partition in the middle, your glass panels intersect with it, and it looks bad.
-perhaps make the furtherst most panels unbreakabel, or a really high hit point value. You could also make the panels stronger the further away they become from the center of the map, make randomly strengthed ones, etc. Really, there are a thousand different things you could do with this!
My favourite were the wide open versions. Would be interesting to see the gameplay!
Looks like we have another inventive, alexb911 type here...He alsom makes interesting, original stuff like this.
Got to go 5 for simply the neat, radiacal, fun idea. I would give the quality of the resto of the map 2-3.
5 Stars
One interesting thing I noticed, was that the compiled .map looked fine after hlfix. However after compile and reopening hammer, the .map file was strangely changed!
Here's a link to my prorgess, or lack thereof:
ipa.buffalostate.edu/~rowleybob/hlfix.zip
Any help/suggestions would be greatly appreciated.
Also, why delete it, It's a good example of what HLfix can do... heck, better yet possibly make it an example map/tutorial
Thanks for bringing this to our attention! I've always heard of it, and never tried it before. Super useful tool!
Neat concept, but it needs more development.
Also, If you make the floor and ceiling textlights, I think you'll get rid of those nasty shadows.
If you want to make a good go of this kind of map, I would recommend checking out some of Alexb911's or The Hunter's hazard maps.
Yours is way too small imo. The darkness was actually sort of interesting--Remo Williams' style.
+First room looks absolutely pwn, pipes, original ladder, mangroves on top, lights, rock, lift, ambients, etc--all excellent!
+nice hidden/secret stuff
+neat that you have to use grenades/satchel to destroy the unbreakable glass.
+Neat interactivity: forklift forks!
+Nice detail item: Pallet! lol awsome
+wharehouse--storage lol--room looked awsome, especially round balcony atop
+Neat scream as you fall to your death--though I noclipped through much of that
+more neat secret stuff, elevator of death! probably didn't see it all
+hidden vents!
-That first puddle--first room--, is not as nicely styled as what I'd expect from a DarkPhoenix map!
Highly detailed, great architecture, and everything else in this one. I even liked the track lighting in this map, while not in one of your previous ones.
Excellent work in all categories. More great work from Dark_phoenix68!
5 stars
+Superb Airlock sequence:Highly detailed and sweet red lights!
+Superb big Lift--I kept trying to jump to the balcony as it went up!
+I loved those lights around the chargers!
+Superb and inventive use of original HL textures!
+Superb detail
+I loved the beds lol--FREAKIN' AWSOME
++Everything--Againe, FREAKIN' AWSOME
The only thing I could honestly say I didn't like, was the track lighting on the hallway floors. Other than that Uber-pwn!
<Adds DarkPhoenix_68 to list of fav mappers>
5 Stars
Some excellent detail in there... reminds me of Rabid's Sector C dorms a bit.
The wall detail and rooms looked great!
+Wicked, Detailed brushwork
+Neat white textures--reminded me of Princess Leia's Blockade Runner!
+Neat sign and glass outside
-Pointlights with no apparent source
-Nasty brush intersection when you open doors--use lip value so they don't retract all the way
You might try using hlfix on this, not because there is a problem with your brushwork--I checked the rmf and it looked perfect--, but because of the way Hammer creates and fucks up geometry
Your brushwork looked way cleaner in-editor, and HLfix is supposed to make the translation from editor to game much better.
Excellent work!
+Pwn custom textures and inventive idea for using the animated ones
+Pwn music--death, pipe, etc
+Pwn train Koopas and Goombas --LOL AWSOME
+Pwn everthing really, you've translated the theme perfectly1
+Fun to play!
The only possible things I can think of to add would be to streamline using the sewer pipe--easy to get stuck, and maybe make the coin boxes spit out coins when you shoot at them--make them func_buttons triggering an env_shooter with custom coin model gibs.
Make an HLDM version to through on the TWHL server!
Simply amazing work and attention to detail.
5 Stars
Models
Sprites
Maps
Sound/ambience/
Strider.wad
Also you don't have to include the sprites, we have them already in halflife.pak. If they are different, I would recommend giving them an original filename, or putting it minimod format.
K. Review:
Oes!!! In that case, I would recommend providing the correct directory structure/files for you downloading public!
Models
Sprites
Maps
Sound/ambience/
Strider.wad
Also you don't have to include the sprites, we have them already in halflife.pak. If they are different, I would recommend giving them an original filename, or putting it minimod format.
K. Review:
W00t! I've never started a level by falling through a skylight before--great!
Excellent detail work...some of the best I've seen in singleplayer maps--Look out Tlax!
The nice round curves of rubbish, or the nice jagged broken glass looks great. The red alert siren was pwn as well. In fact, the only negative thing I can think of is the ceilings are a bit low in places.
Superb work as usual.
Finish! Finish now
+Great custom textures througout--vents, coats! lol, windows, railings, tables, etc.
+Excellent bruswork throughout
+Excellent dynamic window breakables! Basketball pushable w00t!
+Pwn detail work everywhere.
+Neat fading helo ambient
+Good performance considering the level of detail.
+Nice, clean lighting.
-gutter climbing is cool and interersting, but You might put a support strucure or something at the part where you can't climb anymore. Sort of annoying because it's easy to fall off.
-easy to get stuck on the computer chairs/computers if you jump on them
-maybe make the vent spaces a little larger so they're easier to pass through.
-Great custom tetures balnced out in areas by bad ones/poorly aligned ones--basketball backboard, angled brick by the court, those light grey doors all over are drab/underdetailed!! and sometimes poorly aligned, scaled. Some of the railings, tables--physics room desks?--looked neat, but a little strange because of the transparent parts.
-There's tons of doors in here you can't open, which I understand, but it's still a tad annoying. Maybe make them func_doors "locked" so at least they're a little bit interactive--locked sound. Maybe add some emergience door push bars too that you see in schools all the time.
-Layout is interesting, but a bit too confusing imo.
-The nice railings on the L-shaped stairs are great, but maybe if you made the rungs smaller, to avoid the brush intersection, it might look better. I understand why you did it the way you did--because of the gaps hammer would show if you tried to link up the brushes flush.
You might also try hlfix, which is supposed to eliminate this annoying hammer bug--lining up stuff at angles flush--, but I've never tried it personally.
I know there's lots of stuff I probably missed, but there is a lot of nice detail to this map!
Superb work, with some hangups that wouldn't take that much work to fix imo.
I still have to go 5 for this one for the unprecedented amount of detail items, custom textures, and the amount of work that obviously went into this.
Superb work!
5 Stars
+Excellent Custom textures and animated textures, all nicely crafted/placed.
+Excellent doodads and props--death chamber, snark machine--pwn!
+Excellent/interesting layout, relief, nice!
+Excellent/interesting brushwork and detail work
+Lighting is nice enough, albeit some questionable shadows, but no biggie.
+Excellent Ambients!
+Long Danrk hallway Looks superb!
+Muzzie's ship fits in the setting perfectly
-Perhaps a bit big, and the layout is slightly confusing, but not a huge detail.
-Broken glass by slime room could be better imo, too uniform looking.
This map is proof you're really coming into your own, and with this map you've crossed over into the coveted realm of premiere mappers!
Superb work.
5 Stars
Window sills are a bit blocky though. you might add a scrolling texture outside ot simulate movement and possibly env shake.
Nice work!
Nice readme.html pimpage btw!
Is that the house they used for A Clockwork Oarnge?
5 Stars
Texture thing. Your stairs: Instead, try this and see how it looks: However you want to do it, just so the rise textures don't line up exactly with each other.
The stairs look fine the way they are, just a thought
+Excellent Architecture, lighting, texturing--your nicest-looking yet imo.
-perhaps use kaspergs stair method, where you adjust the x-coord only on the rise part of the stairs, so it doesn't look so uniform.
Excellent Work!
No weapons either. Aren't fy maps supposed to have the weapons laying out for you?
Semi-interesting layout...reminds me of a paintball arena I used to go to, except the center portion.
What were the big cylinder things in the back lot?
Still that nasty invisible brush up top. If you walk around close to the rockface all around, you'll find it. If you still can't fix it by eliminated the brush/that area and redoing it, try the final compile list at zhlt.info, or hlfix.
HLfix sounds like a pretty cool program that allows you to pull of geometry that plain hammer will butcher, but i've not tried it yet.
I can still see the tops of the tree brushes out front, just make the brushes a little shorter, while NOT rescaling the texture.
Very nice updates. A couple other random things I thought of you might consider:
-water in the toilets
-a shower--you could put it in the middle where the big-ass pillar is
-towel rack and towels, soap, running water ambient etc.
-make the mailbox flag a func_rotating and/or the box opens lol
The bathroom is actually really good as it is, but maybe just little tweaks here and there.
Nice work!
Ladders don't extend right to the top of things, so unless your careful, you fall easily, which may have been done intentionally?
Great gameplay and fun, I completed the course with a couple of trys and without the stupidly big walkthrough--I shouldn't make fun, I'm longwinded a lot as well--, but it shows you're thoughtful.
Nice clean layout, which might make a nice cs/de/fy map or part of one. Nice detail and pretty much everything else.
Great Job!
I loved the many-sided pipes along the walls, and of ones in the floor with the blue lighting. Nice, original detail work on doors and just about every thing else in this one. The puddle(s) coming from the barrel is one of the most realistic I've encountered--actually round-shaped--, and nice live wires!
+Nice Triggers, ambients and sprites!
+Nice easter egg behind the rubbish--which was also nice
+Nice lighing and nice use of HL textures.
+Good monsters and weapon placement.
-could do with a better story or premise, as I wasn't sure what was going on.
-gameplay was fine, but could be improved, and maybe a little harder
-I'm noticing a trend in your maps--lots of breakable boxes with nothing in them. Give us some MRE gibs or something
Beautiful detailing, Excellent work!
5 Stars
Modeling isn't so impossible, but it's definitely harder than Hammer--at least at first. Plus there's lots of people who are good at it here that can answer your modeling questions
Superb architecture, texturing. and lighting make this map a pleasure to walk through. Even though this uses original HL textures throughout, they're applied so well, you truly don't notice it. Excellent transitions from light to dark areas and to the lava area where you can almost feel the heat
I loved the glass observation structure above, the helipad area, and the detailed holes/damage in the computers looked superb.
Superb work! I must have spent 20 minutes, just walking around with my mouth open
5 Stars