Comments

Commented 17 years ago2007-07-10 12:55:44 UTC in vault item: The Mansion 3: Freeman Residence Comment #15319
I could spend ages writing about what I just played. I think the presentation, ambience and surreal events were great, and it's interesting to see how most of it was pulled off with elements from the standard HL2 material.
This mod really delivers in those little details, creepy events and OMG moments of surprise. Some of the custom materials and the way they were used were definately interesting.
Although the mapping has improved over your previous work (I'm thinking "The Mansion 2"), it's still sort of irregular. While texturing and entity placement is good, I feel the lighting in some of the areas is weak. There's a lot of dark/bright contrast games you can do with Source, and I don't think you used that enough. I understand horror maps use the flashlight, but It'd be interesting if the lighting was a bit better in some places.
In terms of architecture, I think it was interesting throughout all the maps, but in bigger areas some more detail was needed. The caves towards the end were kind of bad in terms of absolutely flat rock surfaces in some of the passages.
Gameplay was interesting with all that was going on, but one thing I missed was some game_text telling me what I was doing. I kept picking up keys without knowing which of the locked doors it would work on. It makes sense for Gordon to not know anything, but players don't mind a hint here and there. Combat was great, and It's releaving to not fight the Combine.
Good job overall.
Commented 17 years ago2007-07-10 10:53:45 UTC in vault item: Half-Life: Emergency Comment #15318
^ lol! ^
Commented 17 years ago2007-07-10 05:40:27 UTC in vault item: fy_glassic Comment #15317
ScreenShot included
Where??
Commented 17 years ago2007-07-10 05:39:54 UTC in vault item: abydos Comment #15316
um

no
Commented 17 years ago2007-07-10 05:38:34 UTC in vault item: The Mansion 3: Freeman Residence Comment #15315
Mmm. <3 Singleplayer

Will play when I get home....
Commented 17 years ago2007-07-10 04:46:15 UTC in vault item: The Mansion 3: Freeman Residence Comment #15314
Neat, just downloaded it and will play it tonight.
Commented 17 years ago2007-07-10 03:08:41 UTC in vault item: The Mansion 3: Freeman Residence Comment #15313
Looks quite nice from the screenshot. I just wish I had HL2 at the moment...
Commented 17 years ago2007-07-10 02:12:52 UTC in vault item: Unfinished cs_urbanbend Comment #15312
May I suggest making the fence a func_illusionary and then putting a clip brush the same size over it, just so you can shoot through it. also there is an intersecting face. fix it, otherwise decent!
Commented 17 years ago2007-07-10 01:25:17 UTC in vault item: Half-Life: Emergency Comment #15311
Oh... hey, was there supposed to be fog like in the screenshot? Because that didn't work for me, but I'm sure it would have fixed the draw distance problem.
Commented 17 years ago2007-07-09 22:55:59 UTC in vault item: cs_frigid Comment #15310
This map rocks on multi-player, good job! Just requires some patience and listening.
Commented 17 years ago2007-07-09 22:39:13 UTC in vault item: Half-Life: Emergency Comment #15309
What we?ve got here is another fairly good attempt at a Half-Life mod that in places falls just short of perfection. Now, I?m not going to say that this could have been one of the best mods out there or anything, but it certainly could have been lot better than it was, had the mapper(s) put a bit more effort into conceiving a believable plot, and polishing off the maps. And while I?m not sure of all the fine nuances in the plot, since all the text is in Russian/Latvian, the author?s brief description of it gives me a fairly good idea what I?m doing.

Starting out in what is apparently your apartment, you seem to detect that something is amiss. After getting what is in all likelihood a sinister phone call, you grab an axe that is conveniently lying in the hallway next to some dead bodies, and break your window open to crawl down to ground level. Why there wasn?t an escape ladder, I don?t know, but there?s a bunch of zombies crawling around for no apparent reason, and basic instinct tells you that you should probably hit them with that axe you conveniently picked up.

When you get outside, you immediately notice a glaring flaw with the mapping. For no apparent reason, somebody decided it would be a good idea to set the draw distance obscenely low in this huge environment. This problem persists throughout EVERY SINGLE outdoor map. What were they thinking? Not only that, but there is a definitive edge to this city map, and you can look right over into the skybox.

After nabbing a truck and escaping your whacked out neighborhood, you come to what could have been a quite stunning outdoor map. The ambience here is exceptional, and you?re surrounded on all sides by fairly well made cliffs and boulders, but yet again, the draw distance is set so you can?t see 100 feet in front of you. Damn.

Anyway, after bashing some more zombie heads in, you eventually come to the entrance of a facility built into the rocks. I?m not sure how your player knew it was there, but once inside, you?re basically going around pressing buttons and running through hallways, killing the occasional zombie or Vortigaunt. There?s almost no increase in difficulty throughout the entire mod. Almost.

This is where things get a little strange. You enter a teleporter in the facility, and appear to have been sent to Xen, but according to the author you are actually an entirely different person now. You do the standard annoying Xen jumping puzzles, and end up getting hit on the head with a stray rock (lolwut?) and captured by aliens. This is where things get REALLY strange. Apparently, you?re now inside an alien coliseum, and you?ve just finished praying in front of an alter (LOLWUT?!?) when you?re sent out to battle a bunch of aliens in an extremely difficult match. You?d better be playing on easy, or you?ll have no chance at this. After a wave of Vortigaunts attack you from all directions, a Gargantua is thrown in the ring. I never got passed this part, but your tolerance will be tested here. Not only is it seemingly impossible to kill this thing with the weapons you?re given, but the arena has a bunch of rubble that?s been poorly clipped, and you end up getting stuck on invisible walls and little brushes while trying desperately to escape.

What?s so sad is that the mapping here is actually quite good in places, but then they had to go and botch up the gameplay. My recommendation would be to avoid this, as I had little to no fun playing it.
Commented 17 years ago2007-07-09 22:32:33 UTC in vault item: abydos Comment #15308
just download the god dam map
Commented 17 years ago2007-07-08 17:14:59 UTC in vault item: mini_dust2007 Comment #15307
@ Ghetto: erm... right, anyways............... :|

He's right though, try spending more time on a project rather than chucking out loads of these things. Do you really expect this to get anywhere near a server? It looks like you've just mapped random crap without any thought... and bad idea, especially for a MP map. Design it first - MSPaint, paper, whatever... but I can gurantee that the results will be a vast improvement.

Also, so far all your maps seem based on others. Try something new and original... its likely to get far more interest than a re-vamp.

Don't take all this critism personally... you've definately got the drive, you just need a little more focus..........
Commented 17 years ago2007-07-08 14:48:26 UTC in vault item: de_quickshot Comment #15306
I like you map very much, but have you ever heard about r_speeds?? There are point on your map that the value of epoly goes over 2500, and it is not good for those players who have old PC, the max value of epoly (by Valve as I know) 7-800. Anyway the texturing is quite nice...xD
Commented 17 years ago2007-07-08 13:07:18 UTC in vault item: dm_court Comment #15305
This looks like crap, but I will try it before i rate it

but:

- for standard desert sky
- for blocky cliff faces
Commented 17 years ago2007-07-08 12:53:45 UTC in vault item: mini_dust2007 Comment #15304
By: Ghetto
19 May 07 13:58

By: Ghetto
12 Jun 07 18:59

By: Ghetto
16 Jun 07 14:01

By: Ghetto
26 Jun 07 17:51

By: Ghetto
06 Jul 07 17:06

You big fat fr00b's!
Commented 17 years ago2007-07-08 12:50:55 UTC in vault item: mini_dust2007 Comment #15303
lol thatxs a dry lie
Commented 17 years ago2007-07-08 11:36:33 UTC in vault item: mini_dust2007 Comment #15302
Lulz ghetto: you were a map spammer not long ago.
Commented 17 years ago2007-07-08 10:50:29 UTC in vault item: Core_Xplosion v2 Comment #15301
I post where i like dammit!! -_-

Now onto the map:

- Small, combat cramped

- The cracked floor seems a bit wierd to me.

- Fire doors backwards

But for a first release its pretty good :D
Commented 17 years ago2007-07-08 09:33:44 UTC in vault item: cs_frigid Comment #15300
Can't add much to Hunter's review..
It really needs some structures/objects throughout the area to help the players navigate. The snowmobiles let you get around more quickly, but that's really not enough.
If you added some ramps, more hills and more snowmobiles - it could be the one of the first decent-looking veichle maps.

Overall - the idea's great, though it still needs tweaking to play right.
Commented 17 years ago2007-07-08 09:02:15 UTC in vault item: mini_dust2007 Comment #15299
How come? why did u laugh? hmm...
Commented 17 years ago2007-07-08 07:39:31 UTC in vault item: mini_dust2007 Comment #15298
That coming from Ghetto? I lol'd.
Commented 17 years ago2007-07-08 05:53:17 UTC in vault item: mini_dust2007 Comment #15297
uhh... mirasa... uv already made 3 small maps in 2 days... isnt it a bit too mutch? maybe put like 3 day effort into one so it can be GOOD?
Commented 17 years ago2007-07-08 05:29:42 UTC in vault item: cs_frigid Comment #15296
Nope, fog worked fine for me and daubeh.
Commented 17 years ago2007-07-08 05:28:05 UTC in vault item: mini_dust2007 Comment #15295
ladder cux, and its too small...
Commented 17 years ago2007-07-08 05:27:56 UTC in vault item: mini_dust2007 Comment #15294
hows the map people
Commented 17 years ago2007-07-07 22:36:15 UTC in vault item: cs_frigid Comment #15293
When I played this with a few other people, the other players weren't fading out with the fog. Was that happening to anyone else? I've never experienced this before and I know it has worked in the past because cs_rain_field didn't do this.
It has to be some shitty Steam engine "update" or something, that's just perfect. Now the map loses half its essence.
Commented 17 years ago2007-07-07 18:24:34 UTC in vault item: fy_snowy_buildings Comment #15292
ok..

Well, i'm going to say it's better than the last one you uploaded, but only very marginally.

you STILL used the water instead of ladders. Please stop doing that. It looks completely daft.

The lighting is boring and point straight down. Change the pitch of your light_environment to -45 instead of straight down.

The texturing is really bad. It looks to me like you didn't press shift + a ONCE during the entire build time of this map.

Load the .rmf for this map in hammer, press shift + a, then see what happens.
Commented 17 years ago2007-07-07 13:25:18 UTC in vault item: cs_frigid Comment #15291
well me and daubster played a couple of rounds.. Let me gather my thoughts..

Well, there were some really good aspects:

+ Pretty original, and pulled off very well.
+ Seemingly endless world
+ trees
+ foggy atmosphere. like it.
+ r_speeds are very good for what it is
+ snowmobiles - well i liked them :P

But some downfalls as well

- since it was just the 2 of us, finding each other was nigh-impossible half-the-time. Probably be much better on an 18 man server.
- a bit blocky.. but acceptable
- lacking something... oomft.. I dunno..
- a little difficult to see which direction you should head in, especially with invisible walls everywhere.

I personally like it. 4 stars
Commented 17 years ago2007-07-07 12:15:33 UTC in vault item: cs_frigid Comment #15290
ugh.. you could have said somewhere that it has more than just a .bsp.

Extract to your cstrike folder, people. not /maps.
Commented 17 years ago2007-07-07 12:07:02 UTC in vault item: cs_frigid Comment #15289
Its a 2-fer :D
For those who don't know, frigid =
-very cold in temperature
-unemotional or unimaginative; lacking passion, sympathy, or sensitivity
Commented 17 years ago2007-07-07 12:05:29 UTC in vault item: cs_frigid Comment #15288
i lol'd at the mapname.
*downloads
Commented 17 years ago2007-07-07 08:48:15 UTC in vault item: Unfinished cs_urbanbend Comment #15287
mmm... very nice
Commented 17 years ago2007-07-07 08:19:51 UTC in vault item: NPC_template_maker Comment #15286
It seems Moocow is beaten at the entity game yet again.

Nice example! I will use it sometime.
Commented 17 years ago2007-07-07 05:28:35 UTC in vault item: Unfinished cs_urbanbend Comment #15285
uh ... but there is water, I'm not quite sure that it would matter any way because there is water! mm...
Commented 17 years ago2007-07-07 05:26:23 UTC in vault item: Unfinished cs_urbanbend Comment #15284
O k , here we go!
Commented 17 years ago2007-07-07 05:26:12 UTC in vault item: Unfinished cs_urbanbend Comment #15283
I took a look at the map ingame, and the places where the terrain met the walls seemed to be just like the screenshots shows... :|
Commented 17 years ago2007-07-07 05:18:08 UTC in vault item: Unfinished cs_urbanbend Comment #15282
:P this is an old screen shot, i changed it from the new one because tetsu0 didn't like a dead hostages body lying on the ground lol (my bad)
Commented 17 years ago2007-07-07 04:59:37 UTC in vault item: Unfinished cs_urbanbend Comment #15281
I already told you in the map thread to fix the edges of the terrain, and even edited a screenshot to show you how. You didn't bother to do so.
In your map de_barren, I told you to give more variation to the height of the walls in yours maps. You barely bothered to do so. You really need to expand the visual area beyond the gameplay area if you want any realism in a map. And you don't need 3D skyboxes. It's possible with the hl1 engine.
The map is better than your previous work, but It would really help if you took our mapping advice a bit more seriously ;)
Commented 17 years ago2007-07-07 03:35:39 UTC in vault item: Ex_coolrivers Comment #15280
yep i know, i guess putting it down by 4 units wont do u any harm :P
Commented 17 years ago2007-07-07 03:34:09 UTC in vault item: Unfinished cs_urbanbend Comment #15279
:D thanks , any opinions on how i could improve it?
Commented 17 years ago2007-07-06 16:00:49 UTC in vault item: Ex_coolrivers Comment #15277
some parts of the terrain are level with the water and it makes it look all glitchy
Commented 17 years ago2007-07-06 15:53:35 UTC in vault item: Unfinished cs_urbanbend Comment #15276
Ghetto to be honest...

i loved it great job ;)
Commented 17 years ago2007-07-06 14:07:49 UTC in vault item: Unfinished cs_urbanbend Comment #15275
Fine i changed the picture...
Commented 17 years ago2007-07-06 13:57:09 UTC in vault item: Unfinished cs_urbanbend Comment #15274
just because you're a hostage killer
im not lookin at this
Commented 17 years ago2007-07-06 10:19:57 UTC in vault item: abydos Comment #15273
That's no stargate -- that's Tutankhamun!
Commented 17 years ago2007-07-05 18:20:46 UTC in vault item: abydos Comment #15272
What?
Commented 17 years ago2007-07-04 08:37:26 UTC in vault item: Annopus Comment #15270
Looks great, dling.
Commented 17 years ago2007-07-03 14:50:27 UTC in vault item: The Asylum - Hall Compo Entry Comment #15269
Don't you just love Asylum-themed stuff :P
Commented 17 years ago2007-07-02 17:56:18 UTC in vault item: NPC_template_maker Comment #15268
I like the idea of using an ai_goal_follow instead of an assault..
It's a bit tricky retriggering an assault every time they are spawned.

Nice example!