Commented 17 years ago2007-03-29 16:01:41 UTC
in vault item: FacingWorldsComment #14522
supports bots. They dont teleport yet. I'm still working on it. And i need to put the player kill underneath but other than that, it's bot friendly. Gravity default is 800, btw
Commented 17 years ago2007-03-28 23:47:41 UTC
in vault item: CatalystComment #14515
Okay, since I dont have Sven Coop on my computer, i'll vote by the screen shot, i'll give it a 5, cause that... generator or whatever it is looks awsome, and the lighting looks great in that room. I have to ask, what goes on at that part? Is it like another experiment?
Commented 17 years ago2007-03-28 21:05:02 UTC
in vault item: 3D Skybox for HL1Comment #14513
So, it's just a huge model? I don't see what's so amazing about that, to be honest. I mean, it looks fantastic, but technically, it's not that hard to do. This same effect was used in some Day of Defeat maps, where they used large models for hills in the background. Not so revolutionary, but still useful if you know how to model, I suppose.
Commented 17 years ago2007-03-28 18:09:17 UTC
in vault item: dm_aquosComment #14511
Okay, first off, just let me say this: You totally stole my idea, and all credit should go to me. I came up with this idea waaayyy before you, and coincidentally, it was also gonna be my map for the competition, I just never started making it. Thief.
Alright, now that that's out of the way, I'll get on to the review.
This is definitely a unique idea for a deathmatch map (being my idea, it's obviously unique), and it's generally very well implemented into the gameplay, with doors leading into the water everywhere, so as never to leave the player trapped in a corner, with nowhere to go.
You seem to have gotten the gameplay down, but the actual construction of the map got on my nerves a bit. Basically, the interior is just a bunch of copy+pasted wall sections, with some small details, lights, doors, and the occasional pushable crate here and there. Needless to say, it all seemed a bit repetitive, and it was very hard to distinguish one area of the map from another.
There were other areas that showed a bit more creativity, like the location shown in the screenshot, but even there, the brushwork was all very large and blocky, with few details implemented into the brushwork. I realize it's hard to get every area to be unique and detailed, but it just doesn't look like you put too much effort into any one part. And don't even get me started on those large security doors that lined right up with the outer wall... ugh.
Alright, moving on to the exterior now, I'd say you could have put a little more work into the general construction of it. The rocks were very repetitive, and could definitely use some major work. There were no stray rocks laying around, simply these large, single height ones, obviously there for no other purpose than to keep the player in. The exterior of the structure was also very mundane, as it was all very... squarish. It would have been nice to see some pipes coming put of the side and feeding into the ground, or at least some rounded corners on the structure. As it is, it's just a bunch of blocks connected together.
So, I guess I'd give this three stars for the effort, but with such an inventive idea (that I came up with), it seems like you could have done something better with it. Oh, and don't be surprised if you see a very similar map turn up here in the future. I still have my eye on this theme.
Commented 17 years ago2007-03-28 16:52:55 UTC
in vault item: dm_aquosComment #14510
Thanks. This was meant (originally) as a counterstrike map. I kept the basic layout and just changed the look and feel of it. Maybe i'll just have some areas of water. Not the entire thing.
Commented 17 years ago2007-03-28 16:39:03 UTC
in vault item: dm_aquosComment #14509
This map deffinetly had a different concept than most deathmatch maps ive played. Definetly unique.
+The pumps were neat looking thow i could tell you just copied and pasted em around the map. +The hallways branched out in many ways and had nice ceiling and floor trims that complimented them. +definetly a unique way of manuvering through the map w the water -The entire map seemed almost repetetive of itself -The hallways seemed big and empty in some parts -the outside water area brought you to a "too much open" area where you could basicaly see the entire outside shape of the map thow the terrain did blend it good to the ground.
Overall- the map was kinda boring in some parts because of overuse of textures in big empty areas, but the map flowed "somewhat good". It would have flown better if some of the big rooms maybe opened up to other areas with halls. ex: the huge room w one hall out and some items in the way far away corner. The map was pretty well constructed thow so just keep on mappin and remember " dont make bigol borin areas" or atleast not a lot of them.
Commented 17 years ago2007-03-28 03:53:55 UTC
in vault item: QuarintineComment #14500
An enjoyable play, but I found the maps much too dark and couldn't find where I was going. This gave me a headache. A lot of the textures were the same and fitted incorrectly and there was far too many monsters for anyones liking. A fairly decent effort though with plenty of horror, puzzles and intrigue.
Commented 17 years ago2007-03-27 11:08:44 UTC
in vault item: Ocean TempleComment #14499
ahhh, Invalid Dll version, Im guessing I need HL to be version 1.1.1.1 or however many numbers are for it, if thats the case then ill get that and view this map later, but it looks good from the screenshot
Commented 17 years ago2007-03-25 14:37:11 UTC
in vault item: QuarintineComment #14488
Hmph it seems to be problem after problem after problem with this mod but i've fixed the downloading problem tell me of any more problems you might have with this mod.
Commented 17 years ago2007-03-25 05:33:29 UTC
in vault item: QuarintineComment #14483
"And another thing is that you should simply texture an object and use the fit button for every side of the object, that really reduces the quality of the game."
Either you just told him he shouldn't use the fit function on everything, which is correct, or you were saying that he should do that to every face, which would be completely wrong. I can't figure out which, but from the screenshot, it doesn't look like he fitted EVERYTHING.
Commented 17 years ago2007-03-25 05:32:30 UTC
in vault item: shotgun_warehouse_kmComment #14482
I'ts OK to experiment with gameplay, but you should try to add some more feel and realistic features to your map before posting it. Try to make it actually look like a warehouse insteawd of just a massive room with boxes in it.
But for a first map... It wasn't all that bad, but keep in mind all the response people give you, perhaps go to the mapvault and download some of the maps there that have resieved high ratings and then have a look at how they have achieved this.
And finally.... don't be disheartened by people flamming your maps.... remember everyone here started off as a novis.
Commented 17 years ago2007-03-25 01:08:48 UTC
in vault item: QuarintineComment #14481
Not a bad first mod. However some of the stuff in this mod i really didnt like. For the first there was too many monsters in each level whitch called a huge lag and also made the game EXTREMELY repetative. The brushwork wasnt all that bad, but alot of things were the same texture. And another thing is that you should simply texture an object and use the fit button for every side of the object, that really reduces the quality of the game. Using different textures for walls floors and ceilings also increases quality. But overall this was a good game, and i really like the idea.
Commented 17 years ago2007-03-24 19:03:55 UTC
in vault item: QuarintineComment #14477
"Warning: Couldn't open Valve/rain.wad"
Please either wadinclude your textures (best for individual maps without their own mod folder IMO), or include all the WADs in the mod folder, which is preferable in this situation.
Commented 17 years ago2007-03-24 18:27:36 UTC
in vault item: shotgun_warehouse_kmComment #14476
Whoops sorry, I'm usally the one who protects the first maps and new mappers, guess I was a little tired.
Don't be discouraged, always try to improve, in the end you'll create an awsome map and everybody will worship you. Besides my first map was much worse.
Commented 17 years ago2007-03-24 14:00:39 UTC
in vault item: The Pool - Compo 23Comment #14472
thanks for the feedback
The waterfalls at the beginning did have sound, strange that they didn't work for you though. The glass was also one of the issues I had with the max entity limit, and grouping them didn't seem to help. I agree about the swimming pool depth - i thought about that at one point but completely forgot to take it further.
If I have some spare time, I might work on this some more, and maybe try and show off some more of the HL2 textures.
Commented 17 years ago2007-03-24 06:44:49 UTC
in vault item: aim_arcadiariflecupComment #14467
Hm.. I'll make you feel even dirtier by writing an appropriate review. ;D
wl thnks 4 a map dat gd its rly 1337 i likde teh prat wen u ken pik up wpns at teh start coz tahts rly usefool bcuz usin mai baiskript all teh tiem woz gettin 2 tirin n stuf tho dis maps liek rly 2 big dunno whai i think its big mebbe coz i plai smallr maps all teh tiem lol anyho u shud mayk it smallr liek u kno teh map kilbox_ubar_1337_totly_lyk_yah_totly_dood its rly gd in siez n gamplay adn it duznt lag coz may 1337 frend maid it adn hes rly gd at makin map witout lag lol adn yah u shuld mebbe mayk a sekret plays wit awp n shiz coz its fun to get teh sekret wpn adn go all booms hs on teh noobd and teh noobs wud go liek ohnoes ur spoilen teh gaymepley or sumthin liek dat rofl so dis maps rly 1337 if u dunt mention teh flawes whit r rly eesee 2 fix imo lol so liek gd job n keep makin mpas liek dat plz kthx ps i thot dat u wud liek to heer mai ide ov a mpa dat i wanted 2 map but kudnt coz i kuldnt run hammre files on cs lol so hre it is teh naym: omg_u_shuld_pley_dis_mpa_adn_if_u_dnot_ur_moms_a_fag_lol storee: its liek u gte wepons at strat adn u dun hva 2 moov jsut shot teh othres lol it shud b rly fun adn tehre wud be a sekret awp wich is hiddan n stuf
lol k im w8in 4 u 2 mayk dat map k? i kent pai u tho coz my mom sez i ken only gte 2$ a day to buy cande b4 she picks me up frmo skool kthxbai
Commented 17 years ago2007-03-23 18:13:42 UTC
in vault item: The Pool - Compo 23Comment #14464
- ok i played again and saw the scroll textures that are running the wrong way. For such a small map you should have noticed that. And in the bottom pool, the water is split in half which makes it appear to have a line going through it. It looks like you didnt finish the glass on your rails well maybe because of the error but you should have fixed it. In my opinion I hate pools that are the same depth all the way through and they are in yours. Also you could have rounded off the bottoms of them. And in my opinion you shouldnt have added such an annoying sound to the button that turns on the waterfalls. Like i sayed b4 as well, The waterfalls would look much better if much more transparent. And you should have given the beggining waterfalls a sound. Since the error in this map was that there were to many entities, maybe instead of making so many, you could have grouped them together. + Anyways, besides all that the map was pretty neat. The splashes coming from the waterfalls was a realy great touch. I realy liked the small waterfall coming from the spa. For a big pool area, i could say you pulled it off.
And i need to put the player kill underneath but other than that, it's bot friendly. Gravity default is 800, btw
I will definatly download this and give it a review.
Does it support bots?
I'm guessing no.
Alright, now that that's out of the way, I'll get on to the review.
This is definitely a unique idea for a deathmatch map (being my idea, it's obviously unique), and it's generally very well implemented into the gameplay, with doors leading into the water everywhere, so as never to leave the player trapped in a corner, with nowhere to go.
You seem to have gotten the gameplay down, but the actual construction of the map got on my nerves a bit. Basically, the interior is just a bunch of copy+pasted wall sections, with some small details, lights, doors, and the occasional pushable crate here and there. Needless to say, it all seemed a bit repetitive, and it was very hard to distinguish one area of the map from another.
There were other areas that showed a bit more creativity, like the location shown in the screenshot, but even there, the brushwork was all very large and blocky, with few details implemented into the brushwork. I realize it's hard to get every area to be unique and detailed, but it just doesn't look like you put too much effort into any one part. And don't even get me started on those large security doors that lined right up with the outer wall... ugh.
Alright, moving on to the exterior now, I'd say you could have put a little more work into the general construction of it. The rocks were very repetitive, and could definitely use some major work. There were no stray rocks laying around, simply these large, single height ones, obviously there for no other purpose than to keep the player in. The exterior of the structure was also very mundane, as it was all very... squarish. It would have been nice to see some pipes coming put of the side and feeding into the ground, or at least some rounded corners on the structure. As it is, it's just a bunch of blocks connected together.
So, I guess I'd give this three stars for the effort, but with such an inventive idea (that I came up with), it seems like you could have done something better with it. Oh, and don't be surprised if you see a very similar map turn up here in the future. I still have my eye on this theme.
+The pumps were neat looking thow i could tell you just copied and pasted em around the map.
+The hallways branched out in many ways and had nice ceiling and floor trims that complimented them.
+definetly a unique way of manuvering through the map w the water
-The entire map seemed almost repetetive of itself
-The hallways seemed big and empty in some parts
-the outside water area brought you to a "too much open" area where you could basicaly see the entire outside shape of the map thow the terrain did blend it good to the ground.
Overall- the map was kinda boring in some parts because of overuse of textures in big empty areas, but the map flowed "somewhat good". It would have flown better if some of the big rooms maybe opened up to other areas with halls. ex: the huge room w one hall out and some items in the way far away corner. The map was pretty well constructed thow so just keep on mappin and remember " dont make bigol borin areas" or atleast not a lot of them.
Let me know of any problems you come across. This compile was on full everything. It only took like.. 18 minutes or so.
This looks great, and i shall try it out very soon.
http://dictionary.reference.com/browse/assault
http://oxihosting.com/
Either you just told him he shouldn't use the fit function on everything, which is correct, or you were saying that he should do that to every face, which would be completely wrong. I can't figure out which, but from the screenshot, it doesn't look like he fitted EVERYTHING.
But for a first map... It wasn't all that bad, but keep in mind all the response people give you, perhaps go to the mapvault and download some of the maps there that have resieved high ratings and then have a look at how they have achieved this.
And finally.... don't be disheartened by people flamming your maps.... remember everyone here started off as a novis.
Please either wadinclude your textures (best for individual maps without their own mod folder IMO), or include all the WADs in the mod folder, which is preferable in this situation.
Don't be discouraged, always try to improve, in the end you'll create an awsome map and everybody will worship you. Besides my first map was much worse.
The waterfalls at the beginning did have sound, strange that they didn't work for you though. The glass was also one of the issues I had with the max entity limit, and grouping them didn't seem to help. I agree about the swimming pool depth - i thought about that at one point but completely forgot to take it further.
If I have some spare time, I might work on this some more, and maybe try and show off some more of the HL2 textures.
Otherwise, shame on you... even kill boxes look better and play better. :
wl thnks 4 a map dat gd its rly 1337 i likde teh prat wen u ken pik up wpns at teh start coz tahts rly usefool bcuz usin mai baiskript all teh tiem woz gettin 2 tirin n stuf
tho dis maps liek rly 2 big dunno whai i think its big mebbe coz i plai smallr maps all teh tiem lol anyho u shud mayk it smallr liek u kno teh map kilbox_ubar_1337_totly_lyk_yah_totly_dood its rly gd in siez n gamplay adn it duznt lag coz may 1337 frend maid it adn hes rly gd at makin map witout lag lol
adn yah u shuld mebbe mayk a sekret plays wit awp n shiz coz its fun to get teh sekret wpn adn go all booms hs on teh noobd and teh noobs wud go liek ohnoes ur spoilen teh gaymepley or sumthin liek dat rofl
so dis maps rly 1337 if u dunt mention teh flawes whit r rly eesee 2 fix imo lol so liek gd job n keep makin mpas liek dat plz kthx
ps i thot dat u wud liek to heer mai ide ov a mpa dat i wanted 2 map but kudnt coz i kuldnt run hammre files on cs lol so hre it is
teh naym: omg_u_shuld_pley_dis_mpa_adn_if_u_dnot_ur_moms_a_fag_lol
storee:
its liek u gte wepons at strat adn u dun hva 2 moov jsut shot teh othres lol it shud b rly fun adn tehre wud be a sekret awp wich is hiddan n stuf
lol k im w8in 4 u 2 mayk dat map k? i kent pai u tho coz my mom sez i ken only gte 2$ a day to buy cande b4 she picks me up frmo skool
kthxbai
+ Anyways, besides all that the map was pretty neat. The splashes coming from the waterfalls was a realy great touch. I realy liked the small waterfall coming from the spa. For a big pool area, i could say you pulled it off.