Comments

Commented 17 years ago2007-04-25 15:57:13 UTC in vault item: hydeph's hallway entry Comment #14731
Looks very nice - almost like Black Mesa Source (judging by the screenie), dloading.
Commented 17 years ago2007-04-25 07:06:06 UTC in vault item: Invasion 105 2.0 Comment #14730
Thanks for re-uploading it.
Commented 17 years ago2007-04-25 05:14:24 UTC in vault item: Day 15 Comment #14729
I think there was every need for cursing.......if I was in the situation that marine is in, then I'd certainly be swearing my head off a lot more than he does.

Thanks for the review.
Commented 17 years ago2007-04-24 16:57:54 UTC in vault item: Epic Hallway Comment #14728
well...i didnt find it funny at all, maybe on the inside a little bit, but the explosion wasnt too funny and the brushwork in the map was extremely blockish
Commented 17 years ago2007-04-24 15:49:12 UTC in vault item: dm_detritus_v2 Comment #14727
Seems reasonable.
In that case, perhaps it should look a bit less rigid and perfect. Maybe different metal parts, something to make it look more improvised and rushed instead of looking so correctly assembled.

About the beams, you could always choose any color to paint the concrete! ;)
Commented 17 years ago2007-04-24 14:58:33 UTC in vault item: dm_detritus_v2 Comment #14726
Thanks, Kasperg.

I concur with all of your assessment. In fact, I share some of your ideas even before you suggested them.

I agree with the single-point intersection between two architectural elements. I think it looks better if the triangular supports extend out a bit further.

The brick ceiling supports are unusual, but I elected to texture them that way because it looks cooler. A concrete texture doesn't stand out as much from the decorative plaster ceiling.

The construction material of the taller building is strange, but I actually have a story in mind when I made it that way.

The section of Ravenholm for this map is the more upscale neighborhood. It's close to the City Hall (where the demolished skeleton of the building is visible through the heavy metal door).

That taller building used to be the mayor's mansion, but it has been destroyed during the Seven Hour War.

Squatters have built on top of the brick foundation, in addition to the adjacent metal shack and wooden structure. It's a town that has seen better days, and the various phases of construction are represented by the increasing dearth of good building materials (from brick to metal to wood).

This transition of material suggests the squalor of the current state and conveys a somber mood.
Commented 17 years ago2007-04-24 14:54:42 UTC in vault item: Day 15 Comment #14725
I give this a 3/5.

+Unique storyline (and weird :D)
+Voice acting
+Some good puzzles, it was fun when you figured them out though.
+Good architecture.
+It's launchable by the steam games menu.
-No title on title screen?
-No need for cursing, it happened when that one rebel was fighting zombies.
-your saved games were left in the save game folder
-Some static in the voices
-Got tired of the maze gameplay, and always having to figure out stuff to move on.
-Enemies were just clumped togethor. Especially (rediculously) when those 12 combines instantly appeared outside after you got that keycard in the building with the magnum inside it.
-On 4th map the sprint power got disabled for me for some reason.
-Architecture messed up on the building where you go into the water, and then those 2 fast zombies come up behind you. I'll make a screenshot of this architecture bug later.

This is WAY better than day 14, I'll give ya that! Day 14 was the worst of the Day Episodes though. If you fixed those cons then I would give a 5/5. I would rate this Day Episode a 2 and a half outta 3, but I'll just give a 3 because of the well-done effort :).
Commented 17 years ago2007-04-24 13:25:21 UTC in vault item: dm_detritus_v2 Comment #14724
It looks much better now. Now light bounces the way it should, and the floodlights make interesting effects getting into the buildings.

I made some screenshots in Snarkpit style with some architectural observations you can use in the future. They don't really affect the gameplay.

http://img258.imageshack.us/img258/5089/dmdetritusv20001ur4.jpg

http://img46.imageshack.us/img46/2058/dmdetritusv20002iy9.jpg

http://img46.imageshack.us/img46/5811/dmdetritusv20003fo9.jpg

http://img258.imageshack.us/img258/8765/dmdetritusv20000uw7.jpg

http://img250.imageshack.us/img250/1857/dmdetritusv20004ht5.jpg
Commented 17 years ago2007-04-24 10:25:21 UTC in vault item: aim_a2_prisonyard Comment #14723
woah, woah, woah. I wasn't trying to be offensive guys. I just found the statement funny.

I haven't tried, nor commented on the map itself, which from the screenshot does actually look rather good for an aim_map.

Apologies if my intentions weren't clear.
Commented 17 years ago2007-04-24 07:39:21 UTC in vault item: aim_a2_prisonyard Comment #14722
Hunter brother, you have to remember this site is designed for beginners. Once they squeeze out their first map, usually aim or something or other, you have to send them in the right direction instead of laughing at them. Also Shizuka, TWHL tends to like it more when people try to express their creativity. I recommend trying a CS or DE map next, shouldn't be a huge challenge since you can already handle the size of kz maps.
Commented 17 years ago2007-04-23 23:10:58 UTC in vault item: aim_a2_prisonyard Comment #14721
He was merely commenting on the irony of the statement.

Anyhow, I browsed through the map for a couple minutes in BSP Viewer, and I normally do, and it appeared to be very well made in parts, although lacking in others.

It was certainly an interesting map. You had a little house with grass around it, which then led into a large futuristic type area. I found that this large courtyard had pretty good brushwork in it, and you actually managed to keep the r_speeds fairly low for such a big area. However, the rest of the map was pretty... whacked. it had no theme, and there were all kinds of crazy things laying around. There were repetitive boxy tunnels, a prison room with WAY too much porn in it, and some other odd stuff.

Well, at least your choice of textures was good. :)
Commented 17 years ago2007-04-23 22:38:54 UTC in vault item: Epic Hallway Comment #14720
ROFLMAO. "He was obviously trying to be funny. He failed." That isn't true. I Lol'd here a lot I don't know but I tought its very funny. This minicompo is really boring. It don't have sense. Only a hallway?.

Have a nice day.
Commented 17 years ago2007-04-23 22:36:02 UTC in vault item: aim_a2_prisonyard Comment #14719
Yes. The recent ones is good. But that don't give him right to say shits like he did on the first post.

Have a nice day. sir.
Commented 17 years ago2007-04-23 22:15:53 UTC in vault item: Mini-Compo: Corridor Comment #14718
I like the floor, with the lava underneath. The stone walls are kinda lame though. It achieves the effect you were trying to get, but I think you can add some more detail to it.

I don't have a problem with the lighting, as it is obviously some underground tomb or cave of some sort. I like the mood, but there really aren't any details.
Commented 17 years ago2007-04-23 22:14:20 UTC in vault item: dm_detritus_v2 Comment #14717
Oh the Mighty Kasperg.

Please allow the humble satchmo bow down to you!

You're so right with the lighting error. I found a leak in the map that prevented light bounce calculation.

I also changed the textures for the stair steps. I changed some of the weapon placement and added more cosmetic improvements. I left the lighting as is though.

Thanks a million!!!
Commented 17 years ago2007-04-23 21:08:57 UTC in vault item: Epic Hallway Comment #14716
Yes splatzone, he's always an idiot.
Commented 17 years ago2007-04-23 20:59:54 UTC in vault item: aim_a2_prisonyard Comment #14715
Hunter is no spammer, and his maps aren't blocky (at least, not his recent ones.) Therefore, you're wrong. Good day, sir.
Commented 17 years ago2007-04-23 18:20:12 UTC in vault item: Epic Hallway Comment #14714
Got a fright, especially with the speakers all the way up :|
Commented 17 years ago2007-04-23 17:03:12 UTC in vault item: aim_a2_prisonyard Comment #14713
still downloading.... +4 mb's....
Commented 17 years ago2007-04-23 15:53:54 UTC in vault item: Epic Hallway Comment #14712
I don't get it - why is the hallway upside down?
Commented 17 years ago2007-04-23 14:26:06 UTC in vault item: aim_a2_prisonyard Comment #14711
Ignore that. That guy only spam shits like "Your map sucks" "Remove from the vault". He already did that with one of my maps. He should see he's shitty blocky maps before spam another user made maps. However I tought the map very good and full of details and good textures that fit the theme you're using. But Aim maps isn't my style of game play. It would be good if you make the map with more areas and another game play like De or Cs. Thats all. 3 stars.
Commented 17 years ago2007-04-23 11:30:59 UTC in vault item: aim_a2_prisonyard Comment #14710
you consider an aim_map to be "something different" ?!

haha. hah.
Commented 17 years ago2007-04-23 11:05:11 UTC in vault item: Epic Hallway Comment #14709
I don't get it - why is everyone flaming him? Is he always doing stuff like this?
Commented 17 years ago2007-04-23 10:08:40 UTC in vault item: gg_a2_templearena_cs16 Comment #14708
I like the lighting effect from the screenie.

It reminds me of the temple level in Far Cry.
Commented 17 years ago2007-04-23 06:55:41 UTC in vault item: Mini-Compo: Corridor Comment #14707
Played it.
Its not really impressive. There's much more you can add to this map, such as, detailed walls, corners, ambience. There's still time! Go!
Commented 17 years ago2007-04-23 03:05:41 UTC in vault item: Mini-Compo: Corridor Comment #14706
Very dark. :P
Commented 17 years ago2007-04-22 22:33:16 UTC in vault item: Mini-Compo: Corridor Comment #14705
Screenie is so dark...
This comment was made on an article that has been deleted.
Commented 17 years ago2007-04-22 20:37:42 UTC in vault item: dm_detritus_v2 Comment #14703
I would love to watch a playtest video again! :)
Commented 17 years ago2007-04-22 15:25:56 UTC in vault item: dm_detritus_v2 Comment #14702
eugh. I remember the days when i was PMing you, absolutely begging you to release more maps.

Bloody fool i was when i told myself I'd give them all in-depth reviews. Bloody fool.

I kid of course. downloads and buzzes Livewire simultaniously
LET THE PLAYTEST BEGIN!
Commented 17 years ago2007-04-22 14:35:08 UTC in vault item: dm_detritus_v2 Comment #14701
Thanks for the comment.

I think the lighting is error-free. The reason the shadows are extremely dark is that the ambient light is so dim. It is, after all, a night map. At least it looks fine on my computer.

I appreciate the suggestions, but I think I'm finished with this map. My wife will be coming back tonight (from a trip to her parents), and I have a grueling work schedule next week.

Thanks anyway.
Commented 17 years ago2007-04-22 12:27:06 UTC in vault item: dm_detritus_v2 Comment #14700
Something went wrong with the lighting, as there seems to be no bounce at all. Most of the shadows are pitch black as if you had compiled a fast RAD (after a bad VIS compile maybe?)
The layout works, but the visuals (and maybe ambience sound) need more work: Besides getting the light to compile right, you could use some more colors besides the usual whites and yellows, or at least make the white lights a bit more blue and the yellow ones a bit more orange.
Texturing seems ok in most places, but some of those textures (inside one of the buildings) where made to tile only horizontally and look bad when the bottom of the texture appears again on top. I would also change the tiles on the stairs, as they don't fit perfectly and end up being cut.
That's all I can say for now. It definitely has potential!
Commented 17 years ago2007-04-22 12:01:10 UTC in vault item: Epic Hallway Comment #14699
But come on Picasso didnt make his paintings as weird as this map looks
Commented 17 years ago2007-04-22 11:12:59 UTC in vault item: Epic Hallway Comment #14698
All you noobs obviously don't appreciate the artistic value of my map.
Commented 17 years ago2007-04-22 10:06:52 UTC in vault item: Epic Hallway Comment #14697
Why is the hallway upside down?
Commented 17 years ago2007-04-22 07:06:43 UTC in vault item: Epic Hallway Comment #14696
you're an ass.
Commented 17 years ago2007-04-22 06:40:52 UTC in vault item: Epic Hallway Comment #14695
He was obviously trying to be funny. He failed.
Commented 17 years ago2007-04-22 06:19:19 UTC in vault item: Epic Hallway Comment #14694
Why is the hallway upside down
Commented 17 years ago2007-04-22 05:37:38 UTC in vault item: Epic Hallway Comment #14693
It's probably got a virus or a Goatse picture in the zip. In any case, it deserves one star just for existing.
Commented 17 years ago2007-04-22 03:58:25 UTC in vault item: Day 15 Comment #14692
Hmmm, I like the matrix-ey idea. The door opening to an vast array of other cells ..... it could look really good .... but it would have to be done with lots of skill!

Thanks for playing Bratty! :D Sorry about the static behind the voices. My PC microphone isn't all that great....:(

I do need to think much more about soldier encounters. It seems to be no.1 complaint about my stuff, so it's time to do something about that...I'm not going to have any big fights in my maps anymore, and instead try to think about things and make interesting encounters with just a few guys at a time.
Commented 17 years ago2007-04-22 03:54:10 UTC in vault item: Epic Hallway Comment #14691
Im scared to even download, and the room is upsidedown... okay, whats the catch
Commented 17 years ago2007-04-21 21:54:53 UTC in vault item: Day 15 Comment #14690
You know, there are endless possibilities to expand the episodes.
For example, the cell door opens only to reveal that your cell is just one of many little boxes inside a huge Combine citadel-type structure (just like Neo waking up from the Matrix).
Another possible scenario would be a flying rebel fortress running away from some Combine gunships while trying to doge huge towering icebergs with low visibility due to fog.
Commented 17 years ago2007-04-21 21:48:55 UTC in vault item: Epic Hallway Comment #14689
A surprise? I'm scared.
Commented 17 years ago2007-04-21 17:19:49 UTC in vault item: P3Zone Comment #14688
Pretty nice. Texturing was inconsistent, and you used way too many themes, but the brushwork was usually well made. You stretched some of the textures way too much in some areas, and sometimes for no apparent reason. Lighting was usually quite varied and interesting. Good job, but it needs more continuity.
Commented 17 years ago2007-04-21 17:09:55 UTC in vault item: de_villa Comment #14687
You get better at it. ;)

It's mostly about using custom textures for everything, which those original maps did. It really makes everything "fit" when all your content is tailored for your needs alone.
Commented 17 years ago2007-04-21 16:04:47 UTC in vault item: de_villa Comment #14686
Point well noted, I do agree that some areas are a bit stretched out. Although, some common maps like aztec, torn, and piranesi are just as large or larger than this. Also, It's total hell getting in backround scenery like that, and anyways this map is saposed to be based in the country, but yes , it could be improved. I've found a whole new level of respect for those people who made the original maps , it's almost impossible to acheive that "authentic", real look. Thanks for your comment.
Commented 17 years ago2007-04-21 14:46:38 UTC in vault item: Day 15 Comment #14685
oh, I forgot to add (If a map vault moderator wouldn't mind?)

I think it needs to be more linear. Some times it was difficult to know where I had to go, and I hate just walking around and looking for where I'm suppose to go.
Commented 17 years ago2007-04-21 14:45:22 UTC in vault item: Day 15 Comment #14684
different way outa cell? Flushing yourself down the toilet? that would be difficult to map...

+ Great Storyline
+ The puzzles were fun, being the hungry Zombie and the blue orb thing
+ nicely done destroyed city! Coulda had more wreckage, such as a building that fell right over.
+ Just plain fun to play!

- The voices had static in the background.
- The enemies were just... piled up. They seemed to just be all clumped together. It was like... "Now, shoot these 10 guys standing in front of you"

I agree with Kasperg on the weird stuff. You have a great media for the surreal, use it!
Commented 17 years ago2007-04-21 14:43:59 UTC in vault item: sp_vertico Comment #14683
I added cubemaps for this map, and the effect turned out poorly.

So I removed all the cubemaps for the final version.

Thanks for playing. :)
Commented 17 years ago2007-04-21 11:33:53 UTC in vault item: Day 15 Comment #14682
:D Woooot Kasperg played it! :D

You have a good point, I'm not sure what else there is to actually do with this series. How many ways could you get out of the cell ... hmm.

I'm having a lot of fun working with your unfinished SP stuff today Kasperg :D Lots of new ideas .... and it really is a good lesson in Hammer to have to maintain your standards as I expand it!!