Commented 17 years ago2007-05-03 11:48:02 UTC
in vault item: Gearbox HallwayComment #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 ago2007-05-02 17:39:33 UTC
in vault item: AlpestrineComment #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 ago2007-04-30 23:27:40 UTC
in vault item: green_mesaComment #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 HouseComment #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 ago2007-04-29 22:10:05 UTC
in vault item: AlpestrineComment #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 21:38:57 UTC
in vault item: AlpestrineComment #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 ThoughtComment #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.
Commented 17 years ago2007-04-28 12:49:07 UTC
in vault item: Stolen ThoughtComment #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:
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.
Commented 17 years ago2007-04-28 04:46:00 UTC
in vault item: Minicompo: HallwayComment #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.
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 ago2007-04-25 23:02:12 UTC
in vault item: Day 15Comment #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 entryComment #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.)
Hasta
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.
http://twhl.co.za/mapvault_map.php?id=3072
Sorry the download link in that thread doesn't work anymore, though.
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.
Win.
This is good! I just love the shakes, booming and industrial sounds.
WIN!
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.
You should have added water or something tho, because the plain floor next to the path is kinda silly.
3.5 --> 4 stars.
Brilliant atmosphere.
(download and actual review to come soon)
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.
http://img440.imageshack.us/img440/6507/dmdetritusv2overviewcw9.jpg