Commented 17 years ago2007-04-14 05:25:36 UTC
in vault item: green_mesaComment #14619
Checked out the .rmf, and it had tons of Invalid Solid/Texture axis perpendicular to face errors, that make the map pretty much impossible to compile..
Anyways - I liked the effort put at this, if you used better textures - it could end up as a pretty nice remake of the ol' boring Anomalous Materials start.
Commented 17 years ago2007-04-13 20:01:39 UTC
in vault item: de_bayComment #14615
well if you use it right its a very handy tool. Never carve an object into another object, but you could use the carve tool to cut out of the wall and only add a couple w_poly's but and make it look a lot better.
Commented 17 years ago2007-04-13 16:40:53 UTC
in vault item: de_bayComment #14613
just downloaded, currently making my own cs de map wanted to see what i was up against ;).
cool lighting effects, especially the red glowing effect u have in the screenie, but speeking for everyone on a pentium3, it makes for a very laggy experience. Very blocky architecture, but all the props doesnt make it seem so bad, Yet the fake green doors u have look really fake, i suggest carving them into the wall. Also, it is a very compact map, like u said, but i have found that to be the most common falt in all custom cs de maps. Finally, there are lots of useless rooms in the map that really serve no purpose at all. But, overall, a fairly decent map, and im sure for those who have decent video cards it would be fun to play.
Commented 17 years ago2007-04-12 12:59:22 UTC
in vault item: Time MachineComment #14612
Oh another thing - did anyone get that it was supposed to be in an amusement park? Thats why there's tracks on the floor. If you run out after pressing a button you'll see it all happen
Commented 17 years ago2007-04-12 10:46:57 UTC
in vault item: Black Mesa: ArcticComment #14608
I played it, liked the look of it. Perhaps you could improve the snow, add some bumps and dips to it? haven't seen much snow so I dunno what it's really like. I guess the BMRF would have good landscaping though Maybe a sign, like the once over the entrance to BMRF in blue shift, if you have that.
Commented 17 years ago2007-04-11 22:58:44 UTC
in vault item: Lexus LS430 2003Comment #14603
yeah being able to drive a car would be awsome in HL, but this is a really awsome job rowley! its with some stuff as good as this that i feel like im not playing HL!
Commented 17 years ago2007-04-10 13:57:35 UTC
in vault item: Quarintine v1.1 beginningComment #14593
Pretty good 2 maps if u ask me, but it would be alot more helpful if you included the 2 maps in the zip file in BSP format, that way we could play the maps without having to compile them. But yeah i like what u did with these maps, nice job.
Commented 17 years ago2007-04-09 10:25:08 UTC
in vault item: Just another labComment #14588
A very nice, solid map. A few of the lights could've been func_walled to avoid uneccassary vis cuts and bad shadows, but I only saw that a few times. I'd like to see where this winds up.
It's probably that the arrow hovering over it is too close. Also try raising the item_suit entity off that platform a little. It'll fall back down to ground level when you start your map.
Commented 17 years ago2007-04-06 13:09:01 UTC
in vault item: de_mainframe2_czComment #14582
haha, thanks mate, ive already started on some of the tips you gave! was thinking of making a source version as well as fewer people are playing cz these days
Commented 17 years ago2007-04-05 13:22:35 UTC
in vault item: TPComment #14579
try making maps with wide open space, like cs_deathmatch, or two boxes separated with corridors or something. That kind of maps are good for training "newborn" mapmakers. But the "toilet paper" comment threw me up from my seat, and I can't stop laughing!
Nice original thought...
Perhaps add some mountains in the distance?
Anyways - I liked the effort put at this, if you used better textures - it could end up as a pretty nice remake of the ol' boring Anomalous Materials start.
Though you'll need a huge max vis. distance to make the skybox visible in all the areas of the map..
Anyways - doesn't a model going off-grid produce any errors?
cool lighting effects, especially the red glowing effect u have in the screenie, but speeking for everyone on a pentium3, it makes for a very laggy experience. Very blocky architecture, but all the props doesnt make it seem so bad, Yet the fake green doors u have look really fake, i suggest carving them into the wall. Also, it is a very compact map, like u said, but i have found that to be the most common falt in all custom cs de maps. Finally, there are lots of useless rooms in the map that really serve no purpose at all. But, overall, a fairly decent map, and im sure for those who have decent video cards it would be fun to play.
Texturing could use a little more work, though. I kinda like the clock going nuts!
Improve and expand!
A compiled version would have been nice.
I guess you didnt actually say it was something it wasn't, I just had higher expectations.
Its ok...
Downloading...
Downloading!
Perhaps add snow falling.