Comments

Commented 17 years ago2007-05-03 18:37:13 UTC in vault item: City Life Comment #14786
No screenshot, no download. Also, 29KB seems like a pretty small or undetailed map.
Commented 17 years ago2007-05-03 11:48:02 UTC in vault item: Gearbox Hallway Comment #14785
excelent map, but there was somthing rong, like the glass shining where it doesnt eaven have light, u could have upt'n a light in the midle of the room too so that the effect doesnt ocure, but still nice map.
Commented 17 years ago2007-05-03 11:39:53 UTC in vault item: PacManHL Comment #14784
I'm going to remake this map from scratch for CS.

Hasta
Commented 17 years ago2007-05-03 07:56:26 UTC in vault item: Alpestrine Comment #14783
it amazes me that he cant manage several 3 letter words.
Commented 17 years ago2007-05-02 18:14:52 UTC in vault item: Jo_SewerageComplex Comment #14781
n00b
Commented 17 years ago2007-05-02 17:39:33 UTC in vault item: Alpestrine Comment #14780
for a dm map there wasnt realy that much room to play. The map was definetly different and gave me a neat feeling thow this didnt realy take effect until i looked up. in my op def. not a 5 star but it was realy different. Kinda inspires me to make my lazy a self map some more...keep up w the hl1 maps bc thats all i gotz :) oh and the tree models showed red textured squares around the branches...4 somereason they werent masked...
Commented 17 years ago2007-05-02 16:44:47 UTC in vault item: Alpestrine Comment #14779
damn, i think that was said with poison garden. I made the same mistake this time again. :(
Commented 17 years ago2007-05-01 22:31:41 UTC in vault item: Alpestrine Comment #14778
It has to do with the entity you used to place the model, not the model itself. It's certainly fixable.
Commented 17 years ago2007-05-01 20:22:59 UTC in vault item: green_mesa Comment #14777
Hahaha... i love this guy.
Commented 17 years ago2007-05-01 18:34:33 UTC in vault item: Alpestrine Comment #14776
Think of that as a unique charm...o_o
Commented 17 years ago2007-05-01 17:51:33 UTC in vault item: Alpestrine Comment #14775
Hey, they're not my models. They're from DoD. I dunno why they do that.
Commented 17 years ago2007-05-01 16:51:13 UTC in vault item: Alpestrine Comment #14774
Nice map. But the Trees splits white blood.
Commented 17 years ago2007-05-01 16:34:48 UTC in vault item: green_mesa Comment #14772
Fail.
Commented 17 years ago2007-05-01 14:41:48 UTC in vault item: Jo_SewerageComplex Comment #14771
You granny muncher, its Wrangler249!! not 294!! This map is good though, get to beta test it!
This comment was made on an article that has been deleted.
Commented 17 years ago2007-04-30 23:36:39 UTC in vault item: green_mesa Comment #14769
It isn't grass on the walls. It is Radioactive water textures.
Commented 17 years ago2007-04-30 23:27:40 UTC in vault item: green_mesa Comment #14768
He decompiled the fucking intro map and used water textures on walls. I don't believe you guys didn't saw this. This guy is a fucking n00b. Trust me. He always steal other peoples work just see he's Ben-10 mod and you'll see what I'm talking about.
Commented 17 years ago2007-04-30 20:35:52 UTC in vault item: Kaufmann House Comment #14767
Hot map man. Mr.Wright made some kick butt creations. Fallingwater is a good one. He also made on out of glas I was thinkin about payin tribute to his work myself. Gj tho
Commented 17 years ago2007-04-30 15:08:01 UTC in vault item: Epic Hallway Comment #14766
Nice idea & surprise
Commented 17 years ago2007-04-29 22:10:05 UTC in vault item: Alpestrine Comment #14765
Very very nice, but a bit cramped. It couldn't really be played with more than 4 people at once. It wasn't too different from your usual style, but that's alright with me. :)

The only thing I could think of that you could fix would be the ambient sounds. They're only coming from one point on the map, and it's horribly obvious with my 5.1 surround speakers.

I'm not going to bother pointing out what you did right here, since you did everything else as well as you normally do. I think my compliments would just seem redundant.
Commented 17 years ago2007-04-29 21:47:36 UTC in vault item: Alpestrine Comment #14764
Is that all? Haha...
Commented 17 years ago2007-04-29 21:43:24 UTC in vault item: Alpestrine Comment #14763
The bsp file didn't have the .BSP extension. I fixed it, so try it now.
Commented 17 years ago2007-04-29 21:38:57 UTC in vault item: Alpestrine Comment #14762
Your BSP is corrupt or something. It doesn't show up as a BSP file when I look at it in Explorer, it won't show in my maps list, and I can't launch it manually. I downloaded it again just to make sure, but I think it's somehow screwed up... :
Commented 17 years ago2007-04-28 14:06:38 UTC in vault item: Stolen Thought Comment #14761
Try making an accurate map of your house, or some other place you are very familar with. When I did that I made a complete arse-end of it, but I learned a lot by trying to do it.

http://twhl.co.za/mapvault_map.php?id=3072

Sorry the download link in that thread doesn't work anymore, though.
Commented 17 years ago2007-04-28 12:55:27 UTC in vault item: Stolen Thought Comment #14760
Thanks Playbus! I'll make sure to try all of that!
Commented 17 years ago2007-04-28 12:49:07 UTC in vault item: Stolen Thought Comment #14759
This is not a good map, but it's not bad for a first attempt at learning how to make one.

It's not fullbright at least, but the lighting isn't exactly inspiring. There are no shadows, anywhere, making me suspect that you have a leak in the map.

The architecture is what you'd expect from a first map attempt - loads of shapes mashed together. When I first opened Hammer, this is pretty much the sort of thing that I made too .. so don't kick yourself too much. But you've got a lot of work to do if you want to map anything that looks nice.

In a way your sloping archways look pretty cool. In another, more realistic way, they look absolutely awful. They have a few nasty glitches in parts too, where you can see right through them.

There are numerous brushwork problems. Try not to let brushes intersect each other unless the lines cross as 90 degree angles (and try to keep that to a minimum as well).

Add detail. I can't comment on improving your existing detail, because there isn't any. So adding any detail whatsoever is going to be an step forward here. You have used a skybox, but it doesn't really add that much when the map is basically a huge square box which you have cut the lid off. Try and think of a setting for your map before you even start and stick to it if you can. Use props to add instant detail to your map.

Work harder on texturing. Use appropriate textures -- grass doesn't look good as a wall texture when it's just applied to a huge cube. Use more textures, and vary them. 99% of the brushes in your map are huge with one texture repeated over them. Cut your large brushes up strategically (learn to use the clip tool) and texture them carefully. Learn to line up and rotate textures so that they fit together.

Make doors look like doors, rather than just huge chunks of miraculously mobile wood texture.

The layout of the map, while functional, isn't that great either. I've seen worse, but this has an interest span of about 2 minutes at best. Think harder about keeping players interested in playing your map.

Some ambient sound in your map wouldn't go amiss, but then again, until you have a theme going on it would be hard to make any appropriate sounds. But, when you improve, you're definately going to want to consider some.

When your brushwork and detailing becomes better you'll probably find your maps start to take much longer to compile. It is at this point in your development that you should read through this tutorial on Optimization:

https://developer.valvesoftware.com/wiki/BSP_Map_Optimization

The first time you read it, your eyes will pop out. But don't worry, understanding will develop as you practise. And there are other guides out there too, if you look for them.

Keep practising, and good luck.
Commented 17 years ago2007-04-28 10:41:08 UTC in vault item: HavocPB Comment #14758
I don't think that problem is a problem, I think that is normal behavior...
Commented 17 years ago2007-04-28 04:46:00 UTC in vault item: Minicompo: Hallway Comment #14757
Loved it, for the most part. Those scrolling textures were really nice touches, and I felt the lazarz were quite well done, although they did clash a bit with the rest of the hall. However, it was very repetitive, and used the same architecture all around. This architecture was quite well made though, so I suppose it deserves the four stars I gave it before.

Win.
Commented 17 years ago2007-04-27 16:30:21 UTC in vault item: Gearbox Hallway Comment #14756
Holy criminy!

This is good! I just love the shakes, booming and industrial sounds.
WIN!
Commented 17 years ago2007-04-27 16:13:26 UTC in vault item: Gearbox Hallway Comment #14755
Very nice.

I love the ambiance, the shakes are well placed, not overdone.

The only thing i say is the windows aren't transparent enough but Very good job. I like.
Commented 17 years ago2007-04-27 12:37:19 UTC in vault item: The Asylum - Hall Compo Entry Comment #14754
awesome
Commented 17 years ago2007-04-27 10:45:37 UTC in vault item: Minicompo: Hallway Comment #14753
Oh well, i think its fine.
Commented 17 years ago2007-04-27 08:00:29 UTC in vault item: Minicompo: hallway Comment #14752
Damn, I was really sloppy with this one. 'Scuse me for all the minor flaws. And yeah, its detail is sub-par. Thanks for the comments, still.
Commented 17 years ago2007-04-27 07:54:30 UTC in vault item: The Asylum - Hall Compo Entry Comment #14751
I used a similar theme to my current WIP map, dm_dementophobia. That's probably what your thinking :)
Commented 17 years ago2007-04-27 05:59:13 UTC in vault item: The Asylum - Hall Compo Entry Comment #14750
Heh why does this remind me of that horror map someone was working on. :D
Commented 17 years ago2007-04-27 05:40:05 UTC in vault item: Minicompo: hallway Comment #14749
Some misaligned texturing and 2 floating brushes but heh, rather nice.

You should have added water or something tho, because the plain floor next to the path is kinda silly.

3.5 --> 4 stars.
Commented 17 years ago2007-04-27 05:36:20 UTC in vault item: Minicompo: Hallway Comment #14748
You ruined it with the lasers, I liked the earlier version more.
Commented 17 years ago2007-04-27 05:35:05 UTC in vault item: The Asylum - Hall Compo Entry Comment #14747
Nice textures, nice sound, nice lightning.

Brilliant atmosphere.
Commented 17 years ago2007-04-27 04:51:41 UTC in vault item: Minicompo: Hallway Comment #14746
IMMA CHARGIN' MA LAZER

(download and actual review to come soon)
Commented 17 years ago2007-04-26 22:31:04 UTC in vault item: de_villa Comment #14745
kinda sucks that the first map that I spent a considerable amount of time on only got reveiwed by one person.......
Commented 17 years ago2007-04-26 17:41:17 UTC in vault item: Minicompo: hallway Comment #14743
Pretty, very pretty.
Commented 17 years ago2007-04-26 16:32:43 UTC in vault item: Minicompo: hallway Comment #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 ago2007-04-26 08:59:22 UTC in vault item: dm_parking_z Comment #14739
pretty good map :D
Commented 17 years ago2007-04-26 01:22:36 UTC in vault item: dm_detritus_v2 Comment #14738
Commented 17 years ago2007-04-25 23:02:12 UTC in vault item: Day 15 Comment #14737
Oh shit. This is fuckin' awsome. I really like this series and I played all Day 13 14 and 15. But tell me will this series finish like that?. You will be a prisioner forever of that re-education facility?. Please make a Day 16 mod and make Gordon to escape from the facility. You have my 6 stars.
Commented 17 years ago2007-04-25 21:29:38 UTC in vault item: hydeph's hallway entry Comment #14736
Actually, you have to have the German install to get the Robots. Turning on the content lock only gets rid of blood, and keeps friendlies from dying (they just sit down and start moping.)
Commented 17 years ago2007-04-25 17:57:35 UTC in vault item: hydeph's hallway entry Comment #14735
Robots are in PC Half-Life too. They replace human grunts when you turn off violence.
Commented 17 years ago2007-04-25 17:37:57 UTC in vault item: hydeph's hallway entry Comment #14734
The PS2 game had robogrunts? Or was that in that minigame thingy, decay?
Commented 17 years ago2007-04-25 16:51:58 UTC in vault item: hydeph's hallway entry Comment #14733
it's the PS2 robogrunt with a recoloured friendly skin done a while ago by Marphy Black. (for sven co-op)
Commented 17 years ago2007-04-25 16:02:56 UTC in vault item: hydeph's hallway entry Comment #14732
I just played it - absolutely fantastic! I loved the robo-grunt, did you skin it yourself? I presume the model is from the SDK?