Commented 17 years ago2007-04-05 11:41:31 UTC
in vault item: dm_greentownComment #14577
Ok, now i've played it.
This map is very, very plain. Besides the two houses, there's nothing in the area except for a perfectly flat concrete ground. Some debris, uneven ground, or heck, even random blocks or a re-texture could bring some life to the middle area. If you used more textures and ones that aren't just concrete, you could remove the dull factor. Make sure the walls line up as a suddenly thicker wall doesn't make sense. Inside the houses, those windows were pretty awesome. I can see you put some time and effort into them. What would make them even more awesome is if you made them transparent, breakable or openable so players can aim and shoot through them. If you did that, you'd add a whole other confrontation point to the map besides the front door to front door. This map doesn't have any hostages, so you should just call it greentown or maybe make it an fy map and leave weapons on the ground.
Commented 17 years ago2007-04-05 11:11:45 UTC
in vault item: dm_greentownComment #14575
Ok, that thing will be added in the next version. The map looks like floating in the sky because I did not fit the sky box into the map area, but there is a clip brush in the walls and the ceiling of the map. How was the jalousies?
Commented 17 years ago2007-04-04 14:56:28 UTC
in vault item: de_mainframe2_czComment #14568
I didn't include it in my review but if you work this map up. Put in some detail, more arch and fill up the emptyness, it will rock. The firefights was great (I played against bots) The bots behaved OK, but they often got stuck behind the metal-bars in the underground waternetwork. I'm not very familliar with bot nav but there should be a way to make them go around the bars. Ask The hunter, he is good with bots - Source bots and CZ bots are as far as I know pretty much the same.
Commented 17 years ago2007-04-04 12:44:49 UTC
in vault item: de_mainframe2_czComment #14565
Thanks for the comments, i dont see how a an accidental comma in the map name is worthy of review as i was looking for reviews on the map itself. thanks for the tips madcow, this is my first completed map so theres still a lot to learn, but u learn from your mistakes. i didnt mean to check the allow upload box i'll untick that if i can. and kurosaki please review the map before giving me a review... otherwise its pretty pointless giving me your thoughts isnt it!
Commented 17 years ago2007-04-04 11:06:07 UTC
in vault item: de_mainframe2_czComment #14564
Review.
I was matter of fact impressed by this map on the same time as there were many things wich I didn't like.
-The size off the doors was iregular, some doors were huge, some were too small. Try to make one door wich has perfect size, copy it and use it everywere (of course not with the same texture) -U used some prefabs - make ur own instead. -The map was pretty empty -World algined decals (bomb zone B had a reversed B, tutorial on how to fix it here: http://www.twhl.co.za/tutorial.php?id=45 ) -You used lightentities, use texture lights or "texlights". (tutorial on how to use texlights here: http://www.twhl.co.za/tutorial.php?id=54 ) -The ceiling was very low in some areas. -Texturing was pretty bad. -Boxyness
Tho there was quite many bad things I was still impressed by the structure of the map wich was great. You managed to create a quite large map even with height differences and still the map was keeping it together. A large + for that.
+Map structure +Outside area (I liked it, but still it was a bit empty)
2 stars all in all. Keep up the good work.
PS When creating CZ or CS:S maps, remember to include in your description if the map supports bots or not.
Commented 17 years ago2007-04-04 02:31:07 UTC
in vault item: de_mainframe2_czComment #14560
First of all you didn't need "allow upload". And secondly haven't tested the map yet but it looks like that the rooms are boxy and textures are stretched. But I can be wrong...
Commented 17 years ago2007-04-03 18:10:08 UTC
in vault item: The Pool - Compo 23Comment #14559
Very nice job, this Water map looked great, I went around the map about 3 times looking at things woundering how you thought of them, but the HL2 textures made the map Much better, 5 Stars.
Commented 17 years ago2007-04-03 06:49:49 UTC
in vault item: fy_beachComment #14557
If anyone would like to help me, send me a screenshot of my map... And by the way I am updating the map because of the umbrellas... they emit light... I had to change the name to the "lights.rad" to avoid this effect... Sorry the double post... The dawn new IE made the post for me...
Commented 17 years ago2007-04-03 06:42:08 UTC
in vault item: fy_beachComment #14556
Well guys... At least you've posted comments on my map... It is a great thing to me!!! Well as the screenshots, of course I know how I can take it... But I don't have internet at home and I must carry all the stuff into a public computer to then upload to teh TWHL. When I made it to the public computer, and when I was about to submit my map, it said that it needed a screenshot... I forgot it... And when I came here to make another submition... I forgot.. Again!! Sorry :(...
Commented 17 years ago2007-04-02 22:30:37 UTC
in vault item: cc_boxComment #14552
^Cube maps not treated as a map???, crappy maps are the best, they get the most attention because nobody really knows what they are downloading until they find a... box? Well, it sounds interesting, and the name sort of gives it away, ill give it a 5 because I used box maps for some time but stopped for no paticular reason, and, box maps can be funny, random, unexpected, good... in a way, or just plain an attention getter.
Commented 17 years ago2007-04-02 22:22:20 UTC
in vault item: PacManHLComment #14551
I think I know what Rowleybob ment, he ment since the walls would be the same Blue texture, and It would hurt peoples eyes from seeing blue so much, that It would be a good idea to make like some cracks in the walls or somthing like that. TWHL is sort of dead without Rowleybob commenting maps and helping people out.
Commented 17 years ago2007-04-01 16:07:27 UTC
in vault item: ANTI-SkyboxComment #14546
Its a good example map, I would download it but im LAZY, ill give it a 4 Star rating at least. I did not fully get it, but how does makeing the Skybox smaller around the map help?
havent downloaded, but have you checked the origin point? Sometimes i accidently move it resulting in problems similar. Also, have you checked the angle? This can determine the direction of the rotation. Have a look at the flags and properties as you might of changed something without realising.
Commented 17 years ago2007-03-31 22:27:12 UTC
in vault item: fy_beachComment #14543
It's really good that you included the ambiance sound with the map. You should practice your Vertex Manipulation and make the rocks a little more interesting, they umbrellas could be models or include a few more faces, toilets should be a little smaller, and the shore should be uneven. Also, I think the map would be ruined by campers, approaching from the water isn't easy, maybe you should make an inland path.
Commented 17 years ago2007-03-31 13:38:43 UTC
in vault item: aim_arcadiariflecupComment #14537
uuuuuhhhg it took me like 30 minutes to read all that crappy leet speak now i feel dirty shivers well if your making a crappy aim map for $ go for it i would. anyways ya its bland but what can you do...i think that noobs at mapping should be able to make aim fy and so on maps just to get better thats what im doing i have one map out aim_dustwarz ya its a crappy dust map w/e and another one a bit more original fy_platform and soon to be released cs_dorms.
Commented 17 years ago2007-03-30 22:11:14 UTC
in vault item: fy_beachComment #14534
That's a pretty bad screenshit, but it looks like it might actually be good... although that is saying a lot, since I can't actually SEE at anything. :
Commented 17 years ago2007-03-30 19:30:18 UTC
in vault item: MansionComment #14533
I think this deserves a 2/5. No offense :P.
Why? well....
Architecture gets a 4/5, pretty well-done. But the outside architecture it a bit blocky. I would give it a 5/5 if you put in some land in the background with a skybox cam.
Gameplay gets a 2/5 because theres no plot? Also the no water showing up gets on my nerves :P. The part where there is combine rollermines and you not having a gravity gun is kinda annoying. The worst part was it was TOO dark, having to almost always have a flashlight, and it was really annoying going down a tunnel with combine rollermines chasing you and fast zombies in front of you. There was too many combines and combine snipers in the beginning also, having only the shotgun and crowbar too. The only real kool thing to this was that scene where the part of the building falls and a headcrab cannister comes out through the ceiling crashing into the ground o.0 all while in slo-mo and a gray screen.
Proffessionalism (world entity placement, and overall bugs in the maps) gets a 3/5, it would get a 4/5 if the water worked, then a 5/5 if the gray went off after the scene with the headcrab cannister. Having gray throughout the rest of the level is annoying.
Gameplay and having no bugs and wrong things (proffessionalism in my words) are the most important things in maps. So overall, pretty much a 2.
Commented 17 years ago2007-03-30 16:33:49 UTC
in vault item: FacingWorldsComment #14530
i just downloaded the updated version and its way better i liked the blue/ red flame things at the top of the towers. the widening of the tower made it much faster to move around overall a good update
Commented 17 years ago2007-03-30 15:38:14 UTC
in vault item: Facility 29Comment #14529
This map somehow reminds me of the oldskool beta CS maps.. Maybe it's because of the layout and overall looks? Anyways - a wee bit belated review..
+ Texturing. Nothing too special here. I didn't notice any major texturing glitches, it all looked pretty good and clean to me.
+ Ambience. Good job, everything sounded, like it's supposed to sound.
+/- Architecture. Now most of the areas were detailed and looked pretty well (lovely terrain at the terrorist building, narrow corridor with pipes), although some of them (CT spawn, inside of terrorist building, sewer pipes) were un-detailed and sometimes bland. The CT spawn could've used some more interesting architecture, while the T building had almost no furniture, just empty and boring. It kinda reminded me of cs_mansion. The sewer pipes were just dark and plain. You could add some maintenance rooms to break them up a bit.
+/- Lighting. The outdoor areas were pretty well-lit, but I've found the ultra-bright yellow lights in the biggest tunnel a bit wierd. Try a more orange light..
- Layout, gameplay. The good thing is, that there are many routes to the goal. The bad thing? Corridors. Every single route is a simple corridor. The whole map had only 2 larger open spaces. That doesn't make it play good, since the map chokepoints are all in huge, long corridors. That automatically disables the use of any kind of tactic and just leaves the players to shooting each other simoultaneously. The only way to solve it is to make at least one bigger area in the center of each route (with the possible exception of the sewers), even better, a center area, that connects with the other routes and gives the gameplay a bit more variation.
Overall - a quite great map for a first one, with some improvements it could turn out to be a pretty darn good map. 4*, because without the glitches - it's an awesome first map. Keep it up.
Commented 17 years ago2007-03-29 20:01:46 UTC
in vault item: FacingWorldsComment #14525
ok its worthy of 4 stars +architecture was good inside the building and outside +mainly stuck to the real design of the map +good sky box for it maybe find a space one cause i think thats what it looked like in the real map
just minor things maybe even not worth correcting but if you want to...
-to my recollection there were ladders on the outsides of the buildings but i might be wrong -inside however good the architecture was inside it has to be playable and i would have opened the inside up more so that you can run around with other people and not get blocked or stuck.
Commented 17 years ago2007-03-29 19:46:20 UTC
in vault item: FacingWorldsComment #14524
OMFG YOU READ MY MIND I HAVE BEEN WANTING TO BUILD THIS MAP FOR EVER i though about it like last week when i was in the shower lol. ok frecan sweet im downloading it now and ill b back after i run it to rate it THANK YOU FOR THIS MAP (if its good)
This map is very, very plain. Besides the two houses, there's nothing in the area except for a perfectly flat concrete ground. Some debris, uneven ground, or heck, even random blocks or a re-texture could bring some life to the middle area. If you used more textures and ones that aren't just concrete, you could remove the dull factor. Make sure the walls line up as a suddenly thicker wall doesn't make sense. Inside the houses, those windows were pretty awesome. I can see you put some time and effort into them. What would make them even more awesome is if you made them transparent, breakable or openable so players can aim and shoot through them. If you did that, you'd add a whole other confrontation point to the map besides the front door to front door. This map doesn't have any hostages, so you should just call it greentown or maybe make it an fy map and leave weapons on the ground.
Anyone know of a way to display a view model, as if the weapon actually being held?
Because if you did, you could make it like a flaming torch.
As you walked around, you'd see the torch glow (a tangy orange) creating pools of light on the wall.
Though it would look much more effective with bloom!
never.
Put in some detail, more arch and fill up the emptyness, it will rock.
The firefights was great (I played against bots)
The bots behaved OK, but they often got stuck behind the metal-bars in the underground waternetwork.
I'm not very familliar with bot nav but there should be a way to make them go around the bars.
Ask The hunter, he is good with bots - Source bots and CZ bots are as far as I know pretty much the same.
O_O
Well I don't know cause I never tried it : <
I was matter of fact impressed by this map on the same time as there were many things wich I didn't like.
-The size off the doors was iregular, some doors were huge, some were too small. Try to make one door wich has perfect size, copy it and use it everywere (of course not with the same texture)
-U used some prefabs - make ur own instead.
-The map was pretty empty
-World algined decals (bomb zone B had a reversed B, tutorial on how to fix it here: http://www.twhl.co.za/tutorial.php?id=45 )
-You used lightentities, use texture lights or "texlights". (tutorial on how to use texlights here: http://www.twhl.co.za/tutorial.php?id=54 )
-The ceiling was very low in some areas.
-Texturing was pretty bad.
-Boxyness
Tho there was quite many bad things I was still impressed by the structure of the map wich was great.
You managed to create a quite large map even with height differences and still the map was keeping it together.
A large + for that.
+Map structure
+Outside area (I liked it, but still it was a bit empty)
2 stars all in all.
Keep up the good work.
PS
When creating CZ or CS:S maps, remember to include in your description if the map supports bots or not.
We all do it sometimes.
And some people does it more than others etc etc.
Downloading the map..
This is just a dumb example of crappy typing. Watch your typing!
Hopefully this helps?
press f5 in-game then go into your cstrike folder C:/program files/(valve or steam)/steamapps/<your name>/cstrike and find that picture and use that
Anyways, ain't gonna judge your map after the screenshot..
Why? well....
Architecture gets a 4/5, pretty well-done. But the outside architecture it a bit blocky. I would give it a 5/5 if you put in some land in the background with a skybox cam.
Gameplay gets a 2/5 because theres no plot? Also the no water showing up gets on my nerves :P. The part where there is combine rollermines and you not having a gravity gun is kinda annoying. The worst part was it was TOO dark, having to almost always have a flashlight, and it was really annoying going down a tunnel with combine rollermines chasing you and fast zombies in front of you. There was too many combines and combine snipers in the beginning also, having only the shotgun and crowbar too. The only real kool thing to this was that scene where the part of the building falls and a headcrab cannister comes out through the ceiling crashing into the ground o.0 all while in slo-mo and a gray screen.
Proffessionalism (world entity placement, and overall bugs in the maps) gets a 3/5, it would get a 4/5 if the water worked, then a 5/5 if the gray went off after the scene with the headcrab cannister. Having gray throughout the rest of the level is annoying.
Gameplay and having no bugs and wrong things (proffessionalism in my words) are the most important things in maps. So overall, pretty much a 2.
Anyways - a wee bit belated review..
+ Texturing. Nothing too special here. I didn't notice any major texturing glitches, it all looked pretty good and clean to me.
+ Ambience. Good job, everything sounded, like it's supposed to sound.
+/- Architecture. Now most of the areas were detailed and looked pretty well (lovely terrain at the terrorist building, narrow corridor with pipes), although some of them (CT spawn, inside of terrorist building, sewer pipes) were un-detailed and sometimes bland. The CT spawn could've used some more interesting architecture, while the T building had almost no furniture, just empty and boring. It kinda reminded me of cs_mansion. The sewer pipes were just dark and plain. You could add some maintenance rooms to break them up a bit.
+/- Lighting. The outdoor areas were pretty well-lit, but I've found the ultra-bright yellow lights in the biggest tunnel a bit wierd. Try a more orange light..
- Layout, gameplay. The good thing is, that there are many routes to the goal. The bad thing? Corridors. Every single route is a simple corridor. The whole map had only 2 larger open spaces. That doesn't make it play good, since the map chokepoints are all in huge, long corridors. That automatically disables the use of any kind of tactic and just leaves the players to shooting each other simoultaneously. The only way to solve it is to make at least one bigger area in the center of each route (with the possible exception of the sewers), even better, a center area, that connects with the other routes and gives the gameplay a bit more variation.
Overall - a quite great map for a first one, with some improvements it could turn out to be a pretty darn good map.
4*, because without the glitches - it's an awesome first map.
Keep it up.
now to learn how to compile models ...
+architecture was good inside the building and outside
+mainly stuck to the real design of the map
+good sky box for it maybe find a space one cause i think thats what it looked like in the real map
just minor things maybe even not worth correcting but if you want to...
-to my recollection there were ladders on the outsides of the buildings but i might be wrong
-inside however good the architecture was inside it has to be playable and i would have opened the inside up more so that you can run around with other people and not get blocked or stuck.
i liked it keep mapping!