Commented 17 years ago2007-06-18 03:42:34 UTC
in vault item: de_aztecruinsComment #15133
These people give you constructive criticism and you start flaming them like a bloody imbicile.
What we're trying to say is that your map has <u>dull and boring lighting</u>. Because of <u>dull and boring lighting</u> - it <u>looks like</u> fullbright. Instead of whining like some fucking 5-yr-old primadonna every time you hear the word fullbright, improve things. It doesn't matter how good your architecture/texturing is, if you only bother adding one light entity with 255 brightness, pointing directly downward in the end. A map with no good lighting is NOT a good map.
All of the maps had interesting Architecture, very good sequenceing, and really good sentances, the map deffinetly deserves a 5 star. I also liked how you make the player go back to the previous levels, cause during one part of those when an alien slave teleported in, it spooked me. The thing I liked the most was your elevator, cause it looked really good but the parts that made me like it most was the rollers on it, also how they moved with the elevator. The only glitch I found was when you get out of the vent to turn the security overide on, before you goto the elevator, the cabinets that are a pushable, if you them it with the crowbar, it has a glass damage texture.
Other then that, it still gets its 5 stars like I said.
Commented 17 years ago2007-06-17 16:14:25 UTC
in vault item: de_aztecruinsComment #15128
Do you actually read a sentence, before you anwser, or just take out a word, and pick on it?
The THEMES are stock, overused, the maps may have good architecture, but come up with an original theme next. It's a bit boring to see well-known themes, just with a different setup. I think it's ok to make 1 or maybe 2 maps with an old CS theme, what you really like, and can't stand to make you're own, but in you're case it's just starting to get boring.
Commented 17 years ago2007-06-17 14:34:09 UTC
in vault item: de_aztecruinsComment #15126
If you want tips on the lighting, just learn to use a light_spot and a info_target entity, then you can move the target around to easily adjust the direction of the sunlight and play with the direction you like best. From the pic it looks like the sunlight is coming straight down to me.
Commented 17 years ago2007-06-17 14:23:16 UTC
in vault item: de_aztecruinsComment #15124
wat do u meen use my imagination? oll of my maps come from my imagination... and their starting on me just because i said 'dont say "is it fullbringht?"' because like in every map on the forum they usualy ask that. should i just take a pic of a big shadow? or should i take a pic of the good bits from the map...
Commented 17 years ago2007-06-17 13:23:57 UTC
in vault item: de_aztecruinsComment #15123
sigh Ghetto, stop bitching, these people here want to help you. The map is not bad, but a little stock, try an original theme next time. Dust, chateau and now aztec? Use you're imagination. And stop being an arse.
Commented 17 years ago2007-06-16 10:24:23 UTC
in vault item: de_aztecruinsComment #15111
I'm not trying to be mean, but your last sentence "If you gona ask if its full bright. no stop being stupid." means you are unhappy with the lighting and you're aware that it doesn't really offer much visual contrast. The screenshot alone tells me this layout is a solid improvement over your previous cs maps, as I see height variation, areas blended with each other etc. I don't have CS installed so I can't make a proper review. Keep it up!
Commented 17 years ago2007-06-16 03:33:07 UTC
in vault item: aim_saivaComment #15110
first map you post. many guys here will probably bash you to hell, but don't get offended. download and try some 3-4 star maps, think of an idea, a concept, and work on it, don't submit right after you first think it's finished. imagine
Commented 17 years ago2007-06-13 04:36:11 UTC
in vault item: aim_criticalpointComment #15098
Yeah the hole in the ground is cinda wierd... if i think, i ddotn eaven know why its there! it could be bombed right? but... i duno.
and i could have added some sounds too tho...
oh and about the lightening. you see, my problem is that ' i am very crap at the lighting my maps' i duno witch angles to put on the light env to make the shades of wat so ever. i realy need help with tthat.
Commented 17 years ago2007-06-13 03:44:40 UTC
in vault item: aim_criticalpointComment #15097
Hmmm. Not bad!
Lighting needs work. It's not fullbright, but it almost looks like it is. You said the screenshot doesn't reflect the lighting in the map, but ummm....it does.
The occasional bit made me cringe but generally the brushwork is ok.
The complex jagged hole thing in the floor, ewww, at least make it shallower so it seems a bit more realistic - what causes that kind of damage anyway? Look at the damage as it is now and try and imagine what caused it. I think, in it's current form, you would need a pnuematic drill (or similar) lying around nearby, to suggest that someone had been having fun with it on the floor. I think it's a good idea to try and explain why things are the way they are in your maps. It would be easier to explain the damage if you made the whole thing shallower though.
Other bits of your damaged walls and stuff look okay. Just that one in the floor made me go Ewww
The texturing is good, apart from a few little errors (like the overlapping water texture which flickers like crazy).
I like the rain effect, it's nice. You've also made the walls look a lot less boring by adding variety to them. Good job.
The layout- I actually think it's pretty good for an aim map setup. There's cover which looks like it'd be fun to use. I like the way the players can effecively fight both ways across the map if they wish.
If you made the lighting look pretty, and fixed the other few problems, then it'd be worth 4 stars.
Commented 17 years ago2007-06-13 02:23:51 UTC
in vault item: Domino for HL1Comment #15093
I dont get why some people would say its not possible for HL1, true HL1 is nowhere as realistic as HL2 regarding the way how thiers gravity, but all you need is enough skill for timeing in func_(whatever), but cool map since you made this for HL1.
Commented 17 years ago2007-06-12 15:54:42 UTC
in vault item: aim_criticalpointComment #15088
You could've waited until you had a screen to put the map in the vault... Without a screenshot, people might not want to download the map at all! (The fact that it's an aim map doesn't help either). The way you treat your Map Vault entry (screenshot/s, map description) usually gives people an idea of how much you really care about the map. And honestly, in this case it doesn't look like much... Think about it.
Commented 17 years ago2007-06-11 03:49:00 UTC
in vault item: DesertedComment #15086
It does actually compile -- technically it doesn't even give any errors in the compile process and it takes about an hour (on my pc) -- BUT when you play it, you get problems. For example - there are simply too many brushes in the map(!) and bits of the buildings keep disappearing when you look at them from certain angles. The console gives out some error about how it can't draw so much all at once (I can't remember the exact error, but it's got something to do with too much being drawn at once)
Commented 17 years ago2007-06-10 21:02:18 UTC
in vault item: Site BComment #15084
dang, I could have sworn I commented on this map, but ahwell, now I know I am, but I thought this map was really good, you should deffinetly continue this map.
What we're trying to say is that your map has <u>dull and boring lighting</u>. Because of <u>dull and boring lighting</u> - it <u>looks like</u> fullbright. Instead of whining like some fucking 5-yr-old primadonna every time you hear the word fullbright, improve things. It doesn't matter how good your architecture/texturing is, if you only bother adding one light entity with 255 brightness, pointing directly downward in the end. A map with no good lighting is NOT a good map.
Grow the fuck up already, sheesh.
Is that fullbright?
All of the maps had interesting Architecture, very good sequenceing, and really good sentances, the map deffinetly deserves a 5 star. I also liked how you make the player go back to the previous levels, cause during one part of those when an alien slave teleported in, it spooked me. The thing I liked the most was your elevator, cause it looked really good but the parts that made me like it most was the rollers on it, also how they moved with the elevator. The only glitch I found was when you get out of the vent to turn the security overide on, before you goto the elevator, the cabinets that are a pushable, if you them it with the crowbar, it has a glass damage texture.
Other then that, it still gets its 5 stars like I said.
The THEMES are stock, overused, the maps may have good architecture, but come up with an original theme next. It's a bit boring to see well-known themes, just with a different setup. I think it's ok to make 1 or maybe 2 maps with an old CS theme, what you really like, and can't stand to make you're own, but in you're case it's just starting to get boring.
Is that fullbright?
Tutorial: Environment
Tutorial: Light
Should be enough to shed some light on your maps.
The screenshot alone tells me this layout is a solid improvement over your previous cs maps, as I see height variation, areas blended with each other etc. I don't have CS installed so I can't make a proper review.
Keep it up!
Amazing.
Hey, i liked it. For what it's worth.
4 starz cuz u got moneys for it and i never got paid for my maps.
God...
Removed your (Skals) comment.
Don't do it again!
and i could have added some sounds too tho...
oh and about the lightening. you see, my problem is that ' i am very crap at the lighting my maps' i duno witch angles to put on the light env to make the shades of wat so ever. i realy need help with tthat.
Lighting needs work. It's not fullbright, but it almost looks like it is. You said the screenshot doesn't reflect the lighting in the map, but ummm....it does.
The occasional bit made me cringe but generally the brushwork is ok.
The complex jagged hole thing in the floor, ewww, at least make it shallower so it seems a bit more realistic - what causes that kind of damage anyway? Look at the damage as it is now and try and imagine what caused it. I think, in it's current form, you would need a pnuematic drill (or similar) lying around nearby, to suggest that someone had been having fun with it on the floor. I think it's a good idea to try and explain why things are the way they are in your maps. It would be easier to explain the damage if you made the whole thing shallower though.
Other bits of your damaged walls and stuff look okay. Just that one in the floor made me go Ewww
The texturing is good, apart from a few little errors (like the overlapping water texture which flickers like crazy).
I like the rain effect, it's nice. You've also made the walls look a lot less boring by adding variety to them. Good job.
The layout- I actually think it's pretty good for an aim map setup. There's cover which looks like it'd be fun to use. I like the way the players can effecively fight both ways across the map if they wish.
If you made the lighting look pretty, and fixed the other few problems, then it'd be worth 4 stars.
As it is now, it only gets 3.
emotastic
The way you treat your Map Vault entry (screenshot/s, map description) usually gives people an idea of how much you really care about the map.
And honestly, in this case it doesn't look like much...
Think about it.